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JJonth Cheeky Monkey

Larger ai engagement range pack

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This pack of weapons including around 20 M16s, 3 G3s and 10 AKs makes the AI engage at longer ranges and fire fully automatic at closer ranges. Now the AI may engage you at 400m+ with an M16 and maybe more with a G3 or M14. They now use grenade launchers more and at longer ranges. Also the packs M16s are smaller and to scale with the other weapons there is also alot more detail put into the M16 models. all the AKs use the BIS AKSU reciever making them look alot better too. Damages and velocities have been changed depending on the weapon and ammo. If you want the full list of weapons and changes just say and i'll put them up

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ummm...LOL...this sounds all good and all, but you forgot to put a link biggrin.gif

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Duh, there's no link, read the subtitle

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Ofp.info on friday, says fighter<span id='postcolor'>

On friiiiiiiday. smile.gif

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Could you post up the full list of changes etc thanks

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Cheeky Monkeys total weapon pack.

This addon adds non oversized M16s, adds extra details to models and allows the AI a larger engagement range than before.

There is more variance in the ammo

<NEW AMMO DETAILS>

M193 (5.56 X 45mm) :Damage 8. Max engagement range 500m

M855 (5.56 X 45mm NATO) :Damage 8. Max engagement range 500m

7N6 (5.45 X39mm) :Damage 7. Max engagement range 500m

M43 (7.62 X 39mm) :Damage 9. Max engagement range 500m

308 Win (7.62 X 51mm NATO) :Damage 10. Max engagement range 600m

M136 rocket :Damage 750. Max engagement range 350m

40mm grenade :Damage 30. Max engagement range 400m

40mmE grenade :Damage 25. Max engagement range 400m

Some rounds are more accurate over ranges. The AI might engage targets even further away with a G3 or M14 than an M16 or

AK74.

Different rounds have different velocities and so the trajectories may be different.

<WEAPON NAMES>

M16A2 :Colt M16A2 (S,B)

M16A4 :Colt M16A4 (S,B)

M16A2grenadelauncher :Colt M16A2 +M203 (S,B,G)

M16shorty :Colt M4 (S,B)

M16shortyacogs :Colt M4 + ACOGS (S,B)

M16shortygrenadelauncher :Colt M4 + M203 (S,B,G)

M16shortyacogsgrenadelauncher :Colt M4 + M203 + ACOGS (S,B,G)

M16A2E :Colt M16A2 non US model (with Full Auto) (S,A)

M4A1 :Colt M4A1 (S,A)

M4A1acogs :Colt M4A1 + ACOGS (S,A)

M4A1grenadelauncher :Colt M4A1 + M203 (S,A,G)

M4A1acogsgrenadelauncher :Colt M4A1 + M203 + ACOGS (S,A,G)

SR47acogs :Stoner SR-47 + ACOGS (S,A)

SR74acogs :Stoner SR-74 + ACOGS (S,A)

M16VN :Colt M16A1 Vietnam Version (S,A)

M16VNgrenadelauncher :Colt M16A1 Vietnam Version + M203 (S,A,G)

CAR15 :Colt CAR-15 (S,A)

XM177E2 :Colt XM177E2 (S,A)

M14 :Sprinfield M14 (S,A)

G3A3 :HK G3A3 (S,A)

G3A3grenadelauncher :HK G3A3 TGS (G3A3 + HK79) (S,A,G)

21E :HK 21E (S,A)

AKM74 :AK-74 (S,A)

AK74s :AK-74s (folding stock) (S,A)

AKm74grenadelauncher :AK-74 + BG-15 (S,A,G)

AKSU :AK-74SU (S,A)

AKM47 :AK-47 (S,A)

AK47s :AK-47s (folding stock) (S,A)

AKm47grenadelauncher :AK-47 + BG-15 (S,A,G)

M136launcher :AT4 Anti Tank weapon

S = Semi, B = Burst, A = Auto, G = Grenade

<MAGAZINE NAMES>

M16a :fits all M16A2 models which fire single and burst

M16b :fits all M16A2 models which fire single and auto

M16c :fits all M16A1 models which Use 20 round mags

M14mag :fits M14

G3 :fits all G3 models

21 :fits the HK21E

AK47m :fits all AK47 models + SR47

AK74m :fits all AK74 models + SR74

40mm :fits all 40mm launchers (M203 and HK79)

40mmE :fits all 40mm Russian launchers (BG-15)

M136rocket :rocket for AT4

*Edit*

The velocities

M855: 990m/s

M193: 915m/s (i think, not sure)

308 win: same as default, whatever that is

M43: 700m/s  (i think)

7N6: 900m/s

40mm gren: 75m/s

30mm gren: 76m/s

M136 rocket: 280m/s  (i think)

see what you all think.

I might have to change the AI accuracy a bit. they are alot harder to beat now in close quarters.

If you have any new ideas just put em down and i'll think about it.

Also just becasue they engage at 500m with weapons that may have totally different effective ranges it doesn't mean they are all the same accuracy with every weapon.

The AK47 is much better at close range now. It struggles past 300m.

The AK74 has a slightly higher rate of fire, 650 rpm i think. It is good at around 400m.

The M16s are all good at around 400-450m.

The M14 and G3s are good to around 500-600m.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (iNeo @ April 14 2003,23:52)</td></tr><tr><td id="QUOTE">Duh, there's no link, read the subtitle

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Ofp.info on friday, says fighter<span id='postcolor'>

On friiiiiiiday. smile.gif<span id='postcolor'>

Then this shouldn't be in addons and mods complete?

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Wouldnt it be better to lower the engagement ranges? So you then get the exciting battles as seen in the nam pack, instead of being picked off from someone you cant even see.

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it's not the range that makes the Nam Pack the Nam pack it's the high dispersion which means you can't hit anything without a dozen shots. And then, 15 minutes into the fight, you're all out of ammo.

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Yeah, being one of the makers of the nam pack, i knew that smile.gif What i meant by engagement ranges wasnt the cpp term, but the actual physical distance they engage at, and actually hit things, which is about 50-100m ingame, it means there are less deaths, so longer battles, increasing it will just make the battles shorter and less fun...

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are the M4's really necessary, with all of them out there? Also, maybe you should ask earl. if you can use his SR-47/74 model and scope, they are very nice.

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what OFP really needs is a wound script. If you are hit with more than 2-4 damage, you fall over and execute the prone-being healed animation. You can't move or shoot or anything until a medic comes, and even then, you can't shoot. Not much fun if you are hit, but much more real and you don't get hit by the guys you shot.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PFC_Mike @ April 15 2003,02:34)</td></tr><tr><td id="QUOTE">what OFP really needs is a wound script. If you are hit with more than 2-4 damage, you fall over and execute the prone-being healed animation. You can't move or shoot or anything until a medic comes, and even then, you can't shoot. Not much fun if you are hit, but much more real and you don't get hit by the guys you shot.<span id='postcolor'>

agreed but it would look pretty stupid seeing a guy rolling there for like 15 mins. Maybe he would die in 5 minutes if he doesn't recieve attention.

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I like that idea too. How about when they're shot, they drag themselves to a medic and leave a trail of blood. Also how about a unit loses health until it dies and a medic can only stop it from loosing health, it has to go to a tent or a field hospital to regain full health. And instead of the soldier saying inguried (sp?) it yells medic!!! smile.gifsmile.gifsmile.gifwow.gifsmile.gifthumbs-up.gif

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Will this nice addon in one single PBO what overrules the default values? it would be nice to play the capaigns again this way without a need to replace all weapons?

And could you if possibible make of it a second PBO with a higher dispersion value? so people can choose on what they like?

please...

Johan

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I originally tried overriding them, but you cant. Also I dont see any need in a high dispersion pack. The AI aren't that good, they will fire at you from far away, but they way waste 10-25 rounds before any hits, giving you more than enough time to seek cover. Its not as if they get an amazing nose triangle shot from 600m away. Close in they will use fully automatic or multiple bursts.

Anyway sorry I made a mistake, the 40mm grenade has a velocity of 75m/s not 90. Also the BG-15 fires 40mm ammo, not the same as the M203 or HK79, at a velocity of around 60m/s.

I only included all the M4s becasue I had made them all before I made this pack so I just put them all in.

Unfortunately all the textures bar the ACOGS, AT4 and HK79 are all from the original game. I dont think they look too bad anyway. The G3 uses the textures from Resistance which look really nice. I concentrated more on the way they were used than how they looked.

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Sounds interesting... but I suck heavily at OFP, so I think I'll stay away from this pack. smile.gif

As it is, I'll engage a distant enemy with my m16, and spray burst after burst, and he'll almost always kill me with one shot. smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PFC Mongoose @ April 15 2003,11:30)</td></tr><tr><td id="QUOTE">Sounds interesting... but I suck heavily at OFP, so I think I'll stay away from this pack.  smile.gif

As it is, I'll engage a distant enemy with my m16, and spray burst after burst, and he'll almost always kill me with one shot.  smile.gif<span id='postcolor'>

Never use burst or full auto in long ranges, you can't hit anything and the AI troops will kill you. Accurate single shots are key.

*EDIT*

I like the injured idea, it would be nice addition to co-ops where respawn would be too cheesy. Maybe the medic could only revive the soldier so that his aim would still be bad, not fully healed to 1.0 hitpoints rather something like 0.7. And didn't Kegetys' winter Nogojev addon include soldiers with blood drips, so script for that is there.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cheeky monkey @ April 15 2003,01:37)</td></tr><tr><td id="QUOTE">Cheeky Monkeys total weapon pack.

This addon adds non oversized M16s, adds extra details to models and allows the AI a larger engagement range than before.

There is more variance in the ammo

<NEW AMMO DETAILS>

M193 (5.56 X 45mm) :Damage 8. Max engagement range 500m

M855 (5.56 X 45mm NATO) :Damage 8. Max engagement range 500m

7N6 (5.45 X39mm) :Damage 7. Max engagement range 500m

M43 (7.62 X 39mm) :Damage 9. Max engagement range 500m

308 Win (7.62 X 51mm NATO) :Damage 10. Max engagement range 600m

M136 rocket :Damage 750. Max engagement range 350m

40mm grenade :Damage 30. Max engagement range 400m

30mm grenade :Damage 20. Max engagement range 450m

Some rounds are more accurate over ranges. The AI might engage targets even further away with a G3 or M14 than an M16 or

AK74.

Different rounds have different velocities and so the trajectories may be different.

<WEAPON NAMES>

M16A2 :Colt M16A2 (S,B)

M16A4 :Colt M16A4 (S,B)

M16A2grenadelauncher :Colt M16A2 +M203 (S,B,G)

M16shorty :Colt M4 (S,B)

M16shortyacogs :Colt M4 + ACOGS (S,B)

M16shortygrenadelauncher :Colt M4 + M203 (S,B,G)

M16shortyacogsgrenadelauncher :Colt M4 + M203 + ACOGS (S,B,G)

M16A2E :Colt M16A2 non US model (with Full Auto) (S,A)

M4A1 :Colt M4A1 (S,A)

M4A1acogs :Colt M4A1 + ACOGS (S,A)

M4A1grenadelauncher :Colt M4A1 + M203 (S,A,G)

M4A1acogsgrenadelauncher :Colt M4A1 + M203 + ACOGS (S,A,G)

SR47acogs :Stoner SR-47 + ACOGS (S,A)

SR74acogs :Stoner SR-74 + ACOGS (S,A)

M16VN :Colt M16A1 Vietnam Version (S,A)

M16VNgrenadelauncher :Colt M16A1 Vietnam Version + M203 (S,A,G)

CAR15 :Colt CAR-15 (S,A)

XM177E2 :Colt XM177E2 (S,A)

M14 :Sprinfield M14 (S,A)

G3A3 :HK G3A3 (S,A)

G3A3grenadelauncher :HK G3A3 TGS (G3A3 + HK79) (S,A,G)

21E :HK 21E (S,A)

AKM74 :AK-74 (S,A)

AK74s :AK-74s (folding stock) (S,A)

AKm74grenadelauncher :AK-74 + BG-15 (S,A,G)

AKSU :AK-74SU (S,A)

AKM47 :AK-47 (S,A)

AK47s :AK-47s (folding stock) (S,A)

AKm47grenadelauncher :AK-47 + BG-15 (S,A,G)

M136launcher :AT4 Anti Tank weapon

S = Semi, B = Burst, A = Auto, G = Grenade

<MAGAZINE NAMES>

M16a :fits all M16A2 models which fire single and burst

M16b :fits all M16A2 models which fire single and auto

M16c :fits all M16A1 models which Use 20 round mags

M14mag :fits M14

G3 :fits all G3 models

21 :fits the HK21E

AK47m :fits all AK47 models + SR47

AK74m :fits all AK74 models + SR74

40mm :fits all 40mm launchers (M203 and HK79)

30mm :fits all 30mm launchers (BG-15)

M136rocket :rocket for AT4

*Edit*

The velocities

M855: 990m/s

M193: 915m/s (i think, not sure)

308 win: same as default, whatever that is

M43: 700m/s  (i think)

7N6: 900m/s

40mm gren: 90m/s

30mm gren: 100m/s

M136 rocket: 280m/s  (i think)

I'll proably change the grenade stats, don't know though. I haven't really read up on 30mm grenades.

see what you all think.

I might have to change the AI accuracy a bit. they are alot harder to beat now in close quarters.

If you have any new ideas just put em down and i'll think about it.

Also just becasue they engage at 500m with weapons that may have totally different effective ranges it doesn't mean they are all the same accuracy with every weapon.

The AK47 is much better at close range now. It struggles past 300m.

The AK74 has a slightly higher rate of fire, 650 rpm i think. It is good at around 400m.

The M16s are all good at around 400-450m.

The M14 and G3s are good to around 500-600m.<span id='postcolor'>

Whith regards to weapon names:

There is no such thing as AKM74, but there is an AK-74M;

Similarly there is no AKM47, just AKM...

Now AK-74 has the maximum ROF of 600, just like AK-47.  What makes AK-74 different is that it has much less recoil, which leads to greater accuracy in full-auto mode.

More importantly, what you refer to as BG-15 is actually called GP-25 and it's a 40mm grandade launcher with initial velocity of 76 m/s.

Hope this helps!

Peace,

DreDay

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AKM74 is just the name you enter in the init like UCE_ak74 or whatever. In game its called just AK-74.

I realised last night that the BG-15 or GP-25 is a 40mm weapon. I got it confused with some other 30mm russian GL. I changed the stats earlier his morning. Thanks for the velocity, I got it down as 60.somet. Im not too good with Russian Weapons

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Add a PSG1 to the list now smile.gif . Just need to find a good sight for it. Some pics should be coming up on OFP.info soon. I think it looks quite good, for one of my models biggrin.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cheeky monkey @ April 15 2003,13:01)</td></tr><tr><td id="QUOTE">AKM74 is just the name you enter in the init like UCE_ak74 or whatever. In game its called just AK-74.<span id='postcolor'>

Please consider adding some sort of 'tag' like "ChM14", "ChAKM74"...etc... to the beginning of the editor names and class names. Using standard names like 'M14' etc may make this pack incompatable with other add-ons (that didn't use tags).

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