Jump to content
Sign in to follow this  
nephilim

Us colonial marines

Recommended Posts

Due to the current limitations of the design of the APC and dropship, it can be modified to where you load the APC into the dropship, then take off. Of course the design is still in beta phase, so neph or KyleSarnik may find a way to implement it. Good idea, just not practical. Note also that in order for the APC/dropship combo to work, it has to be part of your squad, which means you also essentially got some aerial fire support, but in lieu of some testing on my part, it may be better for you to BE the pilot, clear the area, drop the APC, get out, finish the other area, have one soldier hop in the pilot, then wisk you away. The thing is, the dropship has ALOT of firepower, but unfortunately, the AI tends to ruin the fun of blasting away targets. And due to some limitations of the game engine, you'll get limited fire support from the APC.

Share this post


Link to post
Share on other sites

Okay.. how about then once it's unloaded the team, we have it scripted so its not got any fuel...  until you come back into within a certain small area (Say a 25x25 square centered on the LZ) with the docs when it gets full fuel back.. that'll keep the blighter in place  biggrin_o.gif !

If it goes anywhere near the complex, then it gets blown to shreds (There's a real bad storm there!)

The problem with being the dropship pilot is that it'd be no fun.. you'd simply blast the Xeno's from where they couldn't strike back.. thats the point of going into get the doc's... that way you have to clear the area on foot, you can't risk destroying them.

Additionally I was thinking about it being a 8/9 player Co-op.

Share this post


Link to post
Share on other sites

Tell it to land, and then handle your business (the added command makes him land and shut off the engine, but the concern is where he lands, the wrong place and bye bye dropship).  Simply put him somewhere where he'll be out of the way, then call him in when needed.  As for the APC bit, it's a trigger related thing.  Have them go a certain way, and when they hit the trigger (problem is that it's hard to catch the players with it, unless you time it accordingly to account for movement) viola, no worky APC.  Then gotta hoof it on foot.

I managed to get Deadmeat to allow me to use some scripts from the BAS Blackhawk Addon that work well, so it's doable.

Share this post


Link to post
Share on other sites
Due to the current limitations of the design of the APC and dropship, it can be modified to where you load the APC into the dropship, then take off.  Of course the design is still in beta phase, so neph or KyleSarnik may find a way to implement it.  Good idea, just not practical.  Note also that in order for the APC/dropship combo to work, it has to be part of your squad, which means you also essentially got some aerial fire support, but in lieu of some testing on my part, it may be better for you to BE the pilot, clear the area, drop the APC, get out, finish the other area, have one soldier hop in the pilot, then wisk you away.  The thing is, the dropship has ALOT of firepower, but unfortunately, the AI tends to ruin the fun of blasting away targets.  And due to some limitations of the game engine, you'll get limited fire support from the APC.

You can start with the APC in the dropship. I made a seperate script for that. And your dropship doesn't need to be in your squad in order for it to work. AI can use the dropships weapons (all of them) and can use them effectivly, and its firepower is unbeatable. Airbusting and incendiary rockets will be available with a fire control system that detects target type and munition distance from target. Anways how are the textures??

Share this post


Link to post
Share on other sites

It's going slowly, I submitted some tentative maps for the dropship, and submitted some textures for the APC. As soon as neph gets back with me on what to use, I'll get on it next week as I'm going to London with a friend this weekend.

BTW, I modified the config file so now that the Mk.88s can be laser guided.  And also I modified it so the weapon is treated like a missile, since it firing all rockets at once got on my nerves, that's the main reason though. I used an AI (non-squad) dropship, and gave it a Search and Destroy waypoint, lased, and it engaged with all of them.  Very nice.  I'll have to (or maybe neph might) get you the config I did.  But now it sounds cool with the adjusting munitions, definitely cool..

Share this post


Link to post
Share on other sites

well as kyle said u can

the ds and apc are still wip

theyre will eb complete when released

Share this post


Link to post
Share on other sites

Right neph, we're not stating that it's complete, just stuff that is still WIP.

Share this post


Link to post
Share on other sites

Hey guys,

I'm so excited about this mod. The work seems to be first rate from the looks of what you have shown us. The DS and APC vid was stunning.

I have been a lurker for a long time and I thought I'd try and help the mod out a little by putting some inspiration your way. I don't know if you have already seen this but it might help. I am a Keen modeler (Airfix, not CG) and I find that there resources that you get with airfix models that can be used for CG modelling...any way I found some images that you might like to use as reference for the inside of your APC.

Custom APC at Starship modeler

Good luck with the Mod and I can't wait to see the end results.

Low Light

Share this post


Link to post
Share on other sites

Not as far as I know.  Matter of fact I downloaded the weapon addon last night.  Good stuff, with the ScopeRifle being a favorite smile_o.gif

Share this post


Link to post
Share on other sites

I guess I liked the sound of the impulse rifle the most... Music in my ears biggrin_o.gif

Apart from that I think the weapons could do with a little bit of retexturing to giv it a more used looking appearence wink_o.gif

Share this post


Link to post
Share on other sites

I agree, the Scope Rifle is a little off from the main book, but good enough.   As for progress?  I figured out how to do some basic texturing (see below), but right now it's for my enjoyment since neph is re-working the dropship model.  I think she's got exams so she probably won't show up until either this weekend or next week.

http://562.50megs.com/OFP/ds/ds10.jpg

http://562.50megs.com/OFP/ds/ds11.jpg

I managed to figure out how to do basic mapping (as evident in the pics), but I'm used to more detailed mapping (I skin for LOMAC) and trying do to that. If anybody can help me with making texture maps (I got some ideas, but need help) I would appreicate it. Either PM me or reach me at flanker56(at)hotmail(dot)com

Share this post


Link to post
Share on other sites

i noticed whn i was watching just behind the cockpit window there is a logo, i dont no a thing about texturing so dont ask tounge_o.gif

[imghttp://www.aliens.ibt.pl/ROZNE/DESIGN/bugstomp.jpg[/img]

Do not post images over 100kb!

Share this post


Link to post
Share on other sites

Yup, it's the above in a red circle. I think neph is planning to make that a seperate texture, not sure though.

Share this post


Link to post
Share on other sites

Stomper.jpg

Based on the image you showed friendlyfire..

Neph is I believe going to make this a seperate image so it will show up real good. As well as other stuff.

Share this post


Link to post
Share on other sites

perhaps its only the screenshot brightness and resolution, but you should light up the color a little and add more detail like scratches hullplating rims etc so it doesn´t get that "dropped into a paint bucket" look. nevermind, gread work so far wink_o.gif

Share this post


Link to post
Share on other sites

Yeah, this is more of really "proof of concept" work as this is my first foray into skinning with Oxygen. Neph has another redone model in the works and more than likely when she gets it to me, I'll have to redo it. But for right now it's just a teaser. In a sense I'm not too happy with how it looks myself, but for right now it beats looking at an unskinned model, and I'm looking to refine the mapping for it as well.

Share this post


Link to post
Share on other sites
Some better shots, figured out PaaTool to get better results,  The Warning sticker is also visible on the inside of the front pod, and tried to adjust the face but it didn't work, anybody know a trick?

http://562.50megs.com/OFP/ds/ds12.jpg

http://562.50megs.com/OFP/ds/ds13.jpg

Create a small new face and add your warning sign with a alpha layer to it and than move it to the place you want the warning sign wink_o.gif

Just open a BIS model a tank or chopper in O2 and you can see the BIS logo on a new face added to the tank or chopper do the same with your dropship wink_o.gif

Share this post


Link to post
Share on other sites

Okay, that'll work. The only question is, will it move with the pods that open up? That's some of the concern since I'm not sure if it will, unless you "attach" it to the mesh?

Share this post


Link to post
Share on other sites
Okay, that'll work. The only question is, will it move with the pods that open up? That's some of the concern since I'm not sure if it will, unless you "attach" it to the mesh?

As long as the 'decal' poly is included in the selection, it'll move along with the pod.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×