Jump to content
Sign in to follow this  
AKK

Small Arms Qualification Range

Recommended Posts

OK yawl. For anyone interested I made a M16 qualification range discussed in Addons and mods discussions.

silent n deadly from Ofp.info has been kind enough to release it for me at Ofp.CZ So If you are interested it is Up. And I owould appreciate any feed back you may have on this.

AKK

all.jpgscore.jpg

down.jpg

Share this post


Link to post
Share on other sites

It's pretty good. Very useful for target practice...although it does feel a little wierd in OFP. tounge_o.gif

The only downside is that it doesn't "pause" when you reload. And it would be nice if their was a stop function...so you can "pause" or cancel the session. wink_o.gif

Very nice work otherwise...it's really great!

Share this post


Link to post
Share on other sites

Glad its working smile_o.gif

Quote[/b] ]37 out of 40! smile_o.gif qualifying expert in americas army has finally paid off!

MAybe I should make it harder :P

Share this post


Link to post
Share on other sites
Glad its working  smile_o.gif
Quote[/b] ]37 out of 40!  smile_o.gif qualifying expert in americas army has finally paid off!

MAybe I should make it harder :P

Fine with me. Also, hows the DIB target coming.

Share this post


Link to post
Share on other sites

Well its not really DIB. But the one I think your talking about is at a stand still for the moment. I am trying to counter the effects of the "indirecthit" value so that you can shoot this target with most small arms. As of right now the two closest rings change colors due to this.

Also I have already found an issue in this release that needs to be fixed. It dose not affect the gameplay or compatability. Its just an issue I overlooked.

And also I have a pistol range I would like to have tested. It is not ready for a full release but it is functional. And damn hard IMHO.

Share this post


Link to post
Share on other sites

Added some pics taken from the Ofp.info thread, when you make a release post for an addon please include pics smile_o.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]I might be jumping the gun, as I wont be able to try this out to tonight, but have you thought of using the Figure 11 Targets as released last month?

While I appreciate your suggestion. No. I modeled the targets in this release after the real ARMY popup targets. Although I had no mesirements. I had replaced enough of them while on range duty to have an idea of how they were.

@Placebo. Thanks. forgot to do that. Had me thinking I might have 2 personalities. I thought "Now wheb did I put those there?"

Share this post


Link to post
Share on other sites

Is it possible to make a single target popup using a trigger? Would be great for MOUT excersizes.

Share this post


Link to post
Share on other sites
Is it possible to make a single target popup using a trigger? Would be great for MOUT excersizes.

Yeah man for sure.

Just place a "popup target(no EH)" from in the editor and in its init field put

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this animate ["target_hit",1]that should place it down.

name that target something. In the activation trigger put<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[MyTarget] exec "target.sqs"

then in a script do like so

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_target = _this select 0

_target animate ["target_hit",0]

#loop

~0.001

?getdammage _target >=0.001 : _target animate ["target_hit",1]; exit

goto "loop"

That should work, but I,m jacked up on coffee and have to pee.You could add a timer in there but I,m not feelin very scripty.

BUT.

I will be submitting an updated range with some changes to Silent N Deadly soon.

It will have some new options from the action menue. Aswell some model changes.

edit: I will try and incorperate your need into the range.

Share this post


Link to post
Share on other sites

Again for those interested (dosent seem like many rock.gif )

I have sent Silent N Deadly An updated version of the rifle range.

It contains these fixes/addins

Range AddOn Version 3.0 by AKK 3/2005

Changes to Version 3.0

1: Changed some addon names as they appear in the editor.

2: New actions added.

a: Pause/continue

b: End Session

c: slow/normal/fast speeds

3: fixed bug that allowed you to shoot the target defilade and score a knockdown.

4: Fixed bug that allowed near hits on the defilade to score a knock down.

5: added a standalone target with no defilade.

Thats it

Share this post


Link to post
Share on other sites

Really nice addon - very useful for comparison testing of different sighting systems - iron, eotech, reflex etc.

Thx

Rats404

Share this post


Link to post
Share on other sites

Thanks rats404 I thought that this would be handy for a few things. Although I think its a shame that more people have not commented. I truely wanted some feed back good or bad. But since this addon dosent blow up, shoot bullets, or in general cause mayhem I guese its more for people who like to every once in a while just use OFP weapons and not get shot back at.

Share this post


Link to post
Share on other sites

AKK, I did jump the gun and having a play last night thought that it worked really well, although it did highlight how bad my shooting was and how slow my reactions are!

Only a small thing but I do like the pnewmatic (sp?) pmff as the target rises.

Am interested to see how this one developes so keep up the good work!

Share this post


Link to post
Share on other sites

Really nice one, but do they really jump that fast?

Lol, i always get BOLO tounge_o.gif

Though in America's Army which has nice slow targets, 36/40 smile_o.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]but do they really jump that fast?

Yeah man they spring right up (well they do when they are working right)

The newest version should help out As I have added 3 speeds for the targets. The speed in the first release is the middle speed now.

Hell even I score marksman to sharpshooter. And I must have tested this thing 5 million times tounge_o.gif

I checked and the Updated version has been posted at OFP.CZ

Share this post


Link to post
Share on other sites

I ain't doing that well... Haven't got over 30 yet... Though I can barely see the 300m target even when using Aimpoint, and firing from even crounched nears spray-and-pray... I'm prone all the time...

Share this post


Link to post
Share on other sites
Quote[/b] ]I ain't doing that well... Haven't got over 30 yet... Though I can barely see the 300m target even when using Aimpoint, and firing from even crounched nears spray-and-pray... I'm prone all the time...

Yeah man unfortunatly the way the models are rendered the furthest targets get funky. I tried to help that by spreading the res lods waaaaaaaaaaaay apart.

If any one knows how to counter this let me know. But At the real range the 300 as a little bit of a pain in the ass. So I didnt focus too heavy on a fix.

Share this post


Link to post
Share on other sites

I have given the 2nd version a try.

- No matter what speed I pick the targets pop up and down at the same speed.

- The targets come down, to fast.

I have shot 40/40 at Army Ranges, and I have never seen target go up and down that fast.

Maybe it is just me, but the targets were up and down in less than 2 sec. on normal for me.

How long are the targets suppose to stay up?

I like the idea, but if it is going to be 2 sec. pop up, I think I will pass.

Share this post


Link to post
Share on other sites

Ill recheck the scripts to make sure.

It was working fine for me. The target times vary.

Like In slow I have it like 2.5 secs @ the 50M and almost 4 secs @ the 300. And in the fast I set the 50M to only 1 second and the 300M to 2.5 seconds. It could how ever be a bug. So thanks for the heads up.

But to clarify. The "pop up" speed is not what I adjusted I adjusted the length that they stay in the "up" position. I happen to have spent 30 days one time in the field on a reclimation project where we had to run all new air lines, re wire the controll tower, add flash pots and re assemble some of the target mechanisms at a live fir excersize. So I git to watch and participate in alot of test runs and them target Fly up when they are working right.

Maybe its me man but All the ranges I qualified on moved pretty quick.

Share this post


Link to post
Share on other sites

OK thought about it and your right. There is a second or two between targets. But I will not release a fix unless theres a call for it and I doubt there will be. se la ve.

Share this post


Link to post
Share on other sites
Quote[/b] ]But I will not release a fix unless theres a call for it and I doubt there will be. se la ve.

Ah cmon AKK! Dont be like that! This Addon is one of the more imaginative and useful ones around! Better than another supersonic fighter that cant be used properly in OFP.

I spent far more time playing with this than any other Addons Ive downloaded and removed after 10 minutes. Even though I never got above BOLO! crazy_o.gif

No doubt this Addon will work its way into a few missions and campaigns before long!

One thing though... its 300 "metREs" not "MetERs". "Meter" is for water meter. biggrin_o.gif

Please release the fix!

Share this post


Link to post
Share on other sites

Excellent work AKK, I'm glad you decided to release it instead of letting it die. I knew this would be a big hit  biggrin_o.gif

Quote[/b] ]One thing though... its 300 "metREs"  not "MetERs". "Meter" is for water meter.

Actually, different countries spell it differently. Some countries do use "METRE", but the international proper spelling is in fact "METER". So no change is needed  wink_o.gif

Metric System Table, c/o Merriam-Webster Online

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×