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Asmodeus

Kilo class type 636 submarine released!

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@ Heatseeker

Strange... That's one of the main things we used to test the fire geo... An M1A1 tank's SABOT rounds.   rock.gif

Thanks for letting us know, not sure what to do about it though...

You might want to binarize your model in the future for releases, if you dont want people using it.

I had a look at the model in Oxygen and noticed that the various geometries are not in the same places. I dont know a whole lot about Oxygen modeling but it appears to me that in order to hit the sub a person would have to aim at a point about 1.5 boatlengths behind and about 1.5 to the left of the visible sub to actually hit it.

There are also no "Hit-Points". I dont actually know what these are but I know that other models which can be hit do have them.

Thanks for the feedback here, a couple things:

1.  We didn't binarize it on purpose.  And the EC Crew said: "Let the community have submarines!"   smile_o.gif *edit* To clarify... we didn't binarize so that people could look at what we did for their submarine projects. wink_o.gif

2.  Thanks for your feedback, but this is the "black magic" I was talking about.  The sub isn't supposed to work, the normal way of doing things in O2 had to be thrown out and we came up with some crazy workarounds.

I have a challenge for you:

Match everything up as you think it should be and test it out.  You might be interested with the results.   crazy_o.gif    wink_o.gif

I'll double check the hitpoints, we could have forgot those.  Thanks!

Asmo

P.S.  Some of you may have noticed that the everoncartel.com site is down.  We've run out of bandwidth until January unfortunately...  If anyone would like to help us out, please contact me!

P.P.S.  Thanks for the mirror Dusand!   smile_o.gif

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2. Thanks for your feedback, but this is the "black magic" I was talking about. The sub isn't supposed to work, the normal way of doing things in O2 had to be thrown out and we came up with some crazy workarounds.

Thought it would be, but not being able to hit the sucker can be annoying. Oh well, cant have everything.

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Excellent work Asmodeus. Nice to see a sub in OFP. Nice implementation of the COC torpedoes too. Well done!

Thanks a lot Col Klink! smile_o.gif I agree, it is nice to see a sub in OFP and I remember your sub target, the first sub in OFP! biggrin_o.gif

Also, I have to point out it was the whole EC crew and beta testers that made this possible. smile_o.gif

@ Crowley

You can hit it! Try attacking it with a locked on missle from a copter, try using an AA launcher.. You'll see where to hit it then. wink_o.gif

But, it is testy fire geometry for sure and certainly not as we'd like it to be. (too bad you can't animate the fire geo and such, then we'd be in business!)

@ |crow|

Thanks for the mirror! smile_o.gif

Asmo

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@ Crowley

You can hit it! Try attacking it with a locked on missle from a copter, try using an AA launcher.. You'll see where to hit it then. wink_o.gif

But, it is testy fire geometry for sure and certainly not as we'd like it to be. (too bad you can't animate the fire geo and such, then we'd be in business!)

Ill give it a try... guided AT missiles didnt work though... must have been doing something wrong.

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Bloody wonderful job on this Kilo Diesel sub, the OFP community has been pushing for more of a naval presence and naval units with OFP missions.

I've already created a mission that submerges the AI sub at mission start, then goes at PD, then surfaces only to the tower, the zodiac shows up right by the boat, 5 seconds after all your teammates are in the zodiac and you have 1 km to cover to get to shore.  "God bless scripts... :-)"

I hope that this want and need will transfer into the development of OFP 2, then we HOPEFULLY will see more naval options and actual real naval units with a fairly good amount of their capabilities being available.

A Tico CG VLS or a Burke DDG would keep the flies away very well during an Amphibious assault, the LSD's and LST's would do their job in landing Marines on the ground.

Submarines would be in OFP 2 insert SEALS and other special forces if necessary.

The stuff goes on and on, but there is no doubt that the addition of usable and hopefully controllable naval ships and subs will be very much appreciated and wanted by OFP players for OFP 2.

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Quote[/b] ]I hope that this want and need will transfer into the development of OFP 2, then we HOPEFULLY will see more naval options and actual real naval units with a fairly good amount of their capabilities being available.

I think BIS should stick mainly to infantry warfare, but design the OFP2 engine so that better naval warfare can be added in by modders smile_o.gif .

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How did you manage to get the passengers to get into a Zodiac without first disembarking and drowning???  

I'd love to see that mission!!!

Also I should note that my troops in cargo refuse to disembark. sad_o.gif Is this a bug or is there some trick to getting them to disembark? As the group leader I can disembark but no luck with the troops. sad_o.gif I'm using Suchey's Russian Marines with the Kilo close to the shore.

Chris G.

aka-Miles Teg<GD>

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Quote[/b] ]How did you manage to get the passengers to get into a Zodiac without first disembarking and drowning???

Isn't there a "get out" eventhandler?

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First off, you must write a script for it.  Giving the commands in a trigger in editor just uglies up the screen and serves no point.

First, I pick a reference point where I want the sub to stop.

Then I make a trigger that activates over the final sub waypoint where the sub should stop AND tests whether the sub is going slower than 6 km/h.  This trigger should be about 200m wide and 200 meters high, a circle one would work best.

You need to set an empty trigger with 0,0 as the width/height.  Name it as transzod1 or something, this will be the reference point where the zodiac will be transported.  This trigger will be moved soon after I explain more.

Here is the condition for the trigger

this AND speed subname < 6

Once this trigger is activated, it does:

subname setvelocity [0,0,0]

zodiacname setpos getpos transzod1

Now you need to look where does the sub stop compared to the location of the zodiac and move the trigger for the location to transport the zodiac closer to the rough location where the submarine usually ends up as.

After you've tested it 4 or 5 times, you should have the sub very close to the zodiac when the sub stops.

Now you could do a more exact means of dealing with this getting the X,Y,Z coordinates of the kilo and setting it relative to it, but I thought that was overkill and not necessary.

Once you have the sub COMPLTELY stopped, you make the transport troops script.

op1 action ["GetOut", subname]

op2 action ["GetOut", subname]

op3 action ["GetOut", subname]

op4 action ["GetOut", subname]

op1 moveindriver zodiacname

op2 moveincargo zodiacname

op3 moveincargo zodiacname

op4 moveincargo zodiacname

op1 setdammage 0

op2 setdammage 0

op3 setdammage 0

op4 setdammage 0

No time delays, make the script in this order.  Make sure the sub and the zodiac is unlocked.

I got the mission available at home, do you want me to E-mail it to you tommorow or monday?  I don't have it with me now, but I'll be glad to provide it soon.  If anyone else wants it, PM me and I'll probably post a topic for it in the missions section of this forum and have it available for download somewhere.

It uses the Zodiac that has the name in Spanish.  It's NOT Colonel Klink's Zodiacs.

The only addons you need is the Zodiac and the Kilo sub, and of course CoC Torps.

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Thanks havocsquad! smile_o.gif

BTW, good script! If you can, let me know when the mission is done or needs testing and I'll check it out. wink_o.gif

Asmo

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Could you maybe make another sub? Now that we have a really nice submarine, we need another one so we can fight against something  smile_o.gif

How about one of these nice small german hydrogen-powered subs? They are about the same size, you just would have to change the shape a bit.

But thats just an idea, maybe you can do it some day  biggrin_o.gif

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Cool! Thanks for the reply havocsquad. I think that script you talked about pretty much explains it. Much appreciated!!!!

Chris G.

aka-Miles Teg<GD>

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@ Midgebuff

At this point we don't have plans to make any other subs. We are currently focusing on creating addons that are needed for our campaign. wink_o.gif

Thanks for the suggestion though, you never know... We may just make another one anyway! smile_o.gif

Also, Col Klink did kinda mention that he's thinking about finishing his Washington class sub. unclesam.gif

Asmo

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Also, Commando and I did some MP testing and for some unknown reason you cannot fire a torpedo in the sub while playing MP. It will destroy the sub because the torp is spawned in the middle of it! :o

Thanks to Commando for helping us narrow down the bug he reported at OFPEC!

We plan on trying a MP version of the sub soon to see if a theory of mine will fix this problem.

So, if you want to use the sub for MP play, hang in there! Update soon to follow.

Asmo

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Ughhh, I forgot all about this topic recently after dealing with some issues relating to my aircraft combat campaign. ("Havoc's Fighter Campaign")  rock.gif

Anyways, thanks for the compliment about that, yeah I'm no bloody genius but sometimes I can have a knack for whipping out simple and effective scripting solutions for OFP related problems.  Example:  Realistic CAT launch system scripts with demo missions (Used for launching aircraft off carrier type addons realistically), and transferring units from a ship or sub in OFP to another ship/sub over water.

Just to advertise a little if you all wouldn't mind, if you haven't taken a look at the development of my aircraft combat campaign for OFP, I highly recommend it.  It is currently still in development but is close to completion.

Link to the topic is here.

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