Jump to content
Sign in to follow this  
andylee054

Roc mod 3.0 now available!

Recommended Posts

Here are the name for miles.

Rifle weapon : ROC_T65k2_bfa

mag: ROC_SS109BlankMag

MG : ROC_M249MG_bfa

mag: ROC_5_56MGBlankMag

Grenade: ROC_TrainGrenade

Man who use this system will not fire any man vehicle which accuracy or cost are too high.

In my mod, I set the exercise soldier's accurccy = 0.7, and cost=100000.

Share this post


Link to post
Share on other sites
OFP keeps restarting!!! OMFG.. no! Did sum1 play second single mission? when you get into the tower and say sumthng about ship... CLARK!!! and computer restarts  crazy_o.gif  WTF ghostface.gif  mad_o.gif

void_false, I have encounterd the same problem as yours in the mission "Artillery War" while I disabled the audio option "Hardware Acceleration". After I re-enabled this option, ofp seems to be work fine. Maybe it can solve your problem. smile_o.gif

Share this post


Link to post
Share on other sites

I find the Artillery War mission great but rather tedious.

I had to do all the shooting myself since my AI friends cannot shoot while they are in the rice paddies.

Is there any way I could make the AI shoot enemies while they are in tall grasses?

Share this post


Link to post
Share on other sites

Hi

Not Tanks causes rebooting, the Problem is the Shilka. Everytime when a Shilka is shooting, my Computer are restarts.

Any Idea??

Regards Intruder

Share this post


Link to post
Share on other sites

Hey guys! do you have Battlefield Insane Sounds? That could be a problem smile_o.gif

Share this post


Link to post
Share on other sites
Hey guys! do you have Battlefield Insane Sounds? That could be a problem  smile_o.gif

Hi void_false

No, i had installed Dynamic Range, but after removing i had the same Problem. I has try it with ROC_Armored Anti Air Tank and with Amored Shilka. Everytime, the Shilka is shooting, and the Computer restarts.

crazy_o.gifcrazy_o.gif

Regards Intruder

Share this post


Link to post
Share on other sites

OKey, I will try to remove some setting for those anti-air vehicles. Hope it will help.

tounge_o.gif

Share this post


Link to post
Share on other sites

How is it possible for certain soldiers for ex HALO to be able to free fall and start really close to the vehicle instead of "jumping" higher than it? Is is possible to add this HALO ability to non-ROC units such as the ORCS Desantura pack?

If so please tell me how?

biggrin_o.gif

p.s. I really enjoy your mod!!!

Share this post


Link to post
Share on other sites

I will release a new HALO pack for non-ROC's.

If so, you can do what you want with that pack.

biggrin_o.gif

Share this post


Link to post
Share on other sites

i do like the mod but.. one thing could be improved...

the textures on the soldiers and the weapons

especialy on the black beret guys.. (red shining through)

weapon could be more detailed

biggrin_o.gifbiggrin_o.gif

Share this post


Link to post
Share on other sites

yeah new weapon models and textures woiuld help out a bit making this a great mod. Sometimes i cant play it casue it bugs me too much. Like when theres a gray gun with yellow and red and blue speckles in it, just doesnt look good. Also gun models could be a lot better, even if you dont want to make your own, try asking around different mods which have the american version of these guns and tweak them a bit. Soldier uniforms need to have wrinkles and shadows, maybea little desaturated and darkened a wee bit. Good work guys, keep it up.

Share this post


Link to post
Share on other sites
How is it possible for certain soldiers for ex HALO to be able to free fall and start really close to the vehicle instead of "jumping" higher than it? Is is possible to add this HALO ability to non-ROC units such as the ORCS Desantura pack?

If so please tell me how?

biggrin_o.gif

p.s. I really enjoy your mod!!!

Have you seen this script before.

Try it if you haven't allready. Its really good.

@CERO.

Share this post


Link to post
Share on other sites

I'd say improve old or create new missions or create campaigns for this mod rather than working on the textures or the models.

Actually I'm fine with textures and models although they have their weaknesses. But the fact that this mod comes with two campaigns and some missions is very nice compared to almost non-existent missions for other addons.

Share this post


Link to post
Share on other sites

Fantastic! Any chance to get the Ari guns as a standalone pbo?

Share this post


Link to post
Share on other sites

Any chance for some deeper informastion on the exercise missions (MILES)?

I depboed the sp-excercise mission and changed one of the teams with normal US-soldiers and equiped them with the MILES-M16s. Problem is, that the OPFOR guys won't shoot at me and my guys. They only toss those training grenades at us. Any ideas?

Jens

Share this post


Link to post
Share on other sites
I will release a new HALO pack for non-ROC's.

If so, you can do what you want with that pack.

biggrin_o.gif

Fantastic!!!  That will make MANY mod teams extremely happy!!!

Thank you SOOO much!!!

I am having so much fun with these HALO soldiers!!!  Actually I'm having tons of fun with the entire mod.

smile_o.gif

Chris G.

aka-Miles Teg<GD>

Share this post


Link to post
Share on other sites
Any chance for some deeper informastion on the exercise missions (MILES)?

I depboed the sp-excercise mission and changed one of the teams with normal US-soldiers and equiped them with the MILES-M16s. Problem is, that the OPFOR guys won't shoot at me and my guys. They only toss those training grenades at us. Any ideas?

Jens

Can you show me the Miles-M16s ? how you config this stuff?

Actully, here is the config for my miles system.

In cfgAmmo should be like that.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class ROC_blankAmmo : ROC_5_56Ammo

{

hit=0.44;

indirectHit=0;

indirectHitRange=0.2;

minRange=10;

minRangeProbab=0.250000;

midRange=50;

midRangeProbab=0.500000;

maxRange=600;

maxRangeProbab=0.080000;

cost=2.5;

visibleFire=16;

audibleFire=16;

visibleFireTime=3;

tracerColor[]={0,0,0,0};

tracerColorR[]={0,0,0,0};

soundFly[]= {"",1,1};

soundHitMan1[]= {"\roc_mod\sound\blankhitman.wav",0.512589,1};

hitMan[]={"soundHitMan1",1};

};

class ROC_blankAmmoBrust: ROC_blankAmmo

{

hit=0.44;

indirectHit=0;

indirectHitRange=0.2;

minRange=5.000000;

minRangeProbab=0.150000;

midRange=100;

midRangeProbab=0.600000;

maxRange=300;

maxRangeProbab=0.060000;

visibleFire=25;

audibleFire=25;

visibleFireTime=5;

cost=2.100000;

};

class ROC_blankAmmoAuto: ROC_blankAmmo

{

hit=0.44;

indirectHit=0;

indirectHitRange=0.2;

minRange=1.000000;

minRangeProbab=0.100000;

midRange=10;

midRangeProbab=0.700000;

maxRange=200;

maxRangeProbab=0.040000;

visibleFire=25;

audibleFire=25;

visibleFireTime=5;

cost=0.700000;

};

Then, in cfgWeapon should be like that.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class ROC_SS109BlankMag:ROC_SS109Mag

{

scopeWeapon = 0;

scopeMagazine = 2;

displayName = "SS109 Blank Mag";

reloadMagazineSound[]={"\roc_mod\sound\reload.wav",db-40,1};

picture="\roc_mod\train\m_m16.paa";

model="m16_proxy";

modelOptics="optika_m16";

optics = 0;

displayNameMagazine = "SS109 Blank Mag";

shortNameMagazine = "Blank Mag";

magazines[]={"ROC_SS109BlankMag"};

count=30;

modes[]={"Single","Burst","Fullauto"};

class Single

{

ammo="ROC_blankAmmo";

multiplier=1;

burst=1;

displayName="Blank Semi";

dispersion=0.000200;

sound[]={"\roc_mod\sound\65Bsingle.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.085000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo ="ROC_blankAmmoBrust";

multiplier=1;

burst=3;

displayName="Blank Burst";

dispersion=0.000400;

sound[]={"\roc_mod\sound\65Bbrust.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.085000;

ffCount=3;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=2.000000;

aiRateOfFireDistance=300;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="ROC_blankAmmoAuto";

multiplier=1;

burst=1;

displayName="Blank Auto";

dispersion=0.004000;

sound[]={"\roc_mod\sound\65Bauto.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.085000;

ffMagnitude=0.500000;

ffFrequency=11;

ffCount=30;

recoil="riffleSingle";

autoFire=1;

aiRateOfFire=0.085000;

aiRateOfFireDistance=200;

useAction=0;

useActionTitle="";

};

};

class ROC_T65k2_bfa : Riffle

{

scopeWeapon = 2;

scopeMagazine = 0;

weaponType=1;

displayName = "T65k2 + BFA";

picture="\roc_mod\c\T65k2.paa";

model="\roc_mod\train\roc_t65k2_bfa.p3d";

muzzles[]={"ROC_T65K2bfamuzzle"};

class ROC_T65K2bfamuzzle : ROC_SS109BlankMag

{

reloadMagazineSound[]={"\roc_mod\sound\reload.wav",db-40,1};

drySound[]={"\roc_mod\sound\65dry.wav",db-40,1};

soundContinuous=1;

modelOptics="\roc_mod\train\roc_optika_t65k2_bfa";

optics = 1;

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

distanceZoomMin=400;

distanceZoomMax=400;

magazines[]={"ROC_SS109BlankMag"};

};

};

The last thing is, the cfgVehicles should change the soldier's

accuracy=0.700000;

That's what I did for this system.

biggrin_o.gif

Share this post


Link to post
Share on other sites

@ andylee054:

Thanks for the info, but my problem is slightly different.

I don't want to use the ROC Exercise soldiers. I took the depboed exercise mission (which came with the ROC 3.0 pack), left everything as it was, except one thing. I changed the ROC Exercise soldiers to the normal BIS US-troops and equipped them with the ROC_T65k2_bfa-rilfes and the appropiate ammo.

The problem then is, that the bad guys (ROC-MC Red units) won't shoot at me. They keep throwing those training grenades at me (which actually can "kill" me and force me and my troops to sit down).

Can you help me?

Thanks a lot in advance!

Greetings from Bavaria,

jens

Share this post


Link to post
Share on other sites

Oh, I see.

The problem is in the config.

The BIS US Soldier is set to the cost=40000, and the exercise soldiers in my mod are set to cost=100000.

That's why they cann't shoot the US one.

If you need US soldier to use this system, you may make a new US soldier for exercise.

the config would be like that:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgPatches

{

   class US_exercise

   {

       units[] = {"US_exercise_man", "US_exercise_MG"};

       weapons[] = {};

       requiredVersion = 1.75;

   };

};

class CfgVehicles

{

   class All {};

   class AllVehicles: All {};

   class Land:AllVehicles{};

   class Man:Land{};

   class Soldier:Man{};

   class SoldierWB : Soldier{};

   class US_exercise_man: SoldierWB

   {

       scope=2;

       side=1;

       cost=100000;

       displayName="US Exercise Soldier";

       weapons[]={"ROC_T65k2_bfa","ROC_Throw","Put"};

       magazines[]={"ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_trainGrenade","ROC_trainGrenade","SmokeShell","SmokeShell"};

   };

   class US_exercise_MG: US_exercise_man

   {

       displayName="US Exercise MG Soldier";

       weapons[]={"ROC_M249MG_bfa","ROC_Throw","Put"};

       magazines[]={"ROC_5_56MGblankMag","ROC_5_56MGblankMag","ROC_5_56MGblankMag","ROC_5_56MGblankMag","ROC_TrainGrenade","ROC_TrainGrenade"};

   };

};

Then pack it into a pbo file.

It will works fine.

smile_o.gif

Share this post


Link to post
Share on other sites

Ah, that's what I was looking for. Will give a try this afternoon (wife will be watching the royal wedding ins Spain on TV, so I got some free time  biggrin_o.gif )

Thank you andylee054!

Jens

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×