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PsyWarrior

Project mcar public beta release

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Greetings,

UPDATE: BETA: 3 released!

Psychic Productions is proud to announce the Public BETA release of Project MCAR!

Project MCAR is an attempt by a group of OFP enthusiasts to overcome one of the boundries of OFP editing: The inability to fire any kind of missile from 'Car' class units. MCAR is essentially a very complicated workaround, which simulates a guided missile launch from a vehicle.

From the perspective of the player, he aims his turret at the enemy unit, presses the trigger and a missile launches. It guides itself to the target (even if the target is in motion), hits it, and obliterates it.

The player has no idea what actually happened: He fired a machine gun bullet, which is 'caught' instantly by the scripting system, and removed. A missile is then created (along with particle effects, sound, etc.), and sent on it's way in the direction of fire. The system then checks to see what the player was aiming at, 'locks' onto it, and activates the guidance code to steer the missile to the target. The system instantaneously detects when the missile has hit it's target, explodes it, and the target is annihilated...

The above is one possible scenario. MCAR also works with AIs, with anti-aircraft missiles, and comes with a selection of guidance codes, including: One based on the 9m32 AA missile, one based on the TOW 2A (self guided) and one based on the TOW 2B. We also have another set of guidance codes: The Realistic TOW 2A and TOW 2B, which allows the player/ AI to guide the missile to its target, simply by moving the crosshair. Terrain following missiles are also possible with MCAR, as shown with the standard TOW 2B.

Project MCAR is now Multiplayer Compatible!

Also theoretically possible:

-MCAR with boats: Boats cannot fire missiles either, and there is no reason why MCAR should not work with these too. Untested at present.

-Shells: Also possible, but with much less guidance. Better than an explosive MG bullet, at least. Main advantage is a better shell explosion, and the fact that the player can actually see a shell instead of just a tracer.

-Grenade launchers: Same applies as above.

-Direct fire, unguided missiles (like FFARS).

MCAR's limitations:

-Kills are not always recorded. Scripting has been added to enable kill recording, but it is not 100% successful.

-BIS 'Crew' function does not operate with MCAR powered vehicles. We have included our own function to replace it: crew_mcar.

Usage:

[vehicle] call Crew_MCAR

Returns crew of vehicle.

Files:

MCAR: BETA: 3

MCAR Manuals (beta)

Demo Missions

Beta 3

Extract to your addons directory, OVERWRITING the existing MCAR files.

Mirrors:

BETA: 3 - completely untested 7 day only mirror

We're looking for more BETA 3 Mirrors! Anyone out there?

Manuals - OFP.info

Demo Missions - OFP.info

Current Version:

MCAR BETA: 3

Okay: Download, play, test and report back what you find. That's the idea. What do you like? What do you dislike? What needs to be improved?

Please note that we are not looking for comments on the textures or modelling of the test platforms.

Regards,

-PsyWarrior

-Psychic Productions / MCAR Project Manager

Modification: Added mirrors.

Modification 09/11/04: BETA: 2.5 released, thread updated.

Modification: Added mirrors, courtesy of OFP.info

Modification: Updated MP information, added 2.5.1 links

Modification: Major release: BETA 3. Updated MP info and links.

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before i tested:

nice, i will try it right away.

it seems to be usefull.

after i tested:

sweet! realy nice,

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Great.. .finally i can update my desert and woodland humvee pack smile_o.gif

loooking for this improvement for too long...

so big thanks

Flaber

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I fired all i had at a t-80.

Nothings, I died sad_o.gif

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I fired all i had at a t-80.

Nothings, I died sad_o.gif

Eh...??

What're your system specs??

Which vehicle?

Because that pretty unprecedented behaviour...

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Quote[/b] ]

Simply put one or more unit in the editor. The AI can use these vehicles.

Not tested in multiplayer (and as they're now, there's some doubt they work).

As the driver/commander: assign targets to the AI gunner, which will then engage

these targets by his own.

As the gunner of the Gaskin: just point the crossair to the target (no need to

lock on it) and shoot. The missile will engage only planes and choppers, so

don't waste it against moving armor or infantry. The missile will hit these

targets anyway if aimed properly. But it's a waste of ammo, at least against

tanks.

From the Readme was it the Gaskin?

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I fired all i had at a t-80.

Nothings, I died   sad_o.gif

Eh...??

What're your system specs??

Which vehicle?

Because that pretty unprecedented behaviour...

HMMWV TOW 2A

"real" is fine. Two tank's dead. It shoots straight though.

Should I lock the target?

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That's pretty odd...

Works fine when I try it..

No, you don't need to lock the target, only when AI is in question it is required for the AI to target the target...

Found a silly bug in the process though: The sights on TOW 2A and TOW 2B don't work properly sad_o.gif

But, we will be releasing some additional stuff at some point so that's probably going to be fixed then...

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HaTeR,

When you say the 2A and 2B sights don't work properly, are you referring to the lack of 21X mag? Because apart from this - and the fact that the driver is by default the commander, as with other "car" class vehicles - your addon is the best thing I've seen in a while. It'd be nice if you could fly your TOW past a closer target to get to a high-value asset beyond, but beggars can't be choosers. Superb work; having done trials on countermeasures against Sa9 and 13 many years ago, I can vouch that although they're not perfect they are still pretty scary when things are going their way. One tiny word of note re the readme notes, though; IR missiles are oblivious to Chaff.

Boy, does this system have possibilities... biggrin_o.gifwow_o.gif

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Well done guys.

Had a small play then, and damn. wow_o.gif

That was good. smile_o.gif

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You guys have pulled off what was said to be impossible. Congrats. Very impressive. This system has major potential.

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Just tested it out, absolutely great!

Especially I like the realistic TOW 2B that goes up in the air, similar to the Hellfire LOAL mode.

Quote[/b] ]You guys have pulled off what was said to be impossible.

View my sig smile_o.gif

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i have only one complaint

the east AA car.

the planes and helos dont detect it as a missle. therefore no ECM's are launched.

so basicly a warning to all: if your flying and it says "incoming sa19" jsut bail out game over biggrin_o.gif

only plane that can survive the longest is the F/A 18. she can out fly the missel for all about 18 seconds before she dies.

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In the tests we had no real problems with missiles. I've got no idea why that T80 survived.

And yeah, the Gaskin is a bit bugged.

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ok the problem im having now is adding it to a different vehical.

ive added the weapon and magazine. they work they show up

ive added the event handlers.

i know thier being called right

but when i press the "fire" button. nothing happens crazy_o.gif

i mean the weapon doesnt fire at all. like im not even shooting

also could someone do an example with unguided FFAR type missles on a car?

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Excellent!

You made it!....

But...

SA-9 has wrong model. BIS BRDM isn't BRDM-2, it's FUG.

If you need a good model of BRDM-2, our MOD can assist you('cos we're working on it)

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Awesome job guys! I have a problem tho (might not be addon related). Does TOW 2B really fly like that? I mean instant 90 degree turns when you shoot it head on into the verticall cliff and then another instant 90 degree turn on the top of the cliff?  wink_o.gif

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Excellent!

You made it!....

But...

SA-9 has wrong model. BIS BRDM isn't BRDM-2, it's FUG.

If you need a good model of BRDM-2, our MOD can assist you('cos we're working on it)

read the readme: the models werent at the top of thier "work" list. these are just demo vehicals like the coc_test vehicals for the torpedos? same thing. just a test for us to see how it works.

and for us modders to make our own... even thou the scripting is confusing as hell crazy_o.gif ive modded many scripts in my day but i cant make heads or tails of these

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Just downloaded it and will test it later.

This opens up several new possibilities to enhance OFP further.

Well done guys.

PH

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Gordy:

The missile goes straight if the target doesn't move (and has been

acquired by the guidance code, a vehicleChat saying the type of

target should confirm that). In the 'humvee tow2a real' you can

guide your missile moving the crossair. At about 100 meters from

the (a) target, an automatic guidance code kicks in to help the

AI hit the target. probably a human player would do better without,

but we had to give a chance to the AI too.

Thud_and_Blunder:

Well, RAD_chaffs are the only thing that work against the Sa-9

missiles, as now, because they can phisically stop them.

As now no other countermeasures work, because the missile

doesn't activate the 'incomingMissile' eventhandler.

Pappy Boyington:

the 'life' of the 9M31, the sa-9 missile, is 15 seconds. You can

make it last as long as you wish, modifying the scripts.

About adding those to your vehicles, you must even modify

a little (very little) the models. If you're interested, Unnamed

is the guy to ask, even if I and Hater_Kint can provide some info.

Just ask us, we'll be glad to help you.

Antichrist:

no, the tow2b doesn't fly like that. It's only an example of what

can be done, we included it only to have something different

from the tow2a. Of course we can modify it to simulate the

real thing.

To everybody:

these vehicles are intended as a test platform. They are not

intended to be used in game for playing purposes, even if it

can be fun (shooting at T80s from 2500 meters away ...).

They are intended for Addon makers that would wish to make

working missile car type units. Our units provide a base over

which to build other vehicles. Even include some guidance codes

to show how to guide the missile to the target. Some can be

adapted directly to new units, some would need modifications.

If we can, we'll be glad to help.

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Pappy Boyington:

the 'life' of the 9M31, the sa-9 missile, is 15 seconds. You can

make it last as long as you wish, modifying the scripts.

About adding those to your vehicles, you must even modify

a little (very little) the models. If you're interested, Unnamed

is the guy to ask, even if I and Hater_Kint can provide some info.

Just ask us, we'll be glad to help you.

eh i dont want to bother you guys just for a personal addon.

wanted to mod my already pimped out dodge viper to have a towb or perhaps ffar's if i could figure out the code for it. get rid of them nasty roadblaocks biggrin_o.gif

but im not gonna bother you guys to go thru all the trouble just for something thats for me and a handful of others

thanks anyway. thought it might be as easy as eventhandlers and weapon additions

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Quote[/b] ]wanted to mod my already pimped out dodge viper to have a towb or perhaps ffar's if i could figure out the code for it. get rid of them nasty roadblaocks

Hey Pappy, are you going James Bond on us? I would love to see the Aston Martin Vanquish (my favorite car) complete with missile capabilities (mmmmmmm).

PH

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