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Maximus-Sniper

[RAST]Sniper Pack

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wow big

anyway i noticed from the videos a few things

1) top left it has armour and fuel how about just a health bar ?

2) the action menu is now a bit big how about just one saying extra features then in that you have all the things apart from the firstaid kit

3) this isnt really a problem just a suggestin in normal ofp when you get shot your health doesnt go down so how about a script that makes it go down acording to where you are hit and more or less is taken off ?

ive got a script wich we could probaly use if still interested just reply or pm me

the pack is looking great

but youre not having any plant or shrubs at the front of the camo net why not just have some thin grass that would look pretty cool and wouldnt effect view much

Hi 456820

Quote[/b] ]

1) top left it has armour and fuel how about just a health bar ?

Well i added that, becouse i like to see the speed of the sniper, when he is runing etc. And the armore bar work, when somone shoot you, it's getting down with color. smile_o.gif

Quote[/b] ]

2) the action menu is now a bit big how about just one saying extra features then in that you have all the things apart from the firstaid kit

Yeah my action menu it's gonna be big.. but if i have them all under one Menu as Extra, then i have to change lot og my scripts.

Quote[/b] ]

3) this isnt really a problem just a suggestin in normal ofp when you get shot your health doesnt go down so how about a script that makes it go down acording to where you are hit and more or less is taken off ?

I don't have that problem here in OFP with Y2K3 or FFUR mod. But i don't remember how it was in clean OFP, hehe

If the script fix that problem in clean OFP. i like to take a look at it, hehe

Thanks smile_o.gif

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Guest The Cobra

s_ehv_ammo.jpg

Yes the bullets are enourmus!!!  biggrin_o.gif (Think the pic is under 100kb whistle.gif)

Here are some ammotypes (M82 ammo to the left) compared to a matchstick box (from swedish company Solstickan)

More about the M82 (in swedish)

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http://www.soldf.com/images/s_ehv_ammo.jpg

Yes the bullets are enourmus!!! biggrin_o.gif (Think the pic is under 100kb whistle.gif)

Here are some ammotypes (M82 ammo to the left) compared to a matchstick box (from swedish company Solstickan)

More about the M82 (in swedish)

Hi The Cobra smile_o.gif

thanks for the picture smile_o.gif (Takk for bilde, du er jo nesten naboen min, hehe)

Yeah the 50cal ammo are BIIIG.

I'm gonna take a look at the link smile_o.gif

Maximus-Sniper

EDIT:

LOL, allmost 1 Kg for the ammo with 10 rounds smile_o.gif

[Please remove image tags when quoting - Fubar]

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cant wait for the final thing it looks great ive already got a few good ideas for a sniper mission

Quote[/b] ]I don't have that problem here in OFP with Y2K3 or FFUR mod. But i don't remember how it was in clean OFP, hehe

If the script fix that problem in clean OFP. i like to take a look at it, hehe

i dont get that for some reason do, you mean you dont get what problem ?

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Hi.

If you have the time and patience, you can download this video to get some profesional input about the Barret.

In the middle of the page to the right, you'll see this words in English " 50calt1.wmv", without the quotes, that's a 30 megs download. It is worth every minute of your waiting for it to download.

The link below that one is not really worth it.

Here is a direct link if you can find it in the page. 50calt1.wmv

Its a walk throught the amunition used by the American Marines Barrets, and a few demostrations well explanated.

I hope you like it.

@CERO

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cant wait for the final thing it looks great ive already got a few good ideas for a sniper mission
Quote[/b] ]I don't have that problem here in OFP with Y2K3 or FFUR mod. But i don't remember how it was in clean OFP, hehe

If the script fix that problem in clean OFP. i like to take a look at it, hehe

i dont get that for some reason do, you mean you dont get what problem ?

Hi smile_o.gif

I was thinking about that "Health don't go down", here the health goes down when you are hit smile_o.gif

Yeah i hope i can release it soon, hehe

Maximus-Sniper

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Hi.

If you have the time and patience, you can download this video to get some profesional input about the Barret.

In the middle of the page to the right, you'll see this words in English " 50calt1.wmv", without the quotes, that's a 30 megs download. It is worth every minute of your waiting for it to download.

The link below that one is not really worth it.

Here is a direct link if you can find it in the page. 50calt1.wmv

Its a walk throught the amunition used by the American Marines Barrets, and a few demostrations well explanated.

I hope you like it.

@CERO

Hi @cero smile_o.gif

Thanks for the link and the video wink_o.gif I have it here in my computer, hehe smile_o.gif

Thank anyway wink_o.gif

maximus-Sniper

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a nice idea instead of that armour peircing round wich can blow up bmp's how about just setdammage the bmp so it cant fire its gun basically now its useless i doubt my self one of them could blow up an apc it probaly could just disarm it and destroy the tracks

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a nice idea instead of that armour peircing round wich can blow up bmp's how about just setdammage the bmp so it cant fire its gun basically now its useless i doubt my self one of them could blow up an apc it probaly could just disarm it and destroy the tracks

Hi smile_o.gif

I think i'm wait with that script a bit. smile_o.gif But i have change the Hit dammage on that round, so i think you need 3 - 4 shoot on a BMP now., hehe

Maximus-Sniper

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Quote[/b] ]I think i'm wait with that script a bit

what script

also i think 4-5 shots would be more likely i also saw that video wich is pretty good but i dont think that round is as good as 3-4 shots to destroy a bmp

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Hi smile_o.gif

This script "-- Vehicle Hit Dammage (25% Done) Paused"

And it not so easy to make think realistic here in OFP. So either you can use 3 - 4 shoot or 20 shoot. I breffere 3 - 4 shoots, hehe

And the armour peircing will penetration 11mm Armour at 1500 meters.

And i think you can't set "setdammage" on a vehicle. But i think you can make it disable parts og the tank. But i'm not sure how yet, hehe.

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in that video about the barrett it says it only holds 10 rounds so why does it have 20

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There are many, many variables to consider how effective the Raufoss MP ammo would be in destoying a BMP. First thing is, you have to realize that that's just what Raufoss meant the round to do- destroy light armored vehicles like BMP's, and BTR's. It's an armor-piercing, high-explosive, incendiary round. I wouldn't expect it destroy a new, modern construction BMP-3, with no more than two hits. But a well-trained sniper might be able to disable a Taliban 80's-era BMP-1, or -2, with a one or more well-placed shots. The Russians didn't build the early model BMP's, BTR's, BRDM's, and MTLB's very solidly. They had vulnerabilties that are inherant with the Soviet battle doctrine that emphsizes the importance of quantity over quality. Overwhelm the enemy with a mass of forces, and accept the fact that there will be many combat losses due to low-cost/low-qualty constrution. They simply had design flaws that made them a battlefield tragedy just waiting to happen. For instance, the 80's-era BMPs had integral fuel tanks built into the doors of the troop compartment. If you shot one of these NM 160 rounds into the rear doors of one of the older BMP's, it would certainly set the crew compartment ablaze, and the poor bastards inside would have to get past the fire to get out of the vehicle. Essentially, it would become a flaming coffin.

But, it's not really hard for this round to disable even current, state of the art AFV's, and even MBT's, like the T-72, T-80, and T-90, by knocking out the weapons, or the gunner and commander's sights. It may be nearly impossible to manage, but if you were to fire an NM160 into the gun barrel ( a lucky shot, striking a five-inch target, but it COULD happen! ) of an MBT, its VERY unlikely that the crew will be able to use that weapon again, until it's repaired, or replaced. It might even cause a high-explosive round or missile to detonate in the tube, if the crew did try to use it.

Similarly, the same effect could be achieved if you were to hit the sights, and this is probably easier to accomplish than hitting the maingun.

Of course, it's not always necessary to blow an AFV into smoldering chunks, to take it out of commission. This is known as a mission-kill. For all intents and purposes, the vehicle is no longer mission-effective. For instance, if the main gun sight, and the commander's periscope is hit, the vehicle is practically blind, except for the vision blocks, and the driver's sights. So the vehicle can move, but it can't fight. That could be considered a mission-kill. knocking out the engine, or the tracks/wheels of a vehicle might also be considered a mission-kill, if it can't retreat.

Knocking out the communcations gear could be considered a mission-kill, if the crew can't call for help, or recieve target information for indirect fire.

And if enough of the crew are injured, incapacitated, or killed, the vehicle is useless until the crew is replaced.

Infact, a mission-kill could be considered a double jackpot. If the vehicle/crew must be recovered, or rescued, the recovery units can then become targets too.

So, the long and short of all this is, the sniper/SASR/NM 160 combination can kill AFV's.

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in that video about the barrett it says it only holds 10 rounds so why does it have 20

It's ten in the magazine, plus one in the chamber, actually.

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Quote[/b] ]-- Scope 10-24x80 AO /w camo (98% Done)

-- Scope reticule (85% Done)

from all the videos bothof these things look 100% completely done or have you not updated this yet?

Quote[/b] ]It's ten in the magazine, plus one in the chamber, actually.

but you would need put 10 rounds in cock the gun so it takes the round into the chamber then take the mag out and put the 11th round into the slot of the mag then shove it back in wich would take a bit of hastle in combat

thats if the actual mag just holds 10 rounds no more

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Hi smile_o.gif

I did't hear he say 10 rounds on a BMP wink_o.gif But i shoot 10 rounds on one of the test target. But every thing are dependent how fare the target are. And that are i litle problem in OFP. sad_o.gif

And this "In one case, the crews of two Iraqi BMPs surrendered after an USMC sniper destroyed a third BMP w/ two shots from his Barrett at approximately 2 kilometers."

So what would be realstic? How many rounds on a BMP or M1A1. You need more rounds on a M1A1. I think i have 3 rounds on a BMP and 10 rounds on a M1A1. M1A1 have stronger armour. And since we can't set "setdammage" on vehicle. Than we have to do it with the Hit Dammage of the round (ammo). But i and UNN was working with that script, that will disable the gun, engine, track etc dependent of how many shoots. smile_o.gif

Maximus-Sniper

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Or you could manually place a round into the chamber, and close the bolt. Then insert the full ten-round magazine. It's still ten, plus one.

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There are many, many variables to consider how effective the Raufoss MP ammo would be in destoying a BMP. First thing is, you have to realize that that's just what Raufoss meant the round to do- destroy light armored vehicles like BMP's, and BTR's. It's an armor-piercing, high-explosive, incendiary round. I wouldn't expect it destroy a new, modern construction BMP-3, with no more than two hits. But a well-trained sniper might be able to disable a Taliban 80's-era BMP-1, or -2, with a one or more well-placed shots. The Russians didn't build the early model BMP's, BTR's, BRDM's, and MTLB's very solidly. They had vulnerabilties that are inherant with the Soviet battle doctrine that emphsizes the importance of quantity over quality. Overwhelm the enemy with a mass of forces, and accept the fact that there will be many combat losses due to low-cost/low-qualty constrution. They simply had design flaws that made them a battlefield tragedy just waiting to happen. For instance, the 80's-era BMPs had integral fuel tanks built into the doors of the troop compartment. If you shot one of these NM 160 rounds into the rear doors of one of the older BMP's, it would certainly set the crew compartment ablaze, and the poor bastards inside would have to get past the fire to get out of the vehicle. Essentially, it would become a flaming coffin.

But, it's not really hard for this round to disable even current, state of the art AFV's, and even MBT's, like the T-72, T-80, and T-90, by knocking out the weapons, or the gunner and commander's sights. It may be nearly impossible to manage, but if you were to fire an NM160 into the gun barrel ( a lucky shot, striking a five-inch target, but it COULD happen! ) of an MBT, its VERY unlikely that the crew will be able to use that weapon again, until it's repaired, or replaced. It might even cause a high-explosive round or missile to detonate in the tube, if the crew did try to use it.  

Similarly, the same effect could be achieved if you were to hit the sights, and this is probably easier to accomplish than hitting the maingun.

Of course, it's not always necessary to blow an AFV into smoldering chunks, to take it out of commission. This is known as a mission-kill. For all intents and purposes, the vehicle is no longer mission-effective. For instance, if the main gun sight, and the commander's periscope is hit, the vehicle is practically blind, except for the vision blocks, and the driver's sights. So the vehicle can move, but it can't fight. That could be considered a mission-kill. knocking out the engine, or the tracks/wheels of a vehicle might also be considered a mission-kill, if it can't retreat.

Knocking out the communcations gear could be considered a mission-kill, if the crew can't call for help, or recieve target information for indirect fire.

And if enough of the crew are injured, incapacitated, or killed, the vehicle is useless until the crew is replaced.

Infact, a mission-kill could be considered a double jackpot. If the vehicle/crew must be recovered, or rescued, the recovery units can then become targets too.

So, the long and short of all this is, the sniper/SASR/NM 160 combination can kill AFV's.

Hi FerretFangs

Thanks for all this nice info about the tanks and the MP ammo smile_o.gif

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Quote[/b] ]Or you could manually place a round into the chamber, and close the bolt. Then insert the full ten-round magazine. It's still ten, plus one

i supose but depends on the feed mechanism not all rifles will have that side bit that opens well they all do but can you incert bullets in that way i though that was just for used shells

Quote[/b] ]I did't hear he say 10 rounds on a BMP

he didnt say did he i mean the magazine because the model you are using for the barrett held 20 when i last looked wich was yesterday

Quote[/b] ]But i and UNN was working with that script, that will disable the gun, engine, track etc dependent of how many shoots.

i never knew that was actually possible was it ? theres no way of checking where a vechile has been hit its possible for soldier you can use a dammaged event handler

hang on *check through scripts*

aha found something that might be in use

made by Silberstein so if you do use it use his name in credits or whatever the script creates more realistic rear dammage on tanks

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

#begin

#ciws

_tank = getpos _tankname

_Shell = NearestObject[ _tank, "AT4"]

_Pos = GetPos _Shell

? ((_Pos Select 0) != 0) and ((_Pos Select 1) != 0) and ((_Pos Select 2) != 0) and (_tankname Distance _Shell < 30): Goto "lock"

goto "ciws"

#lock

_ShellHead = GetDir _Shell

_TankHead = GetDir _tankname

_relHead = _TankHead - _ShellHead

?(_relHead < 90) and (_relHead > -90): _tankdamage = 1

~1.5

?(GetDammage _tankname > 0.1) and (_tankdamage == 1): _tankname SetDammage 1

?(Alive _tankname):goto "begin"

exit

thats the script that only check with at4's though so change that bit with the name the bullet

it might be abit hard to implement but it gives an idea

the list of syntax is HERE

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Hi smile_o.gif

I did't hear he say 10 rounds on a BMP wink_o.gif But i shoot 10 rounds on one of the test target. But every thing are dependent how fare the target are. And that are i litle problem in OFP. sad_o.gif

And this "In one case, the crews of two Iraqi BMPs surrendered after an USMC sniper destroyed a third BMP w/ two shots from his Barrett at approximately 2 kilometers."

So what would be realstic? How many rounds on a BMP or M1A1. You need more rounds on a M1A1. I think i have 3 rounds on a BMP and 10 rounds on a M1A1. M1A1 have stronger armour. And since we can't set "setdammage" on vehicle. Than we have to do it with the Hit Dammage of the round (ammo). But i and UNN was working with that script, that will disable the gun, engine, track etc dependent of how many shoots. smile_o.gif

Maximus-Sniper

Heh, I think you could shoot at an Abrams all day with the SASR/NM 160, and only do minor damage. Even other Abrams have trouble destroying a disabled M1. I know of one that took multiple hits from 120mm APFSDS rounds, emplaced C4 charges, and finally a Maverick missile to dfestroy it, and that tank was later returned to service.

But, realistically, I'd say three or four hits on a BMP is probably about right.

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Quote[/b] ]-- Scope 10-24x80 AO /w camo (98% Done)

-- Scope reticule (85% Done)

from all the videos bothof these things look 100% completely done or have you not updated this yet?

Quote[/b] ]It's ten in the magazine, plus one in the chamber, actually.

but you would need put 10 rounds in cock the gun so it takes the round into the chamber then take the mag out and put the 11th round into the slot of the mag then shove it back in wich would take a bit of hastle in combat

thats if the actual mag just holds 10 rounds no more

Hi smile_o.gif

On the scope, i need more camo on it. And about the reticule, i'm not sure if i gonna add some more info on it. Some more dot's and maybe a distance reader, thats tell you almost how far the enemy are. Well i mean maybe make some lines on the right side of the scope view that u put the bottom line under the feet of the soldier and than see if you have a line on his head, than you can read how fare he is. Not sure if u understand, but i'm gonna make a pic of it. hehe I have that lines on a older scope (reticule). smile_o.gif

Ok, i misunderstand that about 10 round, hehe I was thinking about you mean i needed 10 shoot on a BMP, lol

Ok, what are correct 10 bullet on a magazine or 11 ??

Maximus-Sniper

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Quote[/b] ]i supose but depends on the feed mechanism not all rifles will have that side bit that opens well they all do but can you incert bullets in that way i though that was just for used shells

Yes, you can manually place live rounds into the chamber, through the open bolt. It has to be large enough to allow the shooter to extract misfired rounds that way.

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Quote[/b] ]Ok, what are correct 10 bullet on a magazine or 11 ??

its 10, were just saying yo can add another round to make it 11 but that way you would have to change the reload time to make it look real to add the extra round through the bolt but n combat you wouldnt bother so leave it as 10

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Quote[/b] ]Ok, what are correct 10 bullet on a magazine or 11 ??

Ten is the maximum in a real magazine, but in combat the shooter can load the weapon with eleven total. But, to load eleven, the shooter must take the time to actually do it. So, it's really up to you. Personally, I'd go with eleven, but you might want to increase the time it takes to load a new magazine by three or four seconds, to simulate manually loadinng the eleventh round.

Heh, same as above basically. I wouldn't worry about having to quickly change the magazine for a rapid shot. This weapon isn't meant for quick shots off the hip. If the sniper needs to do anything at close range the observer shuld already be dealing with it, or the sniper can use his sidearm. I'd set the config to prevent the AI from using the weapon in any way, except aimed shots at more than fifty meters.

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Quote[/b] ]Ok, what are correct 10 bullet on a magazine or 11 ??

Ten is the maximum in a real magazine, but in combat the shooter can load the weapon with eleven total. But, to load eleven, the shooter must take the time to actually do it. So, it's really up to you. Personally, I'd go with eleven, but you might want to increase the time it takes to load a new magazine by three or four seconds, to simulate manually loadinng the eleventh round. .

Ok smile_o.gif

But how do i make only one bullet reload in OFP ?? Without use a magazine slot. smile_o.gif

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