shadow 6 Posted August 2, 2005 Nice Kiowa in the online manual, Franze  I dont see any *secret* helos in there though. These are the two Apache/Kiowa pics I found. Can you explain the difference in-game between the different Hydras? They look the same to me except different impact sounds. Different hit, indirecthit and indirecthitrange? Is it possible to remove the LOAL/LOBL-option, wiper-option and the open/close door-option in the action menu with a init parameter? I'm trying to "clean" the action menu so its easier to find "get out" and "manual fire". Share this post Link to post Share on other sites
Footmunch 0 Posted August 2, 2005 Very nice, but I have a few bugs to report:a.) The radarjammingthingamabobflaresystem "detects" JAM 2.0 RPGs (AA). Point A: Unknown how to fix; many other addons with missile warning have the same problem. Franze - Could you check typeOf the incoming missile against the JAM2 RPG defined types? Share this post Link to post Share on other sites
Gedis 0 Posted August 2, 2005 I dont see any *secret* helos in there though. there are 2 apaches, 1 blackhawk and 1 kiowa in the first pix... look more accuratly... what is in your plans, maybe i can help you? Share this post Link to post Share on other sites
Stelios 1 Posted August 2, 2005 Looking very elite, I usually dont fly in OFP but a very welcome addition nonetheless. Got some good looking Close Air Support to back me up now! Thanks for the good work! The Apaches rock! Share this post Link to post Share on other sites
shadow 6 Posted August 2, 2005 there are 2 apaches, 1 blackhawk and 1 kiowa in the first pix... Ah thanks. I see it now Share this post Link to post Share on other sites
nephilim 0 Posted August 2, 2005 nice stuff the textures coudl use some more weathering. they look like brand new Share this post Link to post Share on other sites
r1c0cH3T 0 Posted August 2, 2005 Very nice, but I have a few bugs to report:a.) The radarjammingthingamabobflaresystem "detects" JAM 2.0 RPGs (AA). b.) Players can eject from the craft. Those who do out of damaged planes are automatically warped back into the wreck (once it blows up). Empty parachutes can be seen. c.) The replace-with-wreck spawned 2 wrecks once after 1 Apache was downed. d.) It looks weird when there is an engine failure (main rotor shuts down) and a tail rotor failure happens at the same time. The chopper spins at an even rate even when the main rotor is not moving (which technically speaking: is impossible). Point A: Unknown how to fix; many other addons with missile warning have the same problem. Point B: Tradeoff given some damage effect scripting and some other points. Point C: Known issue, noted in manual and readme. Point D: Random issue resulting from the damage scripting. b.) Couldn't it be possible to disable the Eject option? I doubt I'd be possible to jump out of a chopper like that anyway (I believe the RAH-66 Comanche by DKM had ejection disabled). Great addon, great work guys. Share this post Link to post Share on other sites
franze 196 Posted August 2, 2005 Quote[/b] ]The sharkteeth are not painted on its drawn with white chalk. Â =P I think the 1-3 Aviation Battalion would disagree: It's still just one unit, but that ain't chalk. Quote[/b] ]Nice Kiowa in the online manual, Franze Quote[/b] ]Can you explain the difference in-game between the different Hydras? They look the same to me except different impact sounds. Different hit, indirecthit and indirecthitrange? From the online manual, AH-64A section: Quote[/b] ]APKWS stands for Advanced Precision Kill Weapon System. It's actually a experimental guided rocket that is still in the testing phase. This rocket can lock onto various types of vehicles as well as laser designators. This guided rocket uses the M229 High Explosive warhead. MPSM stands for Multi-Purpose Sub-Munition. It's a rocket containing multiple smaller explosives that cause a wider destruction effect than regular High Explosive rockets at the cost of damage. This rocket type is ideal for light anti-armor or anti-vehicle duty. Flechette rockets are a unique type of rocket that, upon impact, send dozens of razor sharp metal fragments in a certain radius. This rocket is not effective versus armor, but it is excellent for clearing out groups of infantry. HE stands for High Explosive rockets. It's the standard rocket warhead type. This addon uses the M229 20 pound High Explosive warhead. Use this rocket type for anti-armor and anti-fortification duty. Mixed rockets represent loading the rocket pods with a variety of HE, MPSM, and Flechette warheads. This has no paticular area of effectiveness but is ideal for when you need to engage a variety of targets in a small area. In summary, HE = Anti-Armor, MPSM = Anti-Vehicle/Anti-Infantry, Flechette = Anti-Infantry, APKWS = Guided Anti-Armor. That's the way they're coded, anyways. Quote[/b] ]Franze - Could you check typeOf the incoming missile against the JAM2 RPG defined types? I tried checking the typeOf without success. Â Quote[/b] ]there are 2 apaches, 1 blackhawk and 1 kiowa in the first pix... look more accuratly... what is in your plans, maybe i can help you? I guess the cat's out of the bag now; we might announce some plans as soon as we have more than just one addon set to go. Quote[/b] ]nice stuff the textures coudl use some more weathering. Nodunit is getting to that, he's acquiring more experience with each day. Â Quote[/b] ]b.) Couldn't it be possible to disable the Eject option? I doubt I'd be possible to jump out of a chopper like that anyway (I believe the RAH-66 Comanche by DKM had ejection disabled). We might lock the helicopter whenever the doors are closed, but that would cause issues with the ability to have fellow pilots hop onto the side. Plus the AI would still be able to bail out so that makes it a not very complete fix. Â EDIT: Forgot to mention, what we'll probably need most is testers, so if you're interested in testing some buggy/incomplete addons, PM either Nodunit or me. EDIT2: Also theres another picture with a Kiowa in it, see if you can find it. Share this post Link to post Share on other sites
Gedis 0 Posted August 2, 2005 now, then you officialy announced about new projects(UH-60 Black Hawk and OH-58 Kiowa), i can sleep well info about UH-60 is a need for you? Share this post Link to post Share on other sites
xnodunitx 0 Posted August 2, 2005 nice stuffthe textures coudl use some more weathering. they look like brand new Yes this is true,the first release and edition of textures I did were not supposed to have any weathering maybe some scratches here and there,future releasesd will have the light an heavy work and weathered versions. To be honest the rivets on the engines and sides didnt look like this before they were much cleaner and more detailed,but due to size I had to resize em from 1024x1024 to 512x512. Oh and if anybody was wondering why I put the shark teeth,they were mostly playing around in this package,mostly made for the future "Iraq" package. http://img51.imageshack.us/my.php?image=armedah64dlb9ym.jpg Needless to say with Franze and I on it you can expect the same detail in scripts,model and textures as the AH-64 had. Currently he UH-60 is just starting,younger than the Kiowa but already they have more purpose than ones in OFP currently. Share this post Link to post Share on other sites
stanley 0 Posted August 2, 2005 Gedis Are we really need another UH-60 Black Hawk? I like BAS pack, f.e. Share this post Link to post Share on other sites
Gedis 0 Posted August 2, 2005 BAS Black Hawks are great! but they hasn't got more versions, especialy UH-60Q "Dustoff" it would be better that you update BAS black hawks, then creating new ones... Share this post Link to post Share on other sites
xnodunitx 0 Posted August 2, 2005 Eh Franze has this issue of not using other peoples work which sounds honest to me,but trust me when it comes out it will have many more purposes than what BAS released. But those are still a good ways away,currently were more worried about getting the different apache's released,might skip the unrealistic pack for now. remove due to risk. Share this post Link to post Share on other sites
Gedis 0 Posted August 2, 2005 about honesty, i totally agree, just want to add, if i were great ofp addons creator, i would recreate even released addons, to make model/textures/scripts look better etc... but you know, sometimes, there are time limits... just do your job... at least i have patience for great looking addons... Share this post Link to post Share on other sites
xnodunitx 0 Posted August 2, 2005 Oh trust me,each day atleast somethin gets done,as I tend to jump from heli to heli and we update things to test ingame. Chances are the Kiowa's gonna be done first as CSLA2 has a upcomming blackhawk release,and theres no Kiowa in OFP currently with real good weapons,the most they got is rockets which isnt what ours has. Share this post Link to post Share on other sites
franze 196 Posted August 3, 2005 Quote[/b] ]Are we really need another UH-60 Black Hawk? I like BAS pack, f.e. Well, you tell me. Can the BAS UH-60 carry light 105mm howitzers around? Support forces such as HMMWV ambulances? Kiowas? Don't get me wrong, I really do like the BAS UH-60, it's a very fine addon, but it mostly applies to those of you who only support infantry operations. Quote[/b] ]but they hasn't got more versions, especialy UH-60Q "Dustoff" it would be better that you update BAS black hawks, then creating new ones... And lets not forget basic medevac UH-60A/Ls either. As Nodunit said, the fact remains that for us, it just feels wrong to take someone elses work, even if we credit them, then update it or vice versa. Plus I don't think BAS wants anyone but them making updates/changes on their UH-60s. Quote[/b] ]about honesty, i totally agree, just want to add, if i were great ofp addons creator, i would recreate even released addons, to make model/textures/scripts look better etc... but you know, sometimes, there are time limits... just do your job... at least i have patience for great looking addons... As was already said, theres a bit more to it than simple conversions here and there. I don't see how time limits apply here because we aren't racing against anyone or anything. With Armed Assault around the corner, I'd think that would extend the amount of time we have to work. Share this post Link to post Share on other sites
olemissrebel 0 Posted August 3, 2005 plus, bas says no one can modify their choppers Share this post Link to post Share on other sites
alacasam 0 Posted August 3, 2005 i have to say GREAT job guys , this chopper is awsome !! Share this post Link to post Share on other sites
xnodunitx 0 Posted August 3, 2005 Thanks,next patch will have some aditional texture changes,fixes,bug fixes,etc,hope to be released at the end of the if not then next week as I'm takin a small break from the 64 and workin on another in our roster. Share this post Link to post Share on other sites
shadow 6 Posted August 3, 2005 Bug/missing feature: There is no minus on the speedometer to indicate that your are flying backwards (possibly a engine-limitation). Bug: The AOA-mfd is tilting like the artificial horizon. It should only roll up and down to indicate angle of attack in degrees, not tilt left/right. I don't see any ways to disable functions from the action-menu like LOAL, wiper and visor and monocle for the pilot. Too many action-menu entries for my comfort. fz_ah64scripts = 0 does not turn off LOAL/LOBL and wiper functions. Share this post Link to post Share on other sites
Guest Posted August 3, 2005 At Franze I've been told you're having problems with ECP EH inheritance, right? But, first, I'd like to congratulate you for these fantastic models, full of wonderful functionalities. However, I'd recommend you to add textures with more detail, such as scratches, lack of paint, dust and other. These look too polished. Now, back on the ECP issues. Inheriting class properties In order to inherit the properties of a certain class, you must declare your new class based on a predefined parent. You've done this right in your config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ECP_EventHandlers {}; //Assume it was defined somewhere else, such as the main configuration class CfgVehicles { //<snip> class fz_ah64d: fz_ah64dbase { //<snip> class eventhandlers : ECP_EventHandlers {}; //<snip> }; }; What happens when you define the chopper's event handlers based on the ECP_EventHandlers parent class? Well, the chopper configuration is loaded along with the event handlers: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Init=ECP_EH_INIT; //ECP_EH_INIT is defined in the main config header Killed="_this call (ECP_resources select 42)"; Hit="_this call (ECP_resources select 43)"; Fired="_this call (ECP_resources select 41)"; IncomingMissile="_this call (ECP_resources select 44)"; GetOut="_this call (ECP_resources select 75)"; Which cannot be overriden by ingame <addEventHandler>. Overriding Event Handlers After declaring the event handlers class under your Apaches configuration, you can redefine the properties that it includes, such as "Fired", "IncomingMissile", etc. By doing such, in whatever class, you'll override the properties inherited by from its parent. Therefore, your actual code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ECP_EventHandlers {}; //Assume it was defined somewhere else, such as the main configuration class CfgVehicles { //<snip> class fz_ah64d: fz_ah64dbase { //<snip> class eventhandlers : ECP_EventHandlers { init = "[_this select 0] exec {\fz_ah64d\initialize.sqs},[_this select 0] exec {\fz_ah64d\arming.sqs}"; engine = "[_this select 0] exec {\fz_ah64d\engineon.sqs}, [_this select 0] exec {\fz_ah64d\scripting\ah64_map.sqs}, [_this select 0] exec {\fz_ah64d\scripting\ah64_rtrwash.sqs}"; hit = "[_this select 0] exec {\fz_ah64d\sysfail.sqs}"; fired = "[_this select 0,_this select 1] exec {\fz_ah64d\scripting\wpnfire.sqs}, [_this select 0,_this select 1] exec {\fz_ah64d\scripting\BarrageArea.sqs}"; Killed = "[_this select 0] exec {\fz_ah64d\scripting\crash.sqs}"; IncomingMissile = "if ((_this select 0)==(_this select 0)) then {[_this] exec ""\fz_ah64d\ECM\CMS.sqs""},[_this select 0] exec {\fz_ah64d\incmissile.sqs},[_this select 0] exec {\fz_ah64d\ECM\flarelaunch.sqs}"; }; //<snip> }; }; will cause your apaches to be loaded with the following event handlers: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Init = "[_this select 0] exec {\fz_ah64d\initialize.sqs},[_this select 0] exec {\fz_ah64d\arming.sqs}"; Killed = "[_this select 0] exec \fz_ah64d\scripting\crash.sqs}"; Hit = "[_this select 0] exec {\fz_ah64d\sysfail.sqs}"; Fired = "[_this select 0,_this select 1] exec {\fz_ah64d\scripting\wpnfire.sqs}, [_this select 0,_this select 1] exec {\fz_ah64d\scripting\BarrageArea.sqs}"; Engine = "[_this select 0] exec {\fz_ah64d\engineon.sqs}, [_this select 0] exec {\fz_ah64d\scripting\ah64_map.sqs}, [_this select 0] exec {\fz_ah64d\scripting\ah64_rtrwash.sqs}"; IncomingMissile = "if ((_this select 0)==(_this select 0)) then {[_this] exec ""\fz_ah64d\ECM\CMS.sqs""},[_this select 0] exec {\fz_ah64d\incmissile.sqs},[_this select 0] exec {\fz_ah64d\ECM\flarelaunch.sqs}"; GetOut="_this call (ECP_resources select 75)"; So, got it? The ECP EH Init, Fired, Hit, IncomingMissile and Killed were replaced by yours. How to solve it: In order to solve enable our EH's, you need to place our code next to yours. This is the code that you should place in your configuration in order to enable the ECP effects: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Init = "[_this select 0] exec {\fz_ah64d\initialize.sqs};[_this select 0] exec {\fz_ah64d\arming.sqs}; _0 = {ECP_INIT} createVehicle [0,0,0]"; Killed = "[_this select 0] exec \fz_ah64d\scripting\crash.sqs}; _this call (ECP_resources select 42)"; Hit = "[_this select 0] exec {\fz_ah64d\sysfail.sqs}; _this call (ECP_resources select 43)"; Fired = "[_this select 0,_this select 1] exec {\fz_ah64d\scripting\wpnfire.sqs}; [_this select 0,_this select 1] exec {\fz_ah64d\scripting\BarrageArea.sqs}; _this call (ECP_resources select 41)"; Engine = "[_this select 0] exec {\fz_ah64d\engineon.sqs}; [_this select 0] exec {\fz_ah64d\scripting\ah64_map.sqs}; [_this select 0] exec {\fz_ah64d\scripting\ah64_rtrwash.sqs}"; IncomingMissile = "if ((_this select 0)==(_this select 0)) then {[_this] exec ""\fz_ah64d\ECM\CMS.sqs""};[_this select 0] exec {\fz_ah64d\incmissile.sqs};[_this select 0] exec {\fz_ah64d\ECM\flarelaunch.sqs}; _this call (ECP_resources select 44)"; GetOut="_this call (ECP_resources select 75)"; I hope I've been clear. If you have any doubts, I'm on MSN. And don't forget the texture thingy! I'm looking forward to your next release. Share this post Link to post Share on other sites
leehy 0 Posted August 3, 2005 great AH64!! LOAL for bob-up tactics in OFP, its first real chopper addon, i like this reality addons(and totally new hard work 3d model),not just only high detailed 3dmodel/texture (they will be adding more detailed texture, lets wait), nice work!! Share this post Link to post Share on other sites
-HUNTER- 1 Posted August 3, 2005 Looking very elite, I usually dont fly in OFP but a very welcome addition nonetheless.Got some good looking Close Air Support to back me up now! Thanks for the good work! The Apaches rock! Â Â Â Â No matter dude you just keep those AAA suckers down and Ill do teh flying for you! great addon! looks really nice! I like the fact the front end is redone a bit which helps allot for realisme, and also the undercarriage is looking sweet. Also the gun looks elite! But I dont know if the amount of shells that comes out of it is accurate to what comes out the barrel! Share this post Link to post Share on other sites
xnodunitx 0 Posted August 4, 2005 The AH-64's chainguns in real life have different modes (Or so I am told),unfortunatly for OFP we can't do that but usually its 3 or 5 burst. The artifical horizon in the MFD does move left n right Shadow,least it did in the "Airwolf" PM me if you want it and I'll send it to you,its around midsection,many details were based off that video and still are being based. Yes I would like to tell you guys some of the texture additions,some are important others are simply for eye candy. For one I changed the bottom of the A efab,at the time when I might it I didn't know much about PS and I was short on time,even worse I mismapped it so it got all screwed up. http://www.fas.org/man/dod-101/sys/ac/ah-64a-991680a.jpg Its a bit hard to see but you can see in this picture that clearly the "bumps" on the bottom do extend all the way up,this has been corrected. http://img301.imageshack.us/my.php?image=newaefab0tj.jpg I had to brighten the pic mostly so it would show more like in OFP (no the skies not that bright) For those of you that fly the D I am pretty sure your gettin a bit tired of the plain efab on the entry side. http://www.csse.monash.edu.au/~carlo/AV/apache9.jpg http://img301.imageshack.us/my.php?image=dleftefab7dy.jpg I cannot take credit for the texture on the M230 because to be onest I did not do it,at the time I was working on the body and one of the helpers "Hellfire" whom is also a tester did that texture. The colors of the doors are also being corrected to blend in better with the rest of the chopper as well as the outside frame. If your tired of flying around in the green cockpit then take a look at this new frame texture http://img34.imageshack.us/my.php?image=newframe7el.jpg Some more of the "handlebars" have been added but don't worry they are only 3 sided but ingame ya wont be able to tell much of a diff. The eye candy is mostly the open words with the arrows on the doors as well as the warning triangles,this next pack will also NOT I repeat NOT include ANY AH-64 pilots,why? Well if things go right then the high definition pack will be released when the next apache pack is released,I am almost done with the pilots suit. One thats done we will begin working on other nations,don't worry people we WILL keep out word. Also I'll talk to Franze and see if theres a way he could make some codes that would turn off some of these features so you guys that want a less crowded menu get them. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted August 4, 2005 Just wanted to let you know that I think that this is the best apache for OFP ever released. Fantastic work on the models, textures and all other stuff!! I especially like the windscreen-whipers. I know they are useless, but the are extremely nice. I love flying in the rain now Share this post Link to post Share on other sites