Big Dawg KS 6 Posted March 1, 2006 and does eversmann need to speak to kyle sarnik about help making short sleeved units....just kidding.   Come again? Is this a joke or something? I don't get it...  mp_phonix, I still don't think you understand. The 2ndrifle uses the exact same principle as the BIS primary + secondary weapon slot system. It doesn't add any extra modifications to the system, rather it uses that very system as it is, and gives that system an option that should have been there in the first place. In fact, the only thing that 2ndrifle really does is allow for BIS's secondary slot (what you interprete  as "AT/AA" slot) to be used as it's name truely suggests, a secondary slot for AT, AA, and now, rifles (or SMGs, small caliber sniper rifles, shotguns, etc...). And to be honest, with a new set of animations and a few tweaks to the engine, BIS could have hardcoded the exact same thing my 2ndrifle script does and more into the game. You need to stop thinking of it as an "AT/AA slot" and think of it as what BIS called it, a "secondary weapon" slot - implying that it can be a variety of weapon types. I know it's not really going to matter if I convince you, I know Laser will understand my point and so will most experienced addon makers, I just ask that you give it more of a chance. I don't want to hijack Laser's thread so I'll leave it at that. Besides, Laser has a very capable (as we can all tell from his work) mind of his own...  Share this post Link to post Share on other sites
Landwarrior87 0 Posted March 1, 2006 how does the ai differentiate to what weapons to use then?? We already have the handgun problem in close quarter battles... i dont wanna have to in and remove a second weapon also. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 1, 2006 how does the ai differentiate to what weapons to use then?? We already have the handgun problem in close quarter battles... i dont wanna have to in and remove a second weapon also. Well, for now, AI only uses 2nd rifle when told to do so, and this is probably for the best since AI aren't capable of deciding what would be best for which situations and under what circumstances, etc... though it would be painfully easy to write a script that makes them randomly switch from time to time. The player, as squad leader, can manipulate the AI's weapon usage by using the radio to order them to switch at any time. Share this post Link to post Share on other sites
mp_phonix 0 Posted March 7, 2006 Hey,Laser boy any progress update mate ? Share this post Link to post Share on other sites
lifeguard532 0 Posted March 10, 2006 wow.......rather quiet here.....nuthin to add........nuthin here. It would totally make my day if this were the calm before the storm. Lord knows i need it Share this post Link to post Share on other sites
Jackal326 1181 Posted March 11, 2006 I imagine Laser will give details of updates etc as and when he is ready. I can speak only for myself when I say that if someone asks me a question regarding addons, I'll answer it WHEN I have an answer to give. Share this post Link to post Share on other sites
lifeguard532 0 Posted March 12, 2006 eh, ill settle for that 'sides, the new Toyota wars is out......looks promising. Not to mention, gives a whole new world to fight in (the newer, better Libya map, i mean), and good units as well. I think this adds a whole new place (and atmosphere) for the Operators to work in. *thinks to ma-self* Ah yes, Desert SEALs performing a mission in Libya, finding evidence that maybe the Libyans didnt do away with thier WMD program. Share this post Link to post Share on other sites
DB-ERAUPilot 0 Posted March 15, 2006 but while we wait how bout some new PJ pics (real world that is) Pic 1 Pic 2 Pic 3 Pic 4 Before someone asks...the blue M4's are dummy's hella cool pic Pic 7 Pic 8 lookin forward to em Laser Share this post Link to post Share on other sites
Laser 0 Posted March 26, 2006 OK, men, a sitrep. I'm pleased to announce that my weaps pack update is 99,5% complete, save for a few config issues. I've reworked 70% of the weapons, including AR-15 family, M240, M249 and almost all of the M-14's. The scripting job is also on the go right now. I already have alpha version of the drop script, and it already does show some fancy airwork (several random rolls' animations, plus "pulling the ring" anim, biggest thx to Sanctuary); it still leaves some things to be desired, but Voyager is working on these. We (by "we" i mean Voyager, who is doing all the hard work, and me, who is constantly bugging him to incorporate this and that) are also planning to include steerable HALO parachute (the model of which is basically done, except for distance LODs). And for this extra primary weapon... please don't call me ignorant, but i didn't have a time to check that yet. The incorporation is yet to be considered. Share this post Link to post Share on other sites
Mamba Six 11 Posted March 28, 2006 Hey mate, something I've been meaning to ask for a while: Did you intend for the Desert Delta Team Leader to be wearing one of the old schools helmets? Most SFOD-D guys now days wear either the MICHs or a boonie, not the 1990s helmets. Just curious. And nice job with 'em all, mate. Share this post Link to post Share on other sites
Laser 0 Posted March 28, 2006 Hey mate, something I've been meaning to ask for a while:Did you intend for the Desert Delta Team Leader to be wearing one of the old schools helmets? Most SFOD-D guys now days wear either the MICHs or a boonie, not the 1990s helmets. Just curious. And nice job with 'em all, mate. Â Â Well, can't remember if i said this before, but anyway, my previous versions of Deltas, Rangers and SEALs are going to get some facelifting too, including new heads, camo pattern changes, model fixes etc. Not sure how soon, but i'll definitely try to do that. Share this post Link to post Share on other sites
NSX 8 Posted March 28, 2006 Nice to hear from you,Laser.Check your e-mail and PM for some requests and suggestion. Wrote a new PM if you didn't receive my previous letters. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 29, 2006 I am DYING to get my hands on that weapon pack (almost as much as I'm dying to get my hands on more Llauma head textures! ) I loved your M4 released with the pilots, mate... more versions just... boggles the mind! Keep up the good work! Share this post Link to post Share on other sites
lifeguard532 0 Posted April 3, 2006 @ LSR Hey LSR, I got a quick question or 2 about your HALO stuff. Will your HALO function just apply to your airforce guys (CCT's and PJ's), or will this HALO function be able to be applied to other units, say your SEAL's ? Also, i noticed that the HALO soldier that is already out has a tendency for the AI to go into a nose dive and crash while under canopy (some skydivers have gotten hurt/killed while swooping/groundsurfing, so it isnt that suprising, in a way) My question is, will the AI be able to use these functions as well without the same results??? I dont know if its like that with the earlier HALO soldier because of OFP engine limitations or what. Share this post Link to post Share on other sites
Laser 0 Posted April 5, 2006 @ LSRHey LSR, I got a quick question or 2 about your HALO stuff. Will your HALO function just apply to your airforce guys (CCT's and PJ's), or will this HALO function be able to be applied to other units, say your SEAL's ? Also, i noticed that the HALO soldier that is already out has a tendency for the AI to go into a nose dive and crash while under canopy (some skydivers have gotten hurt/killed while swooping/groundsurfing, so it isnt that suprising, in a way) My question is, will the AI be able to use these functions as well without the same results??? I dont know if its like that with the earlier HALO soldier because of OFP engine limitations or what. Well, atm only Air Force guys would be able to use HALO, but i'm planning an update for my other units, so they might possibly include this function as well.' And as to the possibilities of the jump... it's still WIP, so i can't say for sure. One thing: i tested the script alpha, and the AI didn't crash. Oh, and we're not planning manual parachute opening for the player. Share this post Link to post Share on other sites
Messiah 2 Posted April 5, 2006 will you be providing the scripts/anims etc for the HALO guys as something for other people to use? I reckon our pathfinders could use it Share this post Link to post Share on other sites
cornhelium 0 Posted April 5, 2006 Yo Laser, Looking forward to your next opus. Regarding your existing US weapons, here are the relevant changes in JAM3 (if you're adding new weapons, there may be more, check final readme in here)... M203 additions: JAM_M576buck (40mm buckshot canister for M203/M79. This was in JAM2 but your M203 doesn't currently fire it). JAM_M433Belt ("mini" version of M433 vest. 12 rounds in 3 slots). M4 Suppressed additions: JAM_W556_30SUBmag , JAM_W556_30SUBHDmag M14/SopMod Suppressed additions: JAM_W762_20SUBmag , JAM_W762_20SUBHDmag M21/SR25 Suppressed addition: JAM_W762Sniper_20SUBmag M60 additions: JAM_W762M_200FSmag , JAM_W762M_200FSHDmag , JAM_W762M_100M60FSmag , JAM_W762M_100M60FSHDmag M240 additions: JAM_W762M_100FSmag , JAM_W762M_100FSHDmag * Lastly, zeroing. Your assault rifles currently inherit DistanceZoom values of 400 from the BIS class Riffle. To reduce the bullet hitting above the crosshairs, I suggest trying values between 150-300. * For the M82, Jackal and I looked at the zeroing for his next weapons update. These settings worked nicely with Jackal's sight and JAM mags, which use initspeed 1555 like yours and King Homer's: opticsZoomMin=0.0170; opticsZoomMax=0.12; distanceZoomMin=260; distanceZoomMax=90; These values look strange, but the rounds hit dead on the 500m, 700m, 900m and 1000m markers at full zoom. In minimum zoom the round follows the <500m markers. The only problem is that the high recoil spoils your view at full zoom, but at these long distances I guess that's realistic Cheers mate, CH Share this post Link to post Share on other sites
sputnik monroe 102 Posted April 6, 2006 Quote[/b] ]opticsZoomMin=0.0170; opticsZoomMax=0.12; distanceZoomMin=260; distanceZoomMax=90; You do not need the last zeroes though it'll work just fine like this and looks much cleaner in the config... opticsZoomMin=0.017; opticsZoomMax=0.12; distanceZoomMin=26; distanceZoomMax=9; Share this post Link to post Share on other sites
cornhelium 0 Posted April 6, 2006 Quote[/b] ]You do not need the last zeroes though it'll work just fine like this and looks much cleaner in the config... I think >not< my friend. The DistanceZoom values 260 and 90 represent distances in metres. Leaving the zeros off the end would set the bullet to hit the crosshair at 26 and 9 meters respectively...which would be a disaster   Fair point on the OpticsZoom values though. So, the settings should be: opticsZoomMin=0.017; opticsZoomMax=0.12; distanceZoomMin=260; distanceZoomMax=90; Cheers mate, CH Share this post Link to post Share on other sites
Jackal326 1181 Posted April 6, 2006 If it were a value AFTER decimal place e.g. "0.26000" then you could quite easily eliminate the last three 0's and make it "0.26" without any issues. But as cornhelium rightly suggested, in this case, it needs to be 260 (two hundred and sixty) and not 26 (twenty-six). Share this post Link to post Share on other sites
sputnik monroe 102 Posted April 6, 2006 Oops... I saw the decimal point in the opticszoommin, then my mind hallucinated and saw decimal points that don't exist in the distance zooms. Sorry. Share this post Link to post Share on other sites
Navy Seals 0 Posted April 14, 2006 Here Laser, a nice video about Para-Rescue!!! Â http://www.combatvids.com/showvideo.php?id=1647 Share this post Link to post Share on other sites
lifeguard532 0 Posted April 18, 2006 OK, so i made a crude way to make other units have a halo function using the HALO soldier. I did some coding using triggers to make a 6 man SEAL Team do a HALO from a C-130. Well, ill be honest, it wasnt really a "true HALO", it was more of what we skydivers call a "hop and pop". But im doing it in a mission that covers another SEAL insertion technique called the "double duck" using Zodiacs. PJ's do a similar technique, calling it a RAMZ procedure. I looked at it in the 3rd person command view during the jump,and it looks tight. You jump, then you look out, and see the 5 other SEALs come spilling out the cargo ramp of the 130 right after you. very cool. Share this post Link to post Share on other sites
NSX 8 Posted April 18, 2006 @lifeguard Seals,seals,seals...And than a spetsnaz fastroping from Mi8 under cover of a couple Mi28. Just for ones who still awaits this pack.Got my eye and hands on beta of updated weapons pack.It's worth to wait,believe me,guys.Laser is doing his best.Just a small phrase-his pack is a real alternative to SJB's from now on. Share this post Link to post Share on other sites