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Laser

LSR Addons

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WOW Laser, excellent work! notworthy.gif

Jus for the record, the pack i mentioned in my last post--that pack is indeed HALO compatable. It was one of the main purposes for designing the pack, and was designed by the Para Rescue teams. Actually, from the exterior, it looks almost identical to the packs you got on your "ground" PJ's.

I know i keep harping on and on about it--sorry. tounge2.gif

But then again, i do have freefall experience, so im not TOTALLY speaking from my posterior.

nener.gif

Another quick question, what kind of radios are the CCT's gonna carry on their back? Im assuming the PRC 177 from your pack. Anyone know if those are the radios they use for communicating with aircraft?

Also, i know some of the other guys were complaining about all your units looking the same......I for one, agree with you Laser, but if your still interested in ideas on how to "mix up" the looks, you could do something simple for the Combat Controllers, something relatively easy. The ball cap that the CCT is wearing could be turned navy blue and you could slap a New York Yankies emblem on it. or even a "NYFD" emblem on it. Or you could do something like give them beards. That would look kinda hip. But again these are just my suggestions.

Keep up your outstanding work, Laser.

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Laser, I've got a couple of "observations" since your about to finish em up..

first, I like the berets though they both look like a fresh outa basic soldier who can't wear a beret right more than a professional operator..maybe a more defined shape..something like this

PJ's in berets

second, the baseball cap also needs ALOT more shape..maybe more curve in the bill like...

PJ in baseball cap

third, the kneepads are way below the knees...I don't know if your going for the "their wearing them lower" look but the look outta place and it would be hard to render than in game anyway..also they look REALLY generic...heres a "better" model to base them on....

AFSOC operator in kneepads

fourth,also the note in the above picture how the M4s are camoed for the desert

lastly, about the groupings... PJs and CCTs are organized into teams call Special Tactics Teams...there are NO Heavy Weapons Teams or Heavy Assault Teams ....they don't carry around Stingers AA missles, no SMAWs which is specifically a Marine Corps weapon, no M60s which is a Navy weapon ...also no M14s

typically CCTs and PJs use the M4s ...heres some more info to help ya along...

site 1

Site 2

TONS of pics

I hope this helps...lookin forward to em smile_o.gif

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Superb work Laser!

I agree with the berets though. The garrison units look more like the Tony's pizza guy from around the corner...

Anyway - great work... can't wait to try them!

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third, the kneepads are way below the knees...I don't know if your going for the "their wearing them lower" look but the look outta place and it would be hard to render than in game anyway..also they look REALLY generic...heres a "better" model to base them on....

AFSOC operator in kneepads

I guess Laser would tell you the same thing about kneepads:

1. They slide down when running. I use them for paintball so I know that for a fact.

2. The problem about kneepads in OFP is that there's no 'knee' selection in OFP animations system, so the kneepads become impossibly stretched if they're where they're supposed to be. It just looks ugly. That's why I think Laser made a good choice here.

PS. Pics look top notch. Keep it coming. smile_o.gif

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i dont know abut all you guys but me and most of my platoon guys or AS friends use saftypins to hold them in place.

But as you say if you just put them on tehy will sone be down at your boots crazy_o.gif

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@lifeguard532

Yes, the AN\PRC-177 is ground-air compatible. Any more though, the comms set in use is the Single Channel Ground and Airborne Radio Ssystem (SINCGARS). The SINCGARS is modular, so depending on the need and mobility of the radio different configuations can be used. The basic module is the Reciever Transmitter or RT for short. The SINCGARS is produced by the ITT Areospace Comms division.

The unit itself is about 10in x 10in x 3.5in (L x W x H) and weights about 15.5lbs. It uses VHF FM bands to transmit, and operates on any of the 2320 channels in between 30-80 MHz.

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@.Tyger

ohhhh......ok......never even heard of that radio before. Sweet. Im assuming thats the standard CCT radio then? cool. Ya know, speaking of radios, i think that they should make a scripted radio addon.....where its man portable, and youd have to take it off, and set up the radio on the ground (i know some radios can jus be kept in the pack while in use)

But for instance, if someone has to use a SATCOM, they have to be in a decent open space, take the pack off, and open up the spider-web anntenna. So when youre talking, youre kneeling next to the radio, talking into the reciever (something that would resemble the animation of planting a satchel charge from the standing)

Could add jus a touch more realism to it, say ure taking fire, and you need air support or a hot extract, your radio man has to stop firing, and set up and use the radio.----just a wishfull thought *sighs*

OH!! speaking of radios.....

LASER, what are the CCT's carrying on their back in ur new addon pack?? Im not sure, but in one of your pics, it looks like one CCT was carrying a med-pack on his back.

Hope the PJ's didnt boss around a poor CCT into carrying a PJ's med kit for him . tounge2.gif

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yeah something i would like to see in game 2 or armed assault would be kneeling down yelling , speaking in the radio animation. But on the other hand that could make you a easy target too tounge2.gif but thats why you have to have a few guys to cover you of course wink_o.gif maybe the best thing would be if human players could choose in action menu if they wanted to have the go down kneeling at the radio doing some anim or the keep radio on the back and use ear pieces or satelite phone style or something like that? smile_o.gif

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I would just like to see radio's be useful. Lose the radio no CAS support for example, or lose the ability to call for extraction etc.

btw Laser, I like the look of these guys, esp with the new head model. thumbs-up.gif

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I would just like to see radio's be useful. Lose the radio no CAS support for example, or lose the ability to call for extraction etc.

btw Laser, I like the look of these guys, esp with the new head model. thumbs-up.gif

this is task for missionmakers

scripting missions to make use out of guy with radio

scripting addon is not the best idea, becouse its missionmaker decision if player will have or not and at wich mission point artylery support or evac or whatever

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I would just like to see radio's be useful. Lose the radio no CAS support for example, or lose the ability to call for extraction etc.

btw Laser, I like the look of these guys, esp with the new head model. thumbs-up.gif

Yea I would love that, too!

It's such a pitty that the RTO is only a normal soldier.

I like it how the Hand Command System gives the RTO his important role. So that one actually has to be close to him to use the radio.

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This is really good looking, Laser! Not that you need to use other peeps works but you're more than welcome to use the polys from my old berets (UK desert blah blah)...

Good luck with the last percent!

smile_o.gif

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ya know i was thinking of making the role of a medic/PJ/Corpsman more interesting and in depth. medic options would kind of be like using the radio script from chaos studios

it would be fairly scripted though, so it can be a pain to implement into an actual mission, but if youre interested, it could be quite fun.

Ok first of all, you would come up to a man who is seriously wounded (he would look more wounded than the others because of the position his body is lying in, such as switchmove "w_dead2" from wilcos animation pack) another advantage to this would be that when a soldier is gravely wounded, he aint going anywhere, instead of jus crawling around with shot up legs.

Now, when you come up right next to the gravely wounded soldier, an option pops up in the action menu, say something like "evaluate casualty" Then you would recieve info that indicates his types and number of injuries via the hint option.

EXAMPLE: hint "casualty has a puncture wound of the chest cavity, and a tension pneumothorax"

Now you would have to know a little about battlefield type injuries and how to treat them. In this example, a soldier has a tension pneumothorax. This means that outside air has entered the chest cavity via a hole in the chest. this compresses the lungs and the heart, collapsing a lung, or even squeezing the heart, preventing the heart from pumping properly-------->death.

Now once you know what the injuries are, more options open up in the action menu on how to treat the casualty. Mind you, that out of a variety of things you can do to a patient, there are only a few correct things you can do to treat a specific injury. In this example, you would have to apply an occlusive dressing, and then perform an emergency chest decompression with a 14 guage catheter needle. other options for treating injuries could include, starting I.V.'s., putting in airways, applying dressings, applying turnequets, applying splints, etc. Even after initial treatment, you would have to perform follow up evaltuations and more treatments. For example, after applying a turnequet, and starting an I.V., you would have to re-evaluate the patient later and maybe put more fluid into him. Not performing the correct procedures in a timely fasion can of course cause the patient to die.

I know this idea could work and could be fairly extensive. I have tried a few examples in my mission editor, but i lack the scripting capabilities. Any input? huh.gif

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sounds a little complex, wouldnt it be simpler just to have longer 'healing' times with different anims to deal with a certain level of injury, selectable to say fix a patient so they could get to cover for a complete heal?

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you could do that but lets face it, there are not a whole lot of animations out there. and one thing that kinda bugs me is no matter how shot up a soldier is, as long as he crawls his way to a medic, and recieves care, he gets up and runs around like he was never shot in the first place. Everyone in OFP is always looking for ideas on how to make this game a little bit more in depth, and realistic. And medics seem so......."wam, bam, thank you mam". Now with the idea that i have, it could add an extra layer of realism to the whole scenario (assuming youre the medic).

Just imagine it. Youre a PJ on a CSAR team and your team ropes in to a convoy thats been ambushed. Medics just seem to be another shooter with the magic touch of God. But now, your role would actually have depend on your skills both as a shooter, and a medical specialist. And the mission is one big balancing act between defending the perimeter, and making sure your patients dont die. And i mean lets face it, guys like PJ's and Army Special Forces 18-Deltas have rather extensive medical skills. I mean, they are basically a physicians assistants with special combat skills. Why not simulate a little bit of that in game? Of course there would be stuff included in the readme on how to treat certain types of injuries, so youre not totally clueless. Or we could have a small training mission included that tells you how to treat injuries. And its nothing permanent, like changing the config code of an addon. So if youre not into that sort of thing, ya dont have to put it into a mission.

But then again, those are just my thoughts, i could be wrong

goodnight.gif

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Sounds like if I was playing the medic in this situation I would have let the poor AI sap die off and do his fighting for him instead of spending an hour on stabilizing him so that he can continue to lie about. Not to mention what my group would do without me, like running halfway across the island whilst I'm still trying to apply a tourniquet and trying to find a proper vein to insert the IV into. It would be a neat thing though, perhaps making a M*A*S*H mission? biggrin_o.gif

Anyways, Laser. The addons are looking top as usual! Can't wait to play with these babies biggrin_o.gif

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horray, eversmann's SF weapons pack is out! this coupled with LSR's air force special forces, and the latest SF units that Extraction is working on, i think that would more or less round out the special forces community. yay.gif

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lifeguard532

Quote[/b] ] latest SF units that Extraction is working on

He is working on them for the last two years or something...

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yea true

*sighs* dunno what the hold up is.....there are a number of M-4 packs out there, jus slap either laser's or sjb's weapons on them, and you got a complete SF pack, i think.

dunno what the hold up is........he prolly jus works on it when he feels the need. oh well.

speaking of m-4's, i really liked the new desert textures on Laser's M-4's. way cool

oh, 1 more thing

@ Eversmann-- the weapons in your pack arent JAM3 comatable, are they? huh.gif

Love the models though

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Hmm... oh, well, OK, not much new to report lately... been fiddlin' around with new face textures compatible with Llauma's heads, here's one, take a look. That's supposed to be me, BTW. smile_o.gif (though i may look like a bit hung over...)

laser17lr.jpg

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Arrrgh... everytime i check ICQ you arent there and half an hour after i gone offlien i always see a pic or a post by you tounge2.gif

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@Laser

Any chance you could include an Air Force helo pilot to go along with the PJs? It was the only branch missing from your pilot pack.

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@Laser

Any chance you could include an Air Force helo pilot to go along with the PJs? It was the only branch missing from your pilot pack.

yeah i was kinda hopin for that too...the BAS Pavehawk and SEF Pavelow remain pilotless...

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