sputnik monroe 102 Posted June 4, 2004 Quote[/b] ]Our Rovers will be out soon. I can't wait. Your teams work is quite good. Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted June 4, 2004 Awww yeah, got my first decent fire&manouvre and bayonet assaults working last night...sweet. Is the discard LAW script in soldier or theweapon? Share this post Link to post Share on other sites
Messiah 2 Posted June 4, 2004 On a completely different subject, I was just wondering if Pukf or any other talented config/scripter would please bind the bayonet scripts to teacups animated dog? so we can finally have a working attack dog. Cap. That's actually a VERY nice idea (if they can get it to work). Very good thinking!! Now to get to back to the point in my first post; About the helmet look. To show what I mean I use two pictures that are directly from your own site. Compare the look of the helmets: http://www.project-ukf.com/infantry/images/dpmpack_r1.jpg http://www.project-ukf.com/infantry/images/dpm_d1.jpg The real helmet is more like a half-soccerball, while yours looks more like a half-(american)football (or conehead). It looks odd and is incorrect. I really think it could improve the look of your units if you could change this, since this conehead look really bugs me. Will you include muzzle launched grenades in the future? (I didn't even check if there already in the pack). If so than it would be nice to inlcude this sight in the pack: http://www.ringsights.com/products/LC-9-46-RGGS.htm It would be very nice and very realistic too. And the sight is also perfect for OFP with it's three lines for distance. (much like the leaf sight for the AG36) ha, I actually stayed on-topic. Sorry Fubar, no banning today  looking at that photo of our units.... 1. thats a development photo 2. that photo seems badly streched in all aspects 3. Take a photo of our current pack and compare, you'll see that they are actually very accurate Share this post Link to post Share on other sites
UKFMav 0 Posted June 4, 2004 Agreed with Messiah here, that screenshot does look stretched. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted June 4, 2004 Although I do agree the screen looks streched. Even ingame I think the helmet looks like a conehead, but don't just take my word for it: http://img48.photobucket.com/albums....met.jpg (excuse me for the poor quality of the picture) http://www.project-ukf.com/infantry/images/dpmpack_r1.jpg Even though the conehead effect is less visible ingame, I still think the helmet should be a little wider or flatter to make it have a rounder profile in frontview. Share this post Link to post Share on other sites
tankieboy 0 Posted June 4, 2004 I think you are right. Share this post Link to post Share on other sites
Messiah 2 Posted June 5, 2004 agreed there is some streching there... a small thing we've missed, but thanks for pointing it out... should be sorted for version 1.1 Share this post Link to post Share on other sites
UKFMav 0 Posted June 6, 2004 Helmets are different diameters but the same height, our bloke just wears a small ;) Share this post Link to post Share on other sites
GoOB 0 Posted June 7, 2004 Without coming off as a complete arse... How do I change the headgear of individual RM's? At the moment, I can place individual headgear on them (I.E letting soldier x have "bushat 1" whilst soldier y has "bushat 2") but the beret still remains underneath the bushat. I have placed a script override gamelogic, and this is what I have written in the RM's intfields: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this, 99] exec "\ukf_infantry\scripts\init_beret.sqs" Share this post Link to post Share on other sites
Messiah 2 Posted June 7, 2004 with the script override, the beret should be removed... ermm, will check on this and see if its a bug Share this post Link to post Share on other sites
chris330 0 Posted July 10, 2004 A neuron works in  that way that it sums all the signals it recieves, applies a simple function (in this case tanh) and outputs the result. Why would you use such a randomly chosen function? Is it something to do with the magnitude of the outputs you want it to return? So if I get this right, you just configure the "equation" to work how you want it to by altering the weighting on each neuron until it behaves consitently in the desired fashion? Share this post Link to post Share on other sites
chris330 0 Posted July 10, 2004 BTW Well done PUKF!!!!! It finally made it. The addon package absolutely reeks of top quality!!!!! Share this post Link to post Share on other sites
Maddmatt 1 Posted July 11, 2004 Good job on the soldiers! 1 Question: Will the next versions pbos still be encrypted, I can't depbo them! I want to see how the scripts work and the paths to the pictures because I am making a mission for them and want to script some nice effects Share this post Link to post Share on other sites
tankieboy 0 Posted October 1, 2004 Just to inform the community that ver1.1 is currently under beta testing. -fixed: error message when AI law80 units attach bayonets -fixed: units freeze occasionally after the bayonet stabbing animation has played -fixed: SA80 model altering its lighting upon fixing the bayonet -fixed: Bayonet commands multiplying in the action menu when entering and exiting vehicles -fixed: multiple expended laws dropped by player, in multi player -fixed: duplicate ECP event handlers removed -fixed: Clansman compatibility with CoC Arty1.0 -fixed: corrected NBC respirator pouch texture & model Configs are also made available. We as a team would like to say sorry for the long wait for these fixes. Share this post Link to post Share on other sites
Tozmeister 0 Posted October 1, 2004 What about the Landies and the Armour, are they still at beta? Share this post Link to post Share on other sites
cozza 24 Posted October 1, 2004 Just to inform the community that ver1.1 is currently under beta testing.-fixed: error message when AI law80 units attach bayonets -fixed: units freeze occasionally after the bayonet stabbing animation has played -fixed: SA80 model altering its lighting upon fixing the bayonet -fixed: Bayonet commands multiplying in the action menu when entering and exiting vehicles -fixed: multiple expended laws dropped by player, in multi player -fixed: duplicate ECP event handlers removed -fixed: Clansman compatibility with CoC Arty1.0 -fixed: corrected NBC respirator pouch texture & model Configs are also made available. We as a team would like to say sorry for the long wait for these fixes. YAY!!!! I'm glad the Bayounet thing has been fixed. That was the only proplem with it I saw. Nice work PUkF Share this post Link to post Share on other sites
tankieboy 0 Posted October 1, 2004 Armour is at beta stage. Landrover Pack is at late beta stage. Share this post Link to post Share on other sites
UKSubmariner 0 Posted October 1, 2004 Excellent... though I've not noticed any of the bugs you mention and I hammer that pack to death at present! Share this post Link to post Share on other sites
Mr Crow 0 Posted October 1, 2004 British Units-tastic. Share this post Link to post Share on other sites
MontyVCB 0 Posted October 1, 2004 and are there any model or texture updates in the new version as i feel the textures and basic solider model could do with a a lil touching up Share this post Link to post Share on other sites
Billabong81 0 Posted October 2, 2004 YAY! Great to hear . Share this post Link to post Share on other sites
tankieboy 0 Posted October 2, 2004 Excellent... though I've not noticed any of the bugs you mention and I hammer that pack to death at present! Good to hear. Share this post Link to post Share on other sites
tankieboy 0 Posted October 2, 2004 and are there any model or texture updates in the new version as i feel the textures and basic solider model could do with a a lil touching up Can you tell us in what way please. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted October 2, 2004 the colors of the DPM were a bit off. The contrast was very high and the entire camo pattern looked too brown. THe real DPM has a dark-green look when you look at it from a distance. The textures on the backpack (I believe that is the medic unit) were horrible. Like a 12x12 texture stretched all over the model. Not meant as flaming though. the models are awesome and the weapons are the best I've seen. Share this post Link to post Share on other sites