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m21man

Pukf dpm pack 1.0

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Awww yeah, got my first decent fire&manouvre and bayonet assaults working last night...sweet.

Is the discard LAW script in soldier or theweapon?

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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. rock.gif

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   smile_o.gif

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

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Agreed with Messiah here, that screenshot does look stretched.

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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.

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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

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Helmets are different diameters but the same height, our bloke just wears a small ;)

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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"

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with the script override, the beret should be removed... ermm, will check on this and see if its a bug tounge_o.gif

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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?

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BTW Well done PUKF!!!!! It finally made it. The addon package absolutely reeks of top quality!!!!! wow_o.gifbiggrin_o.gif

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Good job on the soldiers! biggrin_o.gif

1 Question: Will the next versions pbos still be encrypted, I can't depbo them! sad_o.gif 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 wink_o.gif

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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.

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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. smile_o.gif That was the only proplem with it I saw. Nice work PUkF smile_o.gif

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Excellent... though I've not noticed any of the bugs you mention and I hammer that pack to death at present!

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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 smile_o.gif

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Excellent... though I've not noticed any of the bugs you mention and I hammer that pack to death at present!

Good to hear.

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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 smile_o.gif

Can you tell us in what way please.

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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.

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