Unnamed_ 0 Posted September 3, 2004 Quote[/b] ]64 metre geometry limit  :grinds teeth: Why not try the same principle used on the guns, for the Gemoetry Lod's. Any deviation from the expected "attached" Geometry position means you hit something heavy. I had no problem displaying the Nimitz hull objects, as one vehicle, so positioning the additional invisible geometry should be easier than positioning guns? Share this post Link to post Share on other sites
dabitup 0 Posted September 3, 2004 First of all great job It is fun to wreak havoc on a passing enemy aircraft. I too, would love to see a batttleship-multi gun positions like this will make ofp so much better in the naval department. just a question, is there a way to make yourself as a gunner in any of the other guns?Also, I tried testing the torpedos on philcommando's cargo ship...when the torpedos hit the ship flew 50 feet in the air and the torpedos kept going Yeah, can you mount the other gun positions? *|bangs head on desk hard|* why why why why why dont people ever listen. for the 5th time since public release: to mount the other guns put in an empty PT boat. put in 5 playable crew members found under West> Men> WWII PT Boat Crew then board the gun of your choice, order the AI into the others and order the AI driver to go where u want. and now u can mount othe guns. Geez pappy.... I am a newb, sorry. (if anyone on here is from the ofp.info you MAY have seen me before) Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 3, 2004 noob or not, the fact remains that i constantly have to repeat myself with pretty much everything. OFP and non-OFP related. someone asks a question, i answer it. 2 posts later, someone ask the same damn question, i answer it and resist the urge to kill. 2 posts later someone else asks. and. it really gets to me when the question that must be answered 14 million times. is listed in the friggin readme Quote[/b] ]Useage Notes:*********** The PT boat can be placed in the editor either as: 1. A fully manned vehicle. The player as 1. Driver, 2. Gunner (Note: Standard Gunner position is on forward 30mm oerlikon only) 2. Fully manned AI controlled. The PT boat can be assigned waypoints like other ofp units. 3. An empty vehicle found under empty "Empty > CWK - Sea>Huckins 78' Patrol Torpedo Boat ". In this mode the player can 'order' his men into the various gunner, driver and any gun positions. i told klink that the only time ive ever seen a group of users ever collectivly read an included readme was the USCG pack release, and that was becuz i put naked women in it. ok ill give some lee-way. not everyone enjoys reading readmes. i for one am one of those people. . .BUT!!!! if i have a problem, or a question, or concern, i redownload the addon, and read the readme thoughly. if i dont see the problem listed. then i go and post in the topic. the file wasnt called "readme" cuz it was a cute name. we, the writers, want you to "read me" me = the givin informaiton file. Edit: its not that we dont want you asking questions or posting concerns, its we would rather you not ask questions that are answered in the readme about battleships and cruisers and stuff. you could do it like the nimizt. with just 4 large blocks. (like the hms hermes) and you wouldnt need the multi gun postion scripts cuz as u see on teh nimitz it already has that. as long as u place a west unit on the map named "nimitz" then the guns are automaticly maned no problem. large ships over the size of a PT boat, doesnt need to be mobile. as small as these islands are your not exactly gonna do doughnuts around everon  and you would be moving about 5 (OFP speed)  and where would you go? honesty? the stationary large ships would work fine.  and since its a static object the water/waves dnt affect it (in terms of moving up and down) so the guns wouldnt look bad. Share this post Link to post Share on other sites
Unnamed_ 0 Posted September 3, 2004 Quote[/b] ]about battleships and cruisers and stuff. you could do it like the nimizt. with just 4 large blocks. (like the hms hermes) and you wouldnt need the multi gun postion scripts cuz as u see on teh nimitz it already has that. as long as u place a west unit on the map named "nimitz" then the guns are automaticly maned no problem. large ships over the size of a PT boat, doesnt need to be mobile. as small as these islands are your not exactly gonna do doughnuts around everon  and you would be moving about 5 (OFP speed)  and where would you go? honesty? A better reply is probably suited to a new post, at some point in the future. But to stay on-topic, the crux of my point is the PT boat's. They demonstrate how you can associate just about anything with the boat class, including geometry. Share this post Link to post Share on other sites
Scud 0 Posted September 4, 2004 Quote[/b] ]cornhelium Posted on Sep. 03 2004,22:13Yeah, yeah Pappy. But can you mount the other gun positions?  runs away Thanx mate I haven't laughed so much for ages. Quote[/b] ]Pappy Boyington Posted on Sep. 04 2004,08:55noob or not, the fact remains that i constantly have to repeat myself with pretty much everything. sorry Pappy, you know I know how you feel.:crazy: Quote[/b] ]Footmunch Posted on Sep. 04 2004,02:4264 metre geometry limit  I don't understand this limit? I have a model of the 'Hood' and that 262 metres (just hull and main frame at the mo). I can sink it, land a chopper on it etc in game. Share this post Link to post Share on other sites
colonel_klink 0 Posted September 4, 2004 I think Footmunch is referring to the 64 meter roadway lod limit. the reason why the nimitz and others are made in sections for walking on. Share this post Link to post Share on other sites
Fart-Nark 0 Posted September 4, 2004 is it possible to have a huey with 2 working guns on both sides?......lov the boat it so kl Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted September 4, 2004 My god you dont even read three posts above do you? Share this post Link to post Share on other sites
Flogger 0 Posted September 4, 2004 How about a static land base with multiple weapon positions? Share this post Link to post Share on other sites
DeLiltMon 0 Posted September 4, 2004 How about a static land base with multiple weapon positions? That can be done anyway, it doesn't need any fancy scripts to keep the the weapons in place as it doesn't move. Share this post Link to post Share on other sites
cegorach 0 Posted September 4, 2004 A very interesting and amusing bug - it appears that if you destroy the gamelogics that make up the boat you are shot as a traitor by your own side Tried a setup with SEB NVA vs the boats - if you pop an rpg into a boat, your commander instantly orders your team to kill you. Kept wondering why I was dying after blowing up a boat - took me 10 mins . Any solution? Share this post Link to post Share on other sites
Sophion-Black 0 Posted September 4, 2004 For those who got a problem:1. Make a new folder on your desktop and name it CWK_PTF 2. Make a new folder in the CWK_PTF Folder which is called SCRIPTS 3. Unpbo the original CWK_PT file. 4. Open the CWK_PT file after it's Unpbo-ed 5.Copy all the files from the CWK_PT\SCRIPTS folder into the new created folder CWK_PTF\SCRIPTS. 6. PBO the CWK_PTF folder and put it into your OFP Addons folder. ...uh, where again is the .PBO encriting tool at? I only have UnPBO. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 4, 2004 For those who got a problem:1. Make a new folder on your desktop and name it CWK_PTF 2. Make a new folder in the CWK_PTF Folder which is called SCRIPTS 3. Unpbo the original CWK_PT file. 4. Open the CWK_PT file after it's Unpbo-ed 5.Copy all the files from the CWK_PT\SCRIPTS folder into the new created folder CWK_PTF\SCRIPTS. 6. PBO the CWK_PTF folder and put it into your OFP Addons folder. ...uh, where again is the .PBO encriting tool at? I only have UnPBO. uhhh just download the fixed version Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 4, 2004 A very interesting and amusing bug - it appears that if you destroy the gamelogics that make up the boat you are shot as a traitor by your own side   Tried a setup with SEB NVA vs the boats - if you pop an rpg into a boat, your commander instantly orders your team to kill you. Kept wondering why I was dying after blowing up a boat - took me 10 mins  . Any solution? oh my god!! they killed gamelogic?! you bastards! or was that "they killed kenny"? i forget Share this post Link to post Share on other sites
colonel_klink 0 Posted September 4, 2004 A very interesting and amusing bug - it appears that if you destroy the gamelogics that make up the boat you are shot as a traitor by your own side   Tried a setup with SEB NVA vs the boats - if you pop an rpg into a boat, your commander instantly orders your team to kill you. Kept wondering why I was dying after blowing up a boat - took me 10 mins  . Any solution? Destruction of gamelogics is a no-no However if anybody comes up with a solution to this problem it would be much appreciated. Share this post Link to post Share on other sites
Unnamed_ 0 Posted September 4, 2004 How to manage the Game Logics was worked out by Sa8Geko and HateR_Kint for MCar, it should be covered in the MCar docs. Dont have a link off hand for the docs, but you could ask over at the forum. Share this post Link to post Share on other sites
colonel_klink 0 Posted September 5, 2004 Thanks Buddy. I'll d/load mcar and take a look. Share this post Link to post Share on other sites
-33ker 0 Posted September 5, 2004 I have problems with attacking ground targets like cars, tanks, or soldiers. The AI won't attack them! Share this post Link to post Share on other sites
miles teg 1 Posted September 5, 2004 My main beef with these addons is that the starboard and port guns are WAY overpowered. Are they supposed to be .20mm or 20mm??? One burst can take out an entire squad. Even if it used 20mm HE rounds it would not wipe out an entire squad quite so easily as they are still relatively small HE rounds. In this case they don't even explode...just kick up a little dirt. Also the rate of fire on the those guns is extremely fast... I've never heard a 20mm cannon fire that fast except for Vulcan cannons The 40mm bofors cannon however I think rocks!!! I LOVE the way barrel recoils just like the old ones. Great job on that. Its still has a few quirks as far as the AI goes, but overall its very nice. The armor level is also pretty good. Just PLEASE tone down the dammage radius of the 20mm guns. Keep up the fantastic work!!!! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
colonel_klink 0 Posted September 6, 2004 Hi Miles.. The biggest problem with OFP is that the way ammo is configured. Set too low the gunners will only fire at soldier units and not aircraft. Trying to set a balance between them is very much hit or miss. I would like to see a guy with a M16 fire at an aircraft. A 20mm (or 2cm) cannon, which is essentially what the Oerlikon is, was designed as a light AA support weapon and not anti personell as such, although they can be used in that role. Hence the Oerlikon on the PTF is set to attack aircraft. Here is the info that I worked from regarding the 20mm: SPECIFICATIONS Year of Design: 1939 Year of Service: 1942 Bore: 20mm/70 Calibre Weight of gun: 150 lbs complete Length of gun: 87 ins Bore Length: 54.1 in. Number of Grooves: 9 Rate of twist: Unknown Wt. of projectile: Approx. 0.25 lbs Max. Range: 4,800 yards Max. Effective Range: 1,000 yards Muzzle Velocity: 2,725 fps Ceiling: 10,000 feet at 90 degrees Rate of Fire: 430-480 rounds/minute Ammunition Types: AP-T, HE, HE-T Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 6, 2004 i take full responsibility for the 20mm ammo. several hours of tweaking and testing to get them that perfect. used the F4U Corsair 20mm ammo as a base as it was the perfect combination of killing power and target endurance (in other words it wasnt 1 shot 1 kill) the orginal settings was 1 hit it kills EVERYTHING. i tweaked it down to the average WWII enemy aircraft took a couple good hits, between 5 and 10 to be destroyed. considering the size and power of a 20mm round between completly destroyign the engine block of a plane to leaving some extra body cavetys in the pilot i figured between 5 and 10 hits on an Me109 or Hawk 75 should be enough to kill. ive also tested the nasty 20mm on some nam island with a couple squads on teh shoreline. and granted the bodies did go flying thru the air. i was unable to kill an entire squad in 2 hits. it usualy took about 20 to 40 rounds. and no im not a bad shot Share this post Link to post Share on other sites
miles teg 1 Posted September 6, 2004 Well granted my squad was an 8 man team that I shot at and all on a hill slope. But I guess these addon just isn't the best for NAM missions and probably should be reserved for WWII missions serving as anti-ship/anti-aircraft boats perhaps in support of landing craft... well that unless the mission maker wants to absolutely dominate the enemy, or is going to have tons of enemy soldiers on the river banks. In that case these boats are great for such missions. If and when you guys make a swift boat addon for Vietnam missions I would recommend high armor values on the boat (to withstand a few RPG hits) and lots of M60's in order to have a nice long prolonged firefight that last awhile. But a passenger area also would be good to hold a squad of SEALs so as to use the boats to launch raids on villages near the river. Anyhoo... overall I like the boats alot. They really are very very nice. Now...if only we had the Battleship Missouri or the German Bismark. Nothing like shells the size of a VW bug to say hello to the enemy. LOL! .... nah actually would really would be awesome is just something like a modern Aegis class destroyer using the CoC Tomahawk missiles as well as AA missiles and phalanyx 20mm AA guns. Some generic Chinese/Russian made missile boats would be cool. A good one that was (and I'm assuming still is) used all over the world is the Osa class missile boat. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
colonel_klink 0 Posted September 7, 2004 Hi Miles.. Swift at your command Share this post Link to post Share on other sites