ebns72 0 Posted September 5, 2004 ah yes, here are the weapon configs for the MILES t65 and M249. class ROC_T65k2_bfa:Riffle { scopeWeapon=2; scopeMagazine=0; weaponType=1; displayName="T65k2 + BFA"; picture="\roc_mod\c\T65k2.paa"; model="\roc_mod\train\roc_t65k2_bfa.p3d"; muzzles[]={"ROC_T65K2bfamuzzle"}; class ROC_T65K2bfamuzzle:ROC_SS109BlankMag { reloadMagazineSound[]={"\roc_mod\sound\reload.wav","db-40",1}; drySound[]={"\roc_mod\sound\65dry.wav","db-40",1}; soundContinuous=1; modelOptics="\roc_mod\train\roc_optika_t65k2_bfa"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; distanceZoomMin=400; distanceZoomMax=400; magazines[]={"ROC_SS109BlankMag"}; }; }; class ROC_M249MG_bfa:ROC_5_56MGBlankMag { scopeWeapon=2; scopeMagazine=0; weaponType=1; displayName="M249 + BFA"; picture="\roc_mod\f\w_249saw.jpg"; model="\roc_mod\train\roc_M249saw_bfa.p3d"; muzzles[]={"ROC_M249MGbfamuzzle"}; class ROC_M249MGbfamuzzle:ROC_5_56MGBlankMag { reloadMagazineSound[]={"\roc_mod\sound\mgreload.wav","db-40",1}; drySound[]={"\roc_mod\sound\65dry.wav","db-40",1}; modelOptics="\roc_mod\train\roc_optika_249_bfa.p3d"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; distanceZoomMin=400; distanceZoomMax=400; magazines[]={"ROC_5_56MGBlankMag","ROC_SS109BlankMag"}; }; }; Share this post Link to post Share on other sites
ebns72 0 Posted September 6, 2004 hey guys, here are pics of the modified HYK U.S infantry to MILES. The texturing is for the most part complete, but i need to clean up the helmet (looks squashed, ends don't meet), however I am having trouble modifying the model (will explain later in this post).You might not notice a difference; that is because like real life the only difference is the laser h-strap on the body, and the one on the helmet. anyway, here are two pics: Okay, now as you can see i need to remove the goggles, top pockets, and the radio. However, in O2 the textures don't appear in MLOD format when converted by ODOL explorer. Anyone got any suggestions? I can't do anymore until I can modify the models WITH the textures on. If I can figure out to do this, I can also begin work on the modified weapons. Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 6, 2004 Well you wear all your field gear when wearing miles, your missing more of the sensors that go up over the shoulders, the back there is a box that contains the eletronics for the body harness, and 9 v battery.. also a block on one of the shoulders for the god key to be placed so you can be turne doff after being killed in training. There is also a box on the helmet halo that holds the battery and micro processor. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 6, 2004 ok thanks. i needd the config info since when i tried to play copy and paste between differnt weapona dn ammo configs i got a game freeze up so making my own set of weapon and ammo info didnt go over well. so if i can copy and paste their's then just edit the names that would work as far as "Cheating" goes if i get the script working. the idea will be it will remove your weapon and ill import a special sitting animation like that of the BAS helo that will lock you into "sitting" and loop a script that will make you "invincable" to a point so that the random moron doesnt try to literaly kill you once you are down. edited weapons. INQ's M16 and S&R M249 would be WONDERFUL! custom units form hyk. perfect. except we need some kind of rebel/opfor. look into Americas Army, some pics of the MILES opfor should do very well to all invovled in doing this grab my messenger contact info from my profile and get ahold of me. and we might be able to work some stuff out PS: a scripting expert that would kindly give me some advice and boosts would be of great help. (i bother klink enough as it is ) Share this post Link to post Share on other sites
scfan42 0 Posted September 6, 2004 How about HYK's inf with red and with blue helmets :P I would figure by changing the death anims in the config, having bullets with no tracers, and having the models tweaked so there's no blood textures would be most of the work needed... And as for future projects... Bradleys, Abrams, and M113s implemented into the system. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 6, 2004 How about HYK's inf with red and with blue helmets :PI would figure by changing the death anims in the config, having bullets with no tracers, and having the models tweaked so there's no blood textures would be most of the work needed... And as for future projects... Bradleys, Abrams, and M113s implemented into the system. dont push your luck the damned soldier/weapons config is givin me enough hell Share this post Link to post Share on other sites
ebns72 0 Posted September 6, 2004 Well you wear all your field gear when wearing miles, your missing more of the sensors that go up over the shoulders, the back there is a box that contains the eletronics for the body harness, and 9 v battery.. also a block on one of the shoulders for the god key to be placed so you can be turne doff after being killed in training. There is also a box on the helmet halo that holds the battery and micro processor. I know. Shortly after posting that pic I realized that i forgot those sensors after studying the miles pics I had, an added them. However I said earlier that for the electroncis, the 2 "boxes", and the battery require adjusting polygons, which for some reason I cannot do right now. On fielgear: All the pics I have the people removed their goggles. As for the pockets, they overlap with the sensors so I don't really know. Anyone that has detailed pictures of all the MILES equipment post them here, cause the ones I have are mostly candid photos. -at script giving you trouble: Here is the ROC mission script, and I realized they did StandSitDownStill which makes it so you can't cheat and move. Another cool thing is that when someone sits down it says "x is down!" ?( exOver==1): exit _man = _this select 0 _juds = [J1, J2, J3, J4, J5, J6] _i = 0 _j = count _juds _rat = 2.7 _drat = 0 - 2.7 ?(group _man == group player): Leader group _man sidechat format ["%1 is down !", _man] _manside = side _man ?(_man == player): EnableRadio FALSE #Loop _jud = _juds select _i _jc = count units group _jud ?(_jc >= 12): _i = _i +1; goto "Loop" [_man] join _jud _man setbehaviour "careless" _man setcombatmode"BLUE" _man setcaptive true _man commandmove getPos _man _man action ["Drop Weapon",_man,0,0,((weapons _man) select 0)] ~1 _man playmove "EffectStandSitDown" ~6 ;; _man switchmove "SitDownDying" _man switchmove "EffectStandSitDownStill" ?(_manside == side player): player addrating _drat ?(_manside != side player): player addrating _rat ?(_man == player): player addrating (_drat * 27) ?(_i > 1): goto "CountWin" exit #CountWin ?(_jc <= 1): exit #EndWin _chkBlue = (count units GroupA) + (count units GroupB) + (count units GroupC) _chkRed = (count units GroupD) + (count units GroupE) + (count units GroupF) ?(_chkBlue > _chkRed): [] exec "bwin.sqs" ?(_chkBlue <= _chkRed): [] exec "rwin.sqs" exit This is a mission only script, would it be possible to implement into a unit? Also note that the winning conditions are included in this script i think I may just play on a private america's army server with my friend and we I can just observe and take pictures of the equipment they are wearing and the opfor is wearing. Share this post Link to post Share on other sites
ebns72 0 Posted September 6, 2004 Okay, just looked at the america's army ones and now I am confused. In alot of the reference pics I have, there are 6 sensors on the front, 6 on the helmet, and 4 on the back. However, those are all pictures from the '85 equipment set. In america's army: In america's army, with the '03 equpment there are 4 on the helmet, front, and back. Which is correct? Btw, here is a pic of the other set: Did the MILES layout change with the new 2003 equipment? Should I change the current layout I am modeling? Also, I have questions on the opfor. I currently have no real life photos of opfor. In america's army, the opfor has less equipment. They have the kevlar helmet, same pockets, etc., but it seems like they are missing body armor and a few other things. Does anyone have any photo references to the opfor? How should it be, the america's army style or just a fully equipped soldier wearing solid colors? EDIT: I think the MILES layout changed with the equipment. Look at this marine: Note 4 sensors on his helmet. Therefore, I will be adjusting the MILES to as it is shown in america's army. Share this post Link to post Share on other sites
cobra@pulse 0 Posted September 6, 2004 I will try and get you some pics of the AA opfor, but at the second, homework is bugging me so in about 30 mins i will post the pics. Wow. This is the first topic i made that people had this much interest in. . Strange me Share this post Link to post Share on other sites
ebns72 0 Posted September 6, 2004 Ok, I will base them off aa opfor with no body armor etc. I need reference pics tho, those would be most welcome. Share this post Link to post Share on other sites
cobra@pulse 0 Posted September 6, 2004 [Edited for update] Here you go then ebns72, hope these are ok, as its the best i could do under the conditions, lol. I was being shot at the time! Pics are clickable bigger ones (from the front) (a better one) The helmet has four sensors on it, the chest 4 on front, 4 on back. Its a normal black shirt really and then a kevlar helmet in '03 camo. Plain green trousers, and the pack on the blet thing, forgot what its called, darn i knew a second ago, oh well! Share this post Link to post Share on other sites
miles teg 1 Posted September 6, 2004 Um.... just curious but did anyone try bothering to contact Andy Lee (leader of the ROC Mod) about using his MILES system? Andy Lee is a super cool guy and I think he would love the idea of the community improving his MILES system, but him and his team worked their asses off to make the system and Andy is a very very nice and very modest guy who has helped out alot of mod teams. Â Please if you haven't already send him an email and if he doesn't answer please make sure to at least clearly credit him in the readme files. Â Also he's been going through some rough times over the past few months so please say a prayer for him. Â He's a good man who I respect highly and his mod team is a good team with a great mod. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
ebns72 0 Posted September 6, 2004 Will do miles. Pappy is doing the config stuff, but I will try and contact him. thanks for the pics cobra pulse. m16 in progress Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 6, 2004 Um.... just curious but did anyone try bothering to contact Andy Lee (leader of the ROC Mod) about using his MILES system? Andy Lee is a super cool guy and I think he would love the idea of the community improving his MILES system, but him and his team worked their asses off to make the system and Andy is a very very nice and very modest guy who has helped out alot of mod teams. Â Please if you haven't already send him an email and if he doesn't answer please make sure to at least clearly credit him in the readme files. Â Also he's been going through some rough times over the past few months so please say a prayer for him. Â He's a good man who I respect highly and his mod team is a good team with a great mod. Chris G. aka-Miles Teg<GD> i wouldnt dare have it any other way. credit and go is my style. but i think that perhaps i might email or contact him because this project seems to be a tad more complex then once thought. how is that script activated in the mission? trigger? game logic? unit-init? most mission applied scripts should be able to implement via config Share this post Link to post Share on other sites
ebns72 0 Posted September 6, 2004 how is that script activated in the mission? trigger? game logic? unit-init? most mission applied scripts should be able to implement via config Dunno You should download the mod and study it, because I ain't that good at config decrypting. But wouldn't that be cool if the miles was built in, and you didn't need to add any scripts to a mission? Share this post Link to post Share on other sites
cobra@pulse 0 Posted September 6, 2004 Isn't it possible to include the script in the addon if need, like in the BAS blackhawks the ropeing thing needed to be activated but it was in the pbo, so no need for messy scripts in the mission folder. If that happend, just dont have such a long line as in the BAS Blackhwaks did. lol Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 7, 2004 OPFOR uniforms depended on the location. If on a unit leavel the opfor commly just wore the shirts inside out, and removed the helmet cover. Or wore the old OD green uniforms, at the NTC wore desert tri color uniforms without the helmet covers, and sometimes wore real russain designed helmets. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 7, 2004 Isn't it possible to include the script in the addon if need, like in the BAS blackhawks the ropeing thing needed to be activated but it was in the pbo, so no need for messy scripts in the mission folder. If that happend, just dont have such a long line as in the BAS Blackhwaks did. lol  yea well thats plan B and if i have to revert to plan B i might conjur up a way to just have to place a game logic or custom unit (like a sign or a dot) and it just auto activate. i like easy. easy is good. easy is simple for everyone invovled. Share this post Link to post Share on other sites
cobra@pulse 0 Posted September 7, 2004 lol, sounds good. Are you acctually going to be creating any opfor, or just the weapons and US gear? Share this post Link to post Share on other sites
cobra@pulse 0 Posted September 9, 2004 Sorry to double post, but i'm really interested on hwo this is going? Share this post Link to post Share on other sites
stgn 39 Posted September 9, 2004 Can you please make a BIS M16 and Xm177 MILES version too so I don't have to use that M16 shown on the pic's(just personal preferances). STGN Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 10, 2004 Sorry to double post, but i'm really interested on hwo this is going? Â waiting on all those invovled to get ahold of me so we can start discussing how we are gonna do it all BIs M16 in miles? dear god how could anyone ask for a BIS anything Share this post Link to post Share on other sites
cobra@pulse 0 Posted September 10, 2004 Quote[/b] ]BIs M16 in miles? dear god how could anyone ask for a BIS anything lol, I agree completely, but then all to his own i suppose, who you trying to get a hold of? Share this post Link to post Share on other sites
zwobot 19 Posted September 10, 2004 I have a suggestion for your cheat problem (simply standing up again when you have been hit...) With "DisableUserInput true" you can deactivate the human player's controls so he won't be able to do anything. Unfortunately you wouldn't be able to turn your body and watch what happens around you I think. To make the AI not to shoot on sitting (-> "dead") soldiers, you can use "SetCaptive true", thus the selected unit will be neutral for all other AI units. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted September 28, 2004 I attended the Joint Readiness Training Center twice, back when it was located at Fort Chaffee, Arkansas. When you projected the beam (you could do this without firing a blank by tapping on the sensor on the front with your finger) onto a nearby surface and looked at it through NVG's you would see a bright inner circle surrounded by a dimmer outer circle. I am guessing that the inner circle produced a kill (a constant annoying tone, as seen in "Heartbreak Ridge") when it hit one of the sensors on the MILES harness and that the outer circle produced the quick bleep warning "zing" of enemy fire, near-miss (near-hit, depending on how you look at it, lol). Once "killed", an Observer-Controller (O.C.) would have you retrieve the sealed card from your pistol belt, which would outline your injuries, how you were to simulate them, and what treatment would be required to prevent death or other injury within a certain amount of time. I once guarded two OPFOR who were expiring of their wounds. No one from S-2 came to interrogate them and no one bothered to give them First Aid. (And I was ordered not to aid or abet or communicate with them. I did talk with them at length about their jobs, as I had read about the OPFOR, called the U.S. Army's most highly-trained infantry, at the time.) Seemed like a violation of the Geneva Convention or Laws of Land Warfare, to me. "Corpses" and those who expired of their wounds had to be physically lifted into the bed of trucks to be transported to the Dead Zone. lol The blind had to wear a blind-fold. Deaf ear-plugs. : D Now imagine getting attacked a second time while "wounded" or blind or deaf... lol Share this post Link to post Share on other sites