Pappy Boyington 0 Posted September 2, 2004 im confused how do you get in the other gun positions? you can only getin teh frontal one on both craft?, hard to amke a fun multipalyer mission with jsut 2 people in the boat you put it in empty. you put in 5 units form West> Men> Vietnam PTF Boat Crew all playable. and u mount each gun one by one. then start out on your mission Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 2, 2004 someone mentioned that both files (pt and ptf) have the same files in it. id like to fcorrect this for everyone. and ill post it in that thready too. first off, we made, well i made 2 threads since there are 2 differnt addons here. both files require the cwk_pt_weapons.pbo and both require the pb_45.pbo. cwk_weapons.pbo has the ammo and sounds for the wepons. the pb_45.pbo has the colt 45 needed for the soldiers the crew file is NOT taged with cwk beceause the crew was my responsibility. the pbo is not taged, the units, however, are taged with pb as are the weapons taged with pb (ie: pbm16a1" the visable (file) differnce is one has cwk_ptf.pbo and the other is just cwk_pt.pbo same with the crew, the only visable differnce is that one letter. in game the pt is the WWII era pt boat and the ptf is the vietnam era PT boat. i hope this ends any confusion. Share this post Link to post Share on other sites
Scud 0 Posted September 2, 2004 Congrats Klink - Very Nice Share this post Link to post Share on other sites
adrenaline red 0 Posted September 6, 2004 First off great addon, finally multiple gunners. But im having some problems with it. First off, enemy infantry dont engage this thing with small arms, and when I fight against them I get killed by my own side when I sink one of these boats. When I end the mission it says I killed some VC when my side are the VC. I guess the AI thinks im shooting at them when I kill a nasty. Anyone else having this problem? Besides that great addon. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 6, 2004 First off great addon, finally multiple gunners.But im having some problems with it. First off, enemy infantry dont engage this thing with small arms, and when I fight against them I get killed by my own side when I sink one of these boats. When I end the mission it says I killed some VC when my side are the VC. I guess the AI thinks im shooting at them when I kill a nasty. Anyone else having this problem? Besides that great addon. this has been mentioned before. they kill you becuz u killed a game logic. (the PTF has a gam logic to make it keep all the guns) and OFP doesnt like when u kill a game logic so it kills you back. Share this post Link to post Share on other sites
colonel_klink 0 Posted September 6, 2004 This problem is being worked on. Hopefully it will be resolved then you can accidently shoot your Nasties to your hearts content.. You naughty girls and boys As for units with small arms attacking the Nasties.. that is an inherent problem with OFP I'm afraid. The higher killing power a unit has the less likely an opposing unit with a light weapon will attack it. For example a unit with an m16 wont attack a cobra, yet a unit with a mg might. Share this post Link to post Share on other sites
cytosine 0 Posted September 6, 2004 This is the best fricken addon ever!!!! Poor BIS, they're not going to have any cool new stuff to put in OFP2 because you guys keep improving the existing game!!! No wonder they keep bumping the release dates back... ;~) Any plans to have enough cargo proxies for a small squad? I want to be Charlie Sheen, ya know! Also, I am kinda bummed that the small arms guys won't shoot at you, but understand the implications of it. Not even a VC DSHK would shoot at me! Could you define the boat as a SmallShip class to somehow get around this? I noticed they will shoot at the BIS Mark II PBR and thought maybe it was because of the base class of the vehicle? A single RPG was able to destroy my PT boat, can you increase the hitpoints (or whatever you call it) so that it takes a few rounds before being destroyed? I'm no PT expert, but I would think an armored ship could at least survive a few rounds? Man, GREAT Addon!!!! Cyto Share this post Link to post Share on other sites
colonel_klink 0 Posted September 6, 2004 @ Cyto The nasty is derived from the pbr class which is derived from the smallship class as well AFAIK.. The Nasty armor is set at a lower rate than the pbr as the Nasty had a wooden hull. I will do some experiments with the armor to see if I can improve your survival chances. Incidently i took the Nasty up the Ia drang River where i had several NVA units armed with RPG. I survived the first hit, but sadly not the second Share this post Link to post Share on other sites
sa8gecko 0 Posted September 6, 2004 As for thegamelogic problem, the solution could be to define a new logic object in config.cpp and assign it to west side. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 6, 2004 This is the best fricken addon ever!!!! Â Poor BIS, they're not going to have any cool new stuff to put in OFP2 because you guys keep improving the existing game!!! No wonder they keep bumping the release dates back... Â ;~)Any plans to have enough cargo proxies for a small squad? Â I want to be Charlie Sheen, ya know! Also, I am kinda bummed that the small arms guys won't shoot at you, but understand the implications of it. Â Not even a VC DSHK would shoot at me! Â Could you define the boat as a SmallShip class to somehow get around this? Â I noticed they will shoot at the BIS Mark II PBR and thought maybe it was because of the base class of the vehicle? Cyto the tonali one shot at me. i shot back he lost ive had RPGers shoot at me. planes naturaly made futile attempts to injure me. Share this post Link to post Share on other sites
colonel_klink 0 Posted September 7, 2004 As for thegamelogic problem, the solution could be to definea new logic object in config.cpp and assign it to west side. Sounds like the solution to the probem, I will try that. Thanks Sa8gecko. Share this post Link to post Share on other sites
sa8gecko 0 Posted September 7, 2004 Colonel_Klink: you can try this (taken from MCAR config): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class psy_mcar_logic: Logic { scope=0; side=7; cost=1; }; This way the gamelogic won't show up in the kill list at the end of the mission Share this post Link to post Share on other sites
cytosine 0 Posted September 7, 2004 Incidently i took the Nasty up the Ia drang River where i had several NVA units armed with RPG. I survived the first hit, but sadly not the second True. Â I tested it again and it looks like there were 2 RPG Vietcong in the squad that attacked me. Â They must have both shot at the same moment, so it appeared to be a single RPG. I also noticed the Port and Stbd 20mm guns zoom in pretty far compared to the fore mounted gun. Â Don't know if this was intentional or not, but just thought I would bring it up. Share this post Link to post Share on other sites
colonel_klink 0 Posted September 7, 2004 Incidently i took the Nasty up the Ia drang River where i had several NVA units armed with RPG. I survived the first hit, but sadly not the second True. Â I tested it again and it looks like there were 2 RPG Vietcong in the squad that attacked me. Â They must have both shot at the same moment, so it appeared to be a single RPG. I also noticed the Port and Stbd 20mm guns zoom in pretty far compared to the fore mounted gun. Â Don't know if this was intentional or not, but just thought I would bring it up. @cytosine No problem for bringing up things you notice. This project is far from being comleted as both the PF and PTF boats were created as test beds for the multigun idea. I have had a lot of feedback sent to me personally in regards to improving the boats and improving player and ai useage. One such suggstion I am working on has already improved FPS by at least a third, which means with further refinement the boats will be able to be used without too much degradation of the gameplay. (Got my fingers crossed on this one). @sa8gecko Thanks. I had created a ne game logic which has improved things significantly. Have noticed thoo that you earlier suggested making the side=Twest, but then later side=7 as is the normal OFP game logic. Wil this make a difference? as i have set the new gamelogic side=Twest as you firts suggested. Anyway thanks. Share this post Link to post Share on other sites
sa8gecko 0 Posted September 7, 2004 Colonel_Klink: setting the cost = 1 should eliminate all problems. That is, the gamelogic will not be listed in the final score and nobody will get upset with you if you kill any. The side was left to 7 because otherwise no east unit could occupy an empty boat (car in MCAR). Sorry not to have mentioned this before, but my memory failed me. Share this post Link to post Share on other sites
bonko the sane 2 Posted September 7, 2004 i have a strange issue, the bofors has no shooting sound in optics mode and the colt pistol has a white screen for iron sights :| Also, when you get these final, will you ever consider making a mark V specops boat? that would be very nice, ive searched in vain for detailed pics but it has prven very dificult. Share this post Link to post Share on other sites
colonel_klink 0 Posted September 7, 2004 i have a strange issue, the bofors has no shooting sound in optics mode and the colt pistol has a white screen for iron sights :|Also, when you get these final, will you ever consider making a mark V specops boat? that would be very nice, ive searched in vain for detailed pics but it has prven very dificult. I'm not sure of the sound issue as I have been unable to replicate it so far. As for the optics with the white square, I'll check with Pappy on that one. I have plans of the mark V specops  boat and it is on my todo list @sa8gecko Thanks for that, Buddy. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 7, 2004 i have a strange issue, the bofors has no shooting sound in optics mode and the colt pistol has a white screen for iron sights :|Also, when you get these final, will you ever consider making a mark V specops boat? that would be very nice, ive searched in vain for detailed pics but it has prven very dificult. no problems here. i used logans colt 1911 sight remaped it to work in the pbo standalone. so no problems here Share this post Link to post Share on other sites
Trenchfeet 0 Posted September 8, 2004 VERY AMAZING WORK KLINK I didn't get time before to test these so i would have replied quicker And i dont think anyone can appreciate how good the scripting involved in these addons is until they try and do it for them selves    Also a quick point id like to say is that scripting your used to keep the turrets from bouncing is awsome .  too good for me  Textures ***** Bofors gun with flack bursts ***** (did anyone notice this?) Only thing i think left is to use that raft dployment scrip i sent you in the destroyer (it needs works as i never set it up properly) but it'd be great if you could deploy a "commando"team and keep the pt patrolling Final words    Share this post Link to post Share on other sites
colonel_klink 0 Posted September 8, 2004 Thanks Trenchfeet. I'm looking at the raft deployment idea shortly. The main issue at teh moment is getting the nasty to carry cargo without too many other issues. @Sa8gecko The logics work well except when putting down an empty boat; the guns dont go into their correct positions. Another side issue is if the crew of the main boat and guns are killed. If I open fire on the boat after the crew are all dead the logics abandon ship and the guns are dumped off the boat. Very strange but looking for a solution to the problem. Still the game logics seem to be the answer to the reduction in lag so the experimenting is worth the effort Share this post Link to post Share on other sites
sa8gecko 0 Posted September 8, 2004 Quote[/b] ]Another side issue is if the crew of the main boat and guns are killed. If I open fire on the boat after the crew are all dead the logics abandon ship and the guns are dumped off the boat. This 'may' happen if the boat is damaged beyond a certain level. The same happens in MCAR if the car can no longer move (i.e.: flatten tires). In MCAR the thing is solved using a script that checks, when the weapon is fired, if the car can move or not, and if not the gamelogics' places are populated again. You can check if this is the case trying to order an AI soldier to the driver position or the main (20mm bow) gun after the boat has been damaged: if it refuses to man it, the problem lies here. A solution could be to kill the gamelogic after putting it in its place at the unit's initialization phase: dead gamelogics, as dead AI soldiers, don't abandon their position. They can be expelled by live AI or player trying to enter their (gamelogic's) position, though. Quote[/b] ]The logics work well except when putting down an empty boat; the guns dont go into their correct positions I'll look into it as soon as I can get my OFP PC running again. Do you refer to the fact the Bofors is pointing bow instead of aft ? I modified placeBofors.sqs this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_boat = _this select 0 _gunner = gunner _boat ;only build on server ?!local _boat: exit ;[_boat] exec "\cwk_pt\scripts\getpitch.sqs" _TwinOerlikon = "cwkPTFAftBofors" createvehicle [0,0,0] [_TwinOerlikon] join _boat _PtCommander = driver _boat _group = group _PtCommander "pb_ptfcrew" createunit [getpos _boat, _group,"", 0.5, "PRIVATE"] _aunits = units _group _j = count(_aunits) ?(_j<=0): goto "fixit" _x=_x+2 #Repeat (_aunits select _x) moveincargo _boat _x=_x+1 ?( _x <=_J-1):goto "Repeat" (_aunits select 0) moveindriver _boat (_aunits select 1) moveingunner _boat _x=0 _x=_x+2 #Repeat2 (_aunits select _x) moveingunner _TwinOerlikon _x=_x+1 ?( _x <=_J-1):goto "Repeat2" #loop ~0.001 ?(not alive _boat): goto "die" _dir = (getdir _boat) _velo = (velocity _Boat) _posx = (getpos _Boat select 0) _posy = (getpos _Boat select 1) _posz = (getpos _Boat select 2)+1.7 _TwinOerlikon setvelocity _velo _TwinOerlikon setdir (getdir _boat) ; *************************** _Pitch = Call UNN_Pitch _distance = (sin _pitch) _posz = _posz - ((sin _pitch)*4.5) ; *************************** _TwinOerlikon setpos [_posx,_posy,_posz] ;Hint Format ["Pitch %1\n\nBank %2",[_boat] Call UNN_Pitch,[_boat] Call UNN_Bank] goto "loop" #die _gunner = gunner _TwinOerlikon _gunner setdammage 100 ;_TwinOerlikon setpos [0,0,0] _TwinOerlikon setdammage 100 deletevehicle _TwinOerlikon exit #fixit _dummygunner = "Logic" CreateVehicle [0,0,0] _dummygunner moveingunner _TwinOerlikon _dummygunner setdamage 1 goto "loop" This way the bofors should point portside on an empty boat. Basically I created a logic unit, placed it as the Bofors' gunner and then killed it. I didn't have the time to test it thoroughly, though. Share this post Link to post Share on other sites
colonel_klink 0 Posted September 8, 2004 Quote[/b] ]The logics work well except when putting down an empty boat; the guns dont go into their correct positions What's happening is the boat is put down empty, and only one gun is being set but not in the correct position, in other words one of the other gun positions. I'm not quite sure why it is happening, but when I check for crew after an empty boat is placed it is showing three, just wondering if the two of the logics are going into the driver and gunner position of the main boat as Im getting an error message on the other two gun positions: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Logic=(Crew _boat) Select 3# division by zero The dummy gunner bit sounds cool I'll try it out thanks. Edit: Just tried the dead logics idea. Works a treat thank you. Much appreciated. Share this post Link to post Share on other sites
cytosine 0 Posted September 13, 2004 @ Cyto  The nasty is derived from the pbr class which is derived from the smallship class as well From what I can see, it looks like the Nasty is inherited from BigShip, not SmallShip: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// water craft classes class SmallShip: Ship{}; // basic config for small ships - PBRs etc class BigShip: Ship{}; // basic config for larger ships - destroyers etc class boatw:BigShip{}; class cwkptfboat: boatw // or from configvehicles cpp list { I know your working on more important stuff, so I went ahead and tested it as SmallShip.  I didn't notice any differences at all, and the AI didn't react any differently.  Either way, I did it mostly because I'm just learning this stuff and just wanted to try it out...  :~) Share this post Link to post Share on other sites
colonel_klink 0 Posted September 14, 2004 Oops my bad Never the less the inheritance issue changes quite a bit once you add your own configurations. Interesting stuff. Besto of luck with configing Cyto.. it can be lots of fun.. Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 15, 2004 Are PT boats still in use today? I have no clue. I really like the one with the sharks mouth on it. Share this post Link to post Share on other sites