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Messiah

UKF Land Rover 110XD WMIK

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Land Rover XD 110 WMIK (Weapons Mount Instalation Kit)

Project UKF are proud to release our Land Rover WMIK Pack One. This pack includes 4 vehicles sporting two different weapon systems in use with the British Army.

From our readme:

Quote[/b] ]This addon depicts the Land Rover XD 110 (Wolf) models with a WMIK (Weapons Mount Installation Kit) as used by British Armed Forces across the globe. It comes in two different colour schemes, NATO Green and Desert Sand and also comes with two weapon mounts; the L1A1 HMG (12.7mm) and the General Purpose Machine Gun (GPMG).

The WMIK (Weapons Mount Installation Kit) is a modular equipment and weapons platform based on the standard XD110. A tough, flexible and mobile platform it is suited to a wide variety of uses including peacekeeping support and humanitarian and refugee protection. The RDV also features a rollover protection frame with ring mount suitable for a range of weapons including GPMG and .50 Cal machine guns and the 40mm grenade launcher. Although a relatively recent addition to the army inventory (the Wolf started reaching units in 1997) it has already seen action in the former Yugoslavia, Sierra Leone, Afghanistan and Iraq.

This pack also comes with a multitude of scripts that allow the user to modify and customise each vehicle to their own wishes. This includes adding cammo netting, radio antenna, dirt, flags, IFF panels and much more. All of the scripts interoperate with each other, enabling the creation of hundreds of different user defined vehicles.

wmikpromo3.jpg

HI RES 1

HI RES 2

HI RES 3

HI RES 4

HI RES 5

HI RES 6

HI RES 7

This release was meant to be at the same time as Blackbloods units, who we have been co-operating with for a while. Unfortunatly blackblood had to delay his release, but insisted we release these WMIKs. We highly reccomend you to use his excellent Units once they are released with our WMIKs. Good luck BB.

BLACKBLOODS UNITS

As always, please read the readme contained in the .rar to find out all the scripts and their uses. Any bug reports can be posted here or on our forums. We hope you enjoy the addon as much as we've enjoyed making it. Thanks goes to Rhodite from Got Flashpoint? for hosting the files!

DOWNLOAD ~18mb

The addon requires:

UKF Landrovers

JAM 2

And the UKF_Weapons.pbo, supplied with the addon.

Enjoy! yay.gif

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Quote[/b] ]This pack also comes with a multitude of scripts that allow the user to modify and customise each vehicle to their own wishes. This includes adding cammo netting, radio antenna, dirt, flags, IFF panels and much more. All of the scripts interoperate with each other, enabling the creation of hundreds of different user defined vehicles.

This sounds very exciting - Congratulations Messiah and the PUKF team!

(no smiley can express how I feel) wink_o.gif

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biggrin_o.gif was just looking at the P:UKF site 2 seconds ago and wondered when these would be released! tounge2.gif

Can't wait to play them, excellent work as usual i bet.

Any idea when the warrior will be out? wink_o.gif

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Cheers ade_mcc, hope you enjoy it...

Jack, warrior has stumbled apon a last minute hitch - we are desperatly working at getting it fixed, but this WMIK release was standing in the way with respect to our full attention smile_o.gif

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Probably not an issue, but the release date in the read-me is 07/07/2004?

I like this release because it is out of the blue, unexpected, a genuine suprise and has really made my day. That and i've always been delighted with the quality of PUKFs releases. Now, how to leave work early without too much suspicion!

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strange... i was sure i had updated the date whistle.gif

nevermind - hope you can live with this small bug tounge2.gif

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yup... just discovered it - the pains of not using ofp vanilla to test addons - give us 5mins and we'll upload a fixed version - sorry icon_rolleyes.gif

--------------------------------------------------------------

fixed version being compressed and uploaded - was one line in the init.sqs that was using the wrong texture - typical whistle.gif

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had my eyes on these beauties for quite a while, i allready planned to use them with the BB units thumbs-up.gif

really a nice suprise, these vehicles come sooner than expected, GOOD JOB! they look great

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Great timing, with the upcoming release of BB's desert grunts this is a welcome addition.

Top job fellas!

notworthy.gifnotworthy.gifnotworthy.gifnotworthy.gifnotworthy.gifnotworthy.gif

Let's dance

yay.gifyay.gifyay.gifyay.gifyay.gifyay.gif

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Let's dance

yay.gif  yay.gif  yay.gif  yay.gif  yay.gif  yay.gif

yay.gif  yay.gif  yay.gif  yay.gif  yay.gif  yay.gif

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Ok guys... the WMIK is fixed up to 1.01 - all sorted smile_o.gif

Same download as before

smile_o.gif

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Super addon guys, I love the scripts on it. But just a question, not a complant, is it me is the "mud" texture quite white. I would expect it to be more, well brown really, lol.

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R.E: Mud - it took 4 of us texture guys to even get something that resembled mud... its hard work, trust me - of all the things i've tried to texture, mud killed me biggrin_o.gif - We're trying to make it better.

@ Soul Assasin - Thank you very much smile_o.gif

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I'm I the only one who gets lagged to hell trying to use the L1A1 HMG wmik, even if its the only vehicle on desert island? And when I mean lag I mean lag to the point of not being able to operate the MG at all.

I don't have a crappy computer either, I have no problem running tonal with a good amount of units on it.

Anyone else having trouble with the lag? Sorry to complain, the wmiks look great, but I can't even use them.

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no lag on my end and i have dxdll a good amount of units settings to the fullest and everything

srry bout u gettin lag tho confused_o.gif

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we had some complaints during beta tests about lag, which we solved... i shall check again, but i cant replicate it my end sad_o.gif

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Looks nice, not got time to test just now but a few things..

Do both guns work? If so that would be amazing..

If not..

Multiple guns on air vehicles

Its been a great 4 years watching the talented community broke most of the game's engine limitations. Nothing is impossible in ofp as long as one keeps an open mind and think out of the box.

Having made multiple gun ships, i realised that making multiple guns onboard aircrafts is possible despite nearly 99% of the community think it is impossible due to the guns not following the plane's movement when it turns or drop height.

Originally i wanted to surprise the community, but unfortunately real life issues had cropped up and i cant develope further the concept. But rather than to let the concept follow me into exile, here's how it can be done, based on my experiments with ships.

1. Most of the time, when we make the multipled gun part, we only make the part as a whole, centralizing it as a gun size and not related to the size of the ship. However, this method is wrong as the engine will recognise the z axis as 0, thus when it is attached to the ship, the gun rotates at 0 axis and does not follow the whole model's turn axis which results in the gun part just rotating at it's own axis.

2. Therefore, the solution for multiple gun is to take into reference of where it's position should be on the ship and make the gun in o2 at its supposed position in relation to the ship.

3. Then in config of the gun, disable 'autocentre' and put autocenter=0. Once you attach the gun to the ship in the ship's eventhandler, it's xyz position will no longer be at 0 but will be in the position of the ship. When it turns, it will follow it's z axis away from 0.

4. So, for 10 guns, you will have to make 10 individual 02 postioned guns, placed in 02 in relation to the ship's model where u want the gun to be. However, in order to not clogged up the objects in editor, just put scope=private and the guns will not show up in editor.

This method will make rear gunners possible by placing the new mg addon off center and in relation to its position to the plane. And for the star wars mod, this method will enable a rear gunner for the snow speeder and the 'helicopter' with twin side gunners as in Attack of the clones. Happy experimenting.

I've not tried it, but it sounds workable.. If you could do this... biggrin_o.gifbiggrin_o.gifbiggrin_o.gif

Anyway, the look great, and it's even more great to see mods working togheter (Well, Black Blood isn't a mod, but point still remains tounge2.gif)

goodnight.gif

- Ben

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Ok, did some further testing to pinpoint the lag. It seems that the lag only occurs when manning the .50 HMG position from FIRST person. When in third I do not encounter lag, however when I go to first person I can't even aim or fire properly.

I really do like everything else I see, these things are really kickass, I'll have to play with the more later on. Hope I helped you pinpoint the problem.

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Ok, did some further testing to pinpoint the lag. It seems that the lag only occurs when manning the .50 HMG position from FIRST person. When in third I do not encounter lag, however when I go to first person I can't even aim or fire properly.

I really do like everything else I see, these things are really kickass, I'll have to play with the more later on. Hope I helped you pinpoint the problem.

funny.... cant say any UKF or Beta testers found any problems

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