Big Dawg KS 6 Posted April 26, 2006 That script will have to be updated to run the new eventhandler(s) on the units - and what, no JAM? Share this post Link to post Share on other sites
Shashman 0 Posted April 26, 2006 @ helping_handSorry mate, didn't mean to start something. I was just commenting that most people don't. I'm sure there are those out there who do use that stuff. Jackal, you might be interested in this: Rearm West Units. I PMed you about it, I think a while back. All yours if you want it. Thanks a lot for that script m8. really handy and time-saving @ch_123... Howbout downloading it and finding out for yourself, it's a 2.2kb file Share this post Link to post Share on other sites
lifeguard532 0 Posted April 27, 2006 not meaning to be ignorent freud was... He was a head shrinker (not literally) really famous, but had some crack-pot theories. He even was a coke user. If he heard what i said bout the rifle's sound suppressor, hed say i was "fixated on male genetailia" But enough about that @ Jackal What is the JAM magazine that this new rifle (M24A2) will be using (regular and SD) Share this post Link to post Share on other sites
EricJ 728 Posted April 27, 2006 Probably will have to be a custom one, based off the m21 just with 10 instead of 20 rounds. Share this post Link to post Share on other sites
Blackbuck 9 Posted April 27, 2006 the m24a2 uses a 5 roun single stack magazine Share this post Link to post Share on other sites
king homer 1 Posted April 27, 2006 the m24a2 uses a 5 roun single stack magazine. The M24A2 uses a detachable 10-round-magazine Share this post Link to post Share on other sites
Jackal326 1158 Posted April 27, 2006 There is aklso a 4 round magazine available, but I've modelled (and coded) it to use the 10 round magazine. Share this post Link to post Share on other sites
lifeguard532 0 Posted April 27, 2006 There is aklso a 4 round magazine available, but I've modelled (and coded) it to use the 10 round magazine. So, i guess it will be just a custom magazine made by you, Jackal, and not JAM?? Share this post Link to post Share on other sites
echo1 0 Posted April 27, 2006 Could always use the L96 mag if you really needed a JAM equivalent Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 27, 2006 But doesn't L96 use 5 rounds box? Share this post Link to post Share on other sites
Jackal326 1158 Posted April 27, 2006 I'll seehow the L96 magazine fits in. If it doesn't I'll just leave out JAM support - well, I'll give it support for the "normal" M24 magazines (the 5 round mags), it'll just mean the round capacity wont quite tally with the modelled magazine. Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 27, 2006 Bah I should do my research. JAM L96 mag does have 10 rounds, apparently... damn Russians. Share this post Link to post Share on other sites
Blackbuck 9 Posted April 27, 2006 the video i have says its uses a 5 round single stack mag but there are probbably 10 rd and 4 rd available also i cant play ofp for a while due to my new friggin graphics card that disagrees with ofp so try not to release it until i get the problem solved Share this post Link to post Share on other sites
gatordev 215 Posted April 27, 2006 @gatordev: I erm....forgot  I'll make my decision at some point between now and release D'oh! Okay. Another vote for Laser's optics if you care. With all the great new weapons and mods you're adding w/ the update, changing the M203 optics are the one I look forward to the most. Anywho, thanks for the reply. Share this post Link to post Share on other sites
ruff 102 Posted April 28, 2006 some1 pls explain to me how to use those optics in the first place its related topic, very lossley so pls i really want to know cause it seems ive just been guessing everytime i shoot a gl Share this post Link to post Share on other sites
EricJ 728 Posted April 28, 2006 Most rifle (or standalone GLs) have a leaf sight, or a quadrant sight (or in the case of M203s, both). Â With the quadrant sight, you flip open the aiming post and peephole (Knight's Armament is quite more advanced, much like a holosight), pull the locking piece and swing the arm to the estimated range, sight it like a rifle, and pull trigger. Â The leaf sight you simply guesstimate the range, and align the notches to the front sight post (one main reason the flip sight is always on top) and then pull the trigger. Â Weapons such as the AG36 doesn't have a quadrant sight, mainly a removable flip sight similar for M203s mounted on weapons with rail systems. Â To fire 200 meters, you alight the tip of the front sight post with the "2" (for 200m for example) and hopefully you'll get a hit. Â Then again we're talking about an HE round, not a bullet so it's a bit easier Basically aiming and firing a 203 is Kentucky Windage no matter how you cut it, which is why some weapons that don't have leaf sights (or even those that do) require guesswork to bring on target. Fire and adjust. As far as OFP is concerned, most of the 203 optic views are "okay" as it helps orient the firer (I get annoyed by it, I'm used to adjusting with a weapon without a flip sight) and brings some measure of accuracy, thogh the Swedish Mod has a calibrated optic view. Share this post Link to post Share on other sites
echo1 0 Posted April 28, 2006 With the quadrant sight, you flip open the aiming post and peephole (Knight's Armament is quite more advanced, much like a holosight), pull the locking piece and swing the arm to the estimated range, sight it like a rifle, and pull trigger. To fire 200 meters, you alight the tip of the front sight post with the "2" (for 200m for example) and hopefully you'll get a hit. Then again we're talking about an HE round, not a bullet so it's a bit easier Can any of that be simulated in OFP? I think I remember in Delta Force Blackhawk Down they had animated ironsights for the M16/M203, when I saw that I was like "Ah so thats why I dont know how to use them in OFP" Share this post Link to post Share on other sites
Big Dawg KS 6 Posted April 28, 2006 Can any of that be simulated in OFP? Doubt it, we know animated optics (and animations on weapons in general) aren't possible. Though on the topic of GL sights, I like the F2000's approach that combines a laser range finder and computerized LED lights (not going to go into it and make a big deal about it again so we'll all stay on topic now, ok? If it helps you, just ignore that sentence). Though to be honest, I never use grenade launcher optics/ironsights in OFP, I never seem to have any problems hitting my target just by mentaly calculating the tradjectory (you just get used to it after a while). And if I miss, it's usualy close enough to adjust the next shot and get a hit. On Topic: Jackal, just wondering if you can consider adjusting dexterity values for the weapons in the config (heavier weapons have less dexterity, lighter ones more, 1.0 is default), I like it a lot and usualy enjoy the sluggish feeling of heavier weapons. A lot of people don't even know about this config entry and therefore neglect to use it, and I don't blame them considering BIS never used it (not noticably at least). But I think it makes a big difference on how real and believable the weapon feels, you should at least look into it (please ). Share this post Link to post Share on other sites
echo1 0 Posted April 28, 2006 Though on the topic of GL sights, I like the F2000's approach that combines a laser range finder and computerized LED lights heh, I actually thought just a second before I read that bit "Wow, Kyle has posted a post in Jackals thread without mentioning that godforsaken FN2000 but yeah, lets not go back there.... I agree with you about Dexterirty values, I asked TB84 to put them into FFUR, but he said that it unbalances it due to the fact because the presence of secondary weapon had no effect on it, it was kinda unrealistic, but I dont think this will be an issue in a non-TC mod Share this post Link to post Share on other sites
Jackal326 1158 Posted April 28, 2006 I'll definately be adding in the dexterity config command/feature. It has been something I have been meaning to add for quite sometime, but it was always put off and eventually I forgot about it. Once the new weapns have been coded fully (hopefully by monday), I'll go over the entire config adjusting dexterity values accordingly. That said however, they will, for the most part b trial and error, and they'll be continually adjusted based on feedback from my testers, and eventually the community once the pack is (FINALLY) released. In other news, I've decided to drop the G3s again, due to several (rather large) model inaccuracies which will take a whilo fix, so I'll hope to include it in a future version. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted April 28, 2006 In other news, I've decided to drop the G3s again, due to several (rather large) model inaccuracies which will take a whilo fix, so I'll hope to include it in a future version. Arrrr, those pesky G3's, you'd think that they wanted to be released, but noooo... Share this post Link to post Share on other sites
Mamba Six 11 Posted April 29, 2006 Speaking of G3s, they're still really popular. My uncle sent me this picture back in '04. The weapon second from right is a G3A3 or A4. Not sure which one off hand. http://www.freewebs.com/ofpectyger/images/G3A4.jpg EDIT: 'A4 I think. Share this post Link to post Share on other sites
AKM 0 Posted April 29, 2006 Aye, that's a G3A4 with a mid-production pattern foregrip, looks like. Share this post Link to post Share on other sites
EricJ 728 Posted April 29, 2006 Though on the topic of GL sights, I like the F2000's approach that combines a laser range finder and computerized LED lights heh, I actually thought just a second before I read that bit "Wow, Kyle has posted a post in Jackals thread without mentioning that godforsaken FN2000 Â but yeah, lets not go back there.... I agree with you about Dexterirty values, I asked TB84 to put them into FFUR, but he said that it unbalances it due to the fact because the presence of secondary weapon had no effect on it, it was kinda unrealistic, but I dont think this will be an issue in a non-TC mod You have to adjust them to suit what type of weapon. Squad Autos tend to have it's own "feel" to them, making them more cumbersome than of course an AR. But it's just a matter of trial and error. The values I have for my VBS1 version seem to work just right, so I'm good with them. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 29, 2006 Hope you manage to get those ironsights from Benus, Jackal - they'd be a real boost to your pack! Please let us know how it goes. Share this post Link to post Share on other sites