KeyCat 131 Posted April 8, 2005 Marco-Polo-IV @ April 08 2005,15:46)]scriptupdates are planed, i search  mom for help to modified the scripts If you are updating the scripts will you consider to have options to disable them by setting global bolean variables FALSE (like CBT's stuff)? An example would be the rotor dust script, since we are using another one it would be great if we had an option to disable the default one in your pack. The same would apply to any fire script if any? Below is an example from Combat's latest Bradley pack. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> IV. Scripts Please read the full document carefully. 1) Main scripts disablement: If you want to use all COMBAT! addons without scripts, write in a global place: - "CBT_NoScripts = true" If you want to use Bradleys without scripts, write on a global place: - "CBT_Brad_NoScripts = true" If you want to use Bradleys with Raedor's Cargo scripts, write in a global place: - "CBT_NoCargo = false" To play the CBT addons without smoke and light effects, write in a global place: - "CBT_NoSmoke = true" To reduce smoke effects in all CBT addons, write this line in global place: - "CBT_LowSmoke = true" To play the APCs without the animated Tow Launcher scripts, write in a global place: - "CBT_NoTow = true" Remember: these settings are global, they affect all CBT addons. Thanks again! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 8, 2005 Just tested these new babies and... WOW! I put one, myself as pilot, Longbow Close Combat at 2km's range of 5 RHS T-54 groups. 15 T-54's, 5 T-55's = 20 tanks. Results: First test: All ammo used. Kills: 57x Tank Crew (Russia) 14x T-54 4x T-55A Second test: After the battle, 640/1200 30mm ammo and 6 of 16 Hellfires left. Kills: 60x Tank Crew (Russia) 15x T-54 5x T-55A Not a single scratch in either battles. In other words, when correctly used it's propably the most effective chopper in OFP. Oh, and my tactic. Took each one-by-one, with manual fire, gunner aiming. First, I fire the Hellfires from long, beoynd visual range (+1km). Then, when on top, switch to 30mm. Hover above them, high enough for them not to shoot you but low enough to certainly hit. Aim for the tower, then they come no danger. Thanks. Once again, bloody hell... Share this post Link to post Share on other sites
ag_smith 0 Posted April 8, 2005 You have slow connection, I have 350 kb/s  Ok, don't be so smart-a**. Tried it now and it flies at 90kB/s. Share this post Link to post Share on other sites
Bobcatt666 0 Posted April 9, 2005 Why use this addon period if you wanna remove all the scripting? Share this post Link to post Share on other sites
KeyCat 131 Posted April 9, 2005 Why use this addon period if you wanna remove all the scripting? Cause it's better than the default AH-64 and adds the D model! I'm not saying that I would remove all scripting but various parts if they interfere with other addons/fx stuff. As one example I mention the heli dust another is that we in our group use GoldMembers ExploMod for explosion/smoke fx and most times new (heavily scripted) addons with their own explosion/fx effects lags very much (or even don't work at all in MP). Thats why I really like CBT's way of doing things. It gives you nice features BUT you have an option to disable specific parts if they interfere with something you already use. And since it's easy to implement I see no reason for addon makers not to add this to their stuff since it makes them more compatible in different setups. Sry for my rambling but I hope I'm clear enough??? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Keller_777 0 Posted April 9, 2005 In other words, when correctly used it's propably the most effective chopper in OFP. Just like it should be. Share this post Link to post Share on other sites
xnodunitx 0 Posted April 9, 2005 Man,those are some damn good lookin Apache's the only thing missing are the less blocky engines and correct M230,but you have made me see the beauty in the BIS apache model again,but I'm still gonna try to retexture Franze's I figure it deserves a second chance,its a shame to let it go to waste. keep up the good work btw. Share this post Link to post Share on other sites
andersson 285 Posted April 9, 2005 Nice choppers! I havent read the whole thread but can anyone explain in what scenarios the different camo-versions are used? Share this post Link to post Share on other sites
mattxr 9 Posted April 9, 2005 all in all 360 units and 18 static objects. is that how many AH-64s there are??? Share this post Link to post Share on other sites
sgt_savage 586 Posted April 9, 2005 Very Nice, I was hoping for an AA version with stingers and sidewinders,so that I can finally send these babys up against the AA version of DKM mi- 28. Anyway again great work!!!! Share this post Link to post Share on other sites
Diesel 1 Posted April 9, 2005 all in all 360 units and 18 static objects. ...and neither apache with AA. In encounter Vit Mi-24 vs MPIV AH-64 , Hind always win (almost) Share this post Link to post Share on other sites
Harmed 0 Posted April 9, 2005 nice new options, but it's still a BIS helicopter,why not do a good retexture, and completely remake the cockpit Share this post Link to post Share on other sites
marco-polo-iv 0 Posted April 9, 2005 i still work on the next version features: mapper can disable helidust disable startup checklist disable smoke after crash will add 2 AA variants (8 and 16 AIM 9 Sidewinder) for all nations Share this post Link to post Share on other sites
ag_smith 0 Posted April 9, 2005 Marco-Polo-IV @ April 09 2005,14:00)]will add2 AA variants (8 and 16 AIM 9 Sidewinder) for all nations AFAIK, you can mount only one Sidewinder (or two Stingers) per pylon so these'd make a total of 4 Sidewinders or 8 Stingers. Add another 2 Sidewinders or 4 Stingers if you're using the wingtip mount,... ... but 8/16 Sidewinders is an overkill. Share this post Link to post Share on other sites
marco-polo-iv 0 Posted April 9, 2005 @ag_smith k, then i add 1 version with 6 Sidewinder and 1 with 12 Stinger ok? regreetz Marco Share this post Link to post Share on other sites
Commando84 0 Posted April 9, 2005 12 stingers sounds great nice choppers i'll give 'em a go and even add some in a future coop mission Share this post Link to post Share on other sites
rgreenpc 0 Posted April 9, 2005 The one thing I would LOVE to see... Lock on after fire for the hellfires. Ie. Pilot hovers behind a hill.. scout designates and calls for lauch... pilot unmasks from behind hill and fires... Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 9, 2005 About 4 years agao I was in a Jyväskylä airshow and there was e.g. a Apache (flew from Germany IIRC), Blackhawk, Harrier, F-16 and... KC-135 Stratotanker! I spent nearly half of the show talking to the aircrew of that tanker and one of them gave me a bag full of some Boeing stuff. Anyways, there was this small... booklet, well, which actually is 4 about A4 sized papers, and is just one paper bended. And it was about AH-64 D (Longbow). Anyways, to the point. Here's the normal combat loads that it presents for Apache. (starboard wingtip - starboard wing - cannon - reflect starboard) Combat mission: 2 ATAM (Stinger?) - 4 Hellfire - 320 rounds 30mm Multirole: 2 ATAM - 4 Hellfire, 19 FFAR - 1200 rounds Close support: 2 ATAM - 8 Hellfire - 1200 rounds Ground Suppression: 2 ATAM - 38 FFAR - 1200 rounds Share this post Link to post Share on other sites
sgt_savage 586 Posted April 9, 2005 Marco-Polo-IV @ April 09 2005,14:00)]will add2 AA variants (8 and 16 AIM 9 Sidewinder) for all nations AFAIK, you can mount only one Sidewinder (or two Stingers) per pylon so these'd make a total of 4 Sidewinders or 8 Stingers. Add another 2 Sidewinders or 4 Stingers if you're using the wingtip mount,... ... but 8/16 Sidewinders is an overkill. Â I agree with ag_smith too many is overkill perhaps just add wing tip mounts. Perhaps each version should carry either 4 stingers or 2 sidewinders on the wingtip. Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 9, 2005 Yeah, like that. Make them (Sting's) to be in tubes though. Like in KyleSarnik's Apache. Make the tubes slightly bigger though. Share this post Link to post Share on other sites
marco-polo-iv 0 Posted April 9, 2005 I know, but the problem is the OFP Engine thy only allow 1 Proxy per Model, and SetObjectTexture will be laggy in MP-games. So i must found a way to make it playable in mp-games. regreetz Marco Share this post Link to post Share on other sites
sgt_savage 586 Posted April 9, 2005 The one thing I would LOVE to see... Lock on after fire for the hellfires.Ie. Pilot hovers behind a hill.. scout designates and calls for lauch... pilot unmasks from behind hill and fires... Yeah that would be cool, but damn AI won't stay still in the scout choppers as soon as they detect a target they move in and attack. Perhaps scripting may help. By way of disarming and only using the laser designator and automatically cycling through the targets untill they are all destroyed. Im amazed no one has attempted it yet to fix this flaw *HINT* Â Share this post Link to post Share on other sites
Jezza_NL 0 Posted April 9, 2005 Overal i think this a great helicopter, certainly the best Apache addon ive come across. Great job! Im very impressed by the gunner optics, and its great you've made skins for all countries that have the Apache. Way to go! Share this post Link to post Share on other sites