akd 0 Posted October 7, 2005 I have not looked at the ECP config for my previous posts, but you hit something there.I have not modified the class MachineGun7_6Manual : MachineGun7_6 and the class MachineGun7_6 : MGun The values you are looking there, have been modified by the ECP team, these 2 aiDispersionCoef (both X and Y ) are not BIS values. In BIS values (and non-ECP DMA config), as i said , with the inheritances , is making the M60/M249 and PK/PKM/RPK to use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">aiDispersionCoefX=5; aiDispersionCoefY=1.0; But, with the inheritance that have been modified by ECP developers, the M60/M249 and PK/PKM/RPK are currently using in the DMA/ECP config : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">aiDispersionCoefX=6.50000;   aiDispersionCoefY=2.00000; This make me wonder, as ECP made those 2 values higher for the machinegun than it is with BIS/DMA non-ECP :  have you experienced the problem of AI aming "too high" for long range distance in the DMA non-ECP configs ? I have not tried ECP without the DMA config additions, but first here are some initial findings. This change to the config: Quote[/b] ]class M60 : MachineGun7_6Manual  {    scopeWeapon=2;    scopeMagazine=2;    ammo="Bullet7_6W"; //DMA Change model="\WST_Weapons\WST_M249.p3d"; modelOptics="\WST_Weapons\WST_optic_m249.p3d"; displayName="M249"; displayNameMagazine="M249Mag"; shortNameMagazine="M249Mag"; soundContinuous=0; reloadMagazineSound[]={"\WST_Weapons\Sounds\M249reload.wss",0.010316,1}; sound[]={"\WST_Weapons\Sounds\M249Fire.wss","db7",1}; aiDispersionCoefX=5; aiDispersionCoefY=32;  }; Allowed the default machine gunner at full skill to engage and kill stationary targets at 300m-350m, where before all shots would miss above. Still, this barely brought the target into the cone of fire and the vast majority of shots missed above. I would estimate that the AI used approx 60 rounds per target (observed over 3 or 4 test, so just a guess). This is not necessarily unrealistic, but they burn a lot of ammo. The effects of the change to the Y coef. can be even more accurately observed by reducing the X coef. Furthermore, the modifications to the ai dispersion coefficients did not have an effect on player dispersion. You could, for example, modify the X coefficient to 300 and see a vast difference in spread between AI and player. However, here's the bad news: the changes to just "class M60 : MachineGun7_6Manual" caused Safety Catch's Marine and other units (SJB, JAM Men) machine gunners to fire with extremely wild dispersion, so apparently the effects are not limited to the BIS replacement units. In fact, the effect appeared to multiplied many times over the DMA replacement machine gunner. Fix one thing and break another. I will switch out the DMA-compliant config with the default ECP and see what results. Share this post Link to post Share on other sites
akd 0 Posted October 7, 2005 Sanctuary, using the default ECP config: Quote[/b] ]}; class MachineGun7_6Manual : MachineGun7_6 { dispersion=0.000700; aiDispersionCoefX=6.50000; aiDispersionCoefY=2.00000; scopeWeapon=0; scopeMagazine=0; weaponType="1 + 16"; count=100; magazineType="2 * 256"; canLock=0; reloadAction=ManActReloadMagazine; autoReload=0; reloadMagazineSound[]={"weapons\m16load",0.000316,1}; optics=1; opticsFlare=0; opticsZoomMin=0.350000; opticsZoomMax=0.350000; }; class M60 : MachineGun7_6Manual { scopeWeapon=2; scopeMagazine=2; ammo="Bullet7_6W"; model="M60_MG_proxy"; modelOptics="optika_M60_MG"; displayName="$STR_DN_M60_MG"; displayNameMagazine="$STR_MN_M60_MG"; shortNameMagazine="$STR_SN_M60_MG"; #ifdef M60_SHOT_SOUND M60_SHOT_SOUND #endif }; ...the West machine gunner does not have a problem with firing above the target. Under the same circumstances as the previous test, the machine gunner used approx. 15 rounds per target. Share this post Link to post Share on other sites
Baphomet 0 Posted October 7, 2005 I didn't quite like the default BIS recoils, I liked the FDF ones, however I tweaked them to my liking. I recall having to undergo the exact same process of making a realistic/functional recoil for my MG soldiers because they would fire too high. Now I have a fairly good balance between proficiency and realism that I enjoy in my missions. They're not sniper gods, yet at the same time. They can mow down troops a lot faster than regular infantry can. It's more interesting to have an actual firefight instead of one consisting of like five shots. Anyhow. I was going to ask something about the Dynamic war mission. Will unlocking enemy vehicles in vehiclesbattle.sqs screw anything up? I want to be able to command crippled enemy and friendly tanks. Share this post Link to post Share on other sites
akd 0 Posted October 8, 2005 I didn't quite like the default BIS recoils, I liked the FDF ones, however I tweaked them to my liking. I recall having to undergo the exact same process of making a realistic/functional recoil for my MG soldiers because they would fire too high. Now I have a fairly good balance between proficiency and realism that I enjoy in my missions.They're not sniper gods, yet at the same time. They can mow down troops a lot faster than regular infantry can. It's more interesting to have an actual firefight instead of one consisting of like five shots. What recoil values are you using? Share this post Link to post Share on other sites
Baphomet 0 Posted October 9, 2005 The values don't matter so much as other key things, such as AI rate of fire distance. I lost my really good M60 recoil I had made a while back on one of my backup cds with a previous version of FDF. However it's something like this: riflefull[]={0.055,0.0200,0.0300,0.06000,0,0}; Not so much FDF with the more extreme climb it has, which is fine for multiplay with actual people, but good for ai to simulate an bouncing erratic recoil instead of a consistent one. However, this recoil only works if the ai rate of fire distance is tweaked as well. Otherwise, bullets will still fly above heads. I found I had to tweak recoil values for each individual gun because the PK and the M60 have fire rate discrepancies. Because the DMA mission basically gives your guys totally buffed out stats (ie: skill=1), that means they're going to fire faster (even on full auto!?!? Â ). So I would adjust your ai rate of fire distance for your guns to work best at the highest skill level. It make make low skill level guys look retarded in comparison, but that's the only real solution I've figured. By the way. Is there any more detailed documentation on what all the objects in the editor do? such as all the Rzones? Dzones? They've something to do with missions in this text file, however what's the direct correlation? Some others are pretty self explanatory. However the web of SAD game logics kind of confuses me. The cities, ok. the ambush ones, Helo down game logics... they're ok. Share this post Link to post Share on other sites
the_shadow 0 Posted October 9, 2005 i must ask a question... it´s about anims, and you could consider it a request. i would really like a new "running/walking" anim for AT and AA weapons. i would like a anim where the soldier dont walk in a crouched position with a AT/AA weapon but rather runs like normal (runs in a standing position) and when he stops he returns to a crouched position. do you get my point? i might have to show a pic of what i mean if you dont. Picture Like the guy in the background (a bit blurred though, but you should get the idea) thank you. Share this post Link to post Share on other sites
akd 0 Posted October 9, 2005 Very minor issue, but there appears to be a conflict with the DMA config and the SFP add-on where the SFP Pansarskott M/86 model changes into the DMA replacement LAW when switched to, then switches back to the M/86 model as soon as you fire. Share this post Link to post Share on other sites
Commando84 0 Posted October 9, 2005 i totally agree with the shadow! I would also want to ask if you would make that kind of rocket soldier anim would be so revolutionary diffeerent from the crouching all the time on the ground anim... now when i come to think about it, its always dead easy to spot AT soldiers aiming at you or crouching around with a at weapon of some kind some how, compared to the other soldier types when they stand up or lie down on the ground to shoot at you so its always very easy to find the AT soldiers and blast them , move 'em down , snipe 'em , FFar 'em , you get my point so a walk , run anim of some kind when having the at weapon in your hands and moving around would be nice. only problem would maybe be that it would get messy to take up the RPG then you´crouch , then you discover your target is moving fast, and you change your position sideways a bit and the whole soldiers stands up and moves a ofp meter or two and then croucnhing down again.. but on the other maybe that would really make you think about your positoning instead of just sitting down anywhere and moving around crouched until you reach the right position Share this post Link to post Share on other sites
sputnik monroe 102 Posted October 10, 2005 I've noticed the AI firing over their target's head in the DMA army config also when using the M60 and PK. I read through the past three pages of discussion but I got a little confused. Has some one found a config tweak solution that'll still use more realistic weapon handling but allow the AI to use the machine guns successfully? From what I read it sounded like the only solution found so far makes it where th AI can handle the PK and M60 but then they can't fire third party machine guns accurately. Share this post Link to post Share on other sites
sanctuary 19 Posted October 10, 2005 Quote[/b] ]class M60 : MachineGun7_6Manual { scopeWeapon=2; scopeMagazine=2; ammo="Bullet7_6W"; //DMA Change model="\WST_Weapons\WST_M249.p3d"; modelOptics="\WST_Weapons\WST_optic_m249.p3d"; displayName="M249"; displayNameMagazine="M249Mag"; shortNameMagazine="M249Mag"; soundContinuous=0; reloadMagazineSound[]={"\WST_Weapons\Sounds\M249reload.wss",0.010316,1}; sound[]={"\WST_Weapons\Sounds\M249Fire.wss","db7",1}; aiDispersionCoefX=5; aiDispersionCoefY=32; }; Allowed the default machine gunner at full skill to engage and kill stationary targets at 300m-350m, where before all shots would miss above. Still, this barely brought the target into the cone of fire and the vast majority of shots missed above. I would estimate that the AI used approx 60 rounds per target (observed over 3 or 4 test, so just a guess). This is not necessarily unrealistic, but they burn a lot of ammo. The effects of the change to the Y coef. can be even more accurately observed by reducing the X coef. Furthermore, the modifications to the ai dispersion coefficients did not have an effect on player dispersion. You could, for example, modify the X coefficient to 300 and see a vast difference in spread between AI and player. Very nice findings. So it confirms that it is indeed possible to assign the AI a specific dispersion without forcing the player to be affected this dispersion despite using the same weapon and ammo. The big difficulty will be to finding the good value to not handicap the AI too much while giving it the possibility to actually hit target (without being a headshoting machine too) . Quote[/b] ]However, here's the bad news: the changes to just "class M60 : MachineGun7_6Manual" caused Safety Catch's Marine and other units (SJB, JAM Men) machine gunners to fire with extremely wild dispersion, so apparently the effects are not limited to the BIS replacement units. In fact, the effect appeared to multiplied many times over the DMA replacement machine gunner. That is because most of the user made machineguns inherit from the M60 or the PK class, and that's the case of SJB machineguns. So in that case , you have to remember that SJB made a bigger than BIS dispersion value (so affecting both AI and player) , add to this the AI specific dispersion with the values you found and that's why the AI has lot of difficulties to handle SJB machineguns . The only solution would be there to edit SJB dispersion values to give more BIS like ones, this way all would then be perfect. And in the same time more realistic, as with the aiDispersionCoef values you discovered, there is no need anymore of an unrealistic "cone of fire" for the player himself created by a dispersion value that would be too high. Really nice finding again, good job Quote[/b] ]Very minor issue, but there appears to be a conflict with the DMA config and the SFP add-on where the SFP Pansarskott M/86 model changes into the DMA replacement LAW when switched to, then switches back to the M/86 model as soon as you fire. That is because i use a modelspecial for the LAW , as you can see when you have the law charged on the shoulder and when it is empty the model is different. That is thanks to the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modelSpecial="\WST_Weapons\atr\WST_LAW.p3d"; found in the " class LAWLauncher:Default " Unfortunately, and as i said up there, in that case most of the user made rocket launcher will inherit from the RPGLauncher or the LawLauncher classes in the config. And if you put a modelspecial line in either the RPGLauncher or the LawLauncher classes , an addon maker will have to put , in their own launcher class (to avoid the problem). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modelSpecial=""; That's what i did for the CarlGustav , in the " class CarlGustavLauncher:LAWLauncher ", because it is inheriting from the LAWLauncher class that has a modelspecial. Without that line, the Carl Gustave would morph into an empty LAW too. So you have 2 solutions there : edit the addon config , and add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modelSpecial=""; in their launcher classes or edit the DMA config you use and remove the modelspecial line. Notice that there is one too in class RPGLauncher:LAWLauncher For the RPG loaded and when the RPG empty Is there any more detailed documentation on what all the objects in the editor do?such as all the Rzones? Dzones? They've something to do with missions in this text file, however what's the direct correlation? Some others are pretty self explanatory. However the web of SAD game logics kind of confuses me. Look into the "mission" folder of the template. Inside of the mis_blablabla.sqs you can see some random choice for OFP to select a specific location. There you will see what zone is used for what. Rzone are usually for Raid missions and Dzone for Defend ones. But those game logic can be used for other missions too, be sure to look at those mis_blablabla.sqs they are more precise in the answer you seek. it´s about anims, and you could consider it a request.i would really like a new "running/walking" anim for AT and AA weapons. i would like a anim where the soldier dont walk in a crouched position with a AT/AA weapon but rather runs like normal (runs in a standing position) and when he stops he returns to a crouched position. [...] i totally agree with the shadow! I would also want to ask if you would make that kind of rocket soldier anim would be so revolutionary diffeerent from the crouching all the time on the ground anim... now when i come to think about it, its always dead easy to spot AT soldiers aiming at you or crouching around with a at weapon of some kind some how, compared to the other soldier types when they stand up or lie down on the ground to shoot at you No , i understand you would like me to work for your idea, but i am done with animating. No free time and no interest anymore are the reasons for this no, i am "burned" with this after all i did on OFPAnim. The animation you are requesting will not only need an OFPAnim difficult work, but will require a config work too. But keep the hope, as maybe an animator , or one of you if you try to learn how to work in OFPAnim (it is not that hard, at least for static anims, it will just take an huge amount of time) will pick the challenge, but do not expect me to do it, sorry i'm done with this. Share this post Link to post Share on other sites
Baphomet 0 Posted October 10, 2005 Ok. Basically let me clarify. This problem is determined by the following key factors. The recoil value itself, and the ai rate of fire, and air ROF distance values. The actual cyclic rate of the weapon may have an effect on how the ai uses it, however I'm not sure. the average ai distance value seems to be like 500. the typical ai ROF value for this corresponding distance value is like 0.1 From my experience if you jack the units skill up. They fire faster. Don't ask me why. They don't time their shots better. They just get more trigger happy. So when the ai ROF value is like 0.1 and their skill is maxxed out. (ie: 1, or full right on the skill bar in the editor). They fire like mad and the recoil carries the bullets up into the air, hitting nothing. 0.1 is an awfully low value (higher rate of fire) for controllable shooting at higher skill levels. Try fiddling with them for the best results. I had to make slight adjustments to my weapons so they'd perform normally at the highest skill level possible. At least. That was my comprimise. ANY recoil... well almost. Can cause this "shoot way over the target" problem, if the ai ROF and the AI ROF distance values aren't tweaked. Share this post Link to post Share on other sites
akd 0 Posted October 10, 2005 Quote[/b] ]class M60 : MachineGun7_6Manual  {   scopeWeapon=2;   scopeMagazine=2;   ammo="Bullet7_6W"; //DMA Change model="\WST_Weapons\WST_M249.p3d"; modelOptics="\WST_Weapons\WST_optic_m249.p3d"; displayName="M249"; displayNameMagazine="M249Mag"; shortNameMagazine="M249Mag"; soundContinuous=0; reloadMagazineSound[]={"\WST_Weapons\Sounds\M249reload.wss",0.010316,1}; sound[]={"\WST_Weapons\Sounds\M249Fire.wss","db7",1}; aiDispersionCoefX=5; aiDispersionCoefY=32;  }; Allowed the default machine gunner at full skill to engage and kill stationary targets at 300m-350m, where before all shots would miss above. Still, this barely brought the target into the cone of fire and the vast majority of shots missed above. I would estimate that the AI used approx 60 rounds per target (observed over 3 or 4 test, so just a guess). This is not necessarily unrealistic, but they burn a lot of ammo. The effects of the change to the Y coef. can be even more accurately observed by reducing the X coef. Furthermore, the modifications to the ai dispersion coefficients did not have an effect on player dispersion. You could, for example, modify the X coefficient to 300 and see a vast difference in spread between AI and player. Very nice findings. So it confirms that it is indeed possible to assign the AI a specific dispersion without forcing the player to be affected this dispersion despite using the same weapon and ammo. The big difficulty will be to finding the good value to not handicap the AI too much while giving it the possibility to actually hit target (without being a headshoting machine too) . Quote[/b] ]However, here's the bad news: the changes to just "class M60 : MachineGun7_6Manual" caused Safety Catch's Marine and other units (SJB, JAM Men) machine gunners to fire with extremely wild dispersion, so apparently the effects are not limited to the BIS replacement units. In fact, the effect appeared to multiplied many times over the DMA replacement machine gunner. That is because most of the user made machineguns inherit from the M60 or the PK class, and that's the case of SJB machineguns. So in that case , you have to remember that SJB made a bigger than BIS dispersion value (so affecting both AI and player) , add to this the AI specific dispersion with the values you found and that's why the AI has lot of difficulties to handle SJB machineguns . The only solution would be there to edit SJB dispersion values to give more BIS like ones, this way all would then be perfect. And in the same time more realistic, as with the aiDispersionCoef values you discovered, there is no need anymore of an unrealistic "cone of fire" for the player himself created by a dispersion value that would be too high. Really nice finding again, good job Quote[/b] ]Very minor issue, but there appears to be a conflict with the DMA config and the SFP add-on where the SFP Pansarskott M/86 model changes into the DMA replacement LAW when switched to, then switches back to the M/86 model as soon as you fire. That is because i use a modelspecial for the LAW , as you can see when you have the law charged on the shoulder and when it is empty the model is different. That is thanks to the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modelSpecial="\WST_Weapons\atr\WST_LAW.p3d"; found in the " class LAWLauncher:Default " Unfortunately, and as i said up there, in that case most of the user made rocket launcher will inherit from the RPGLauncher or the LawLauncher classes in the config. And if you put a modelspecial line in either the RPGLauncher or the LawLauncher classes , an addon maker will have to put , in their own launcher class (to avoid the problem). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modelSpecial=""; That's what i did for the CarlGustav , in the " class CarlGustavLauncher:LAWLauncher ", because it is inheriting from the LAWLauncher class that has a modelspecial. Without that line, the Carl Gustave would morph into an empty LAW too. So you have 2 solutions there : edit the addon config , and add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modelSpecial=""; in their launcher classes or edit the DMA config you use and remove the modelspecial line. Notice that there is one too in class RPGLauncher:LAWLauncher For the RPG loaded and when the RPG empty Is there any more detailed documentation on what all the objects in the editor do?such as all the Rzones? Dzones? They've something to do with missions in this text file, however what's the direct correlation? Some others are pretty self explanatory. However the web of SAD game logics kind of confuses me. Look into the "mission" folder of the template. Inside of the mis_blablabla.sqs you can see some random choice for OFP to select a specific location. There you will see what zone is used for what. Rzone are usually for Raid missions and Dzone for Defend ones. But those game logic can be used for other missions too, be sure to look at those mis_blablabla.sqs they are more precise in the answer you seek. it´s about anims, and you could consider it a request.i would really like a new "running/walking" anim for AT and AA weapons. i would like a anim where the soldier dont walk in a crouched position with a AT/AA weapon but rather runs like normal (runs in a standing position) and when he stops he returns to a crouched position. [...] i totally agree with the shadow! I would also want to ask if you would make that kind of rocket soldier anim   would be so revolutionary diffeerent from the crouching all the time on the ground anim... now when i come to think about it, its always dead easy to spot AT soldiers aiming at you  or crouching around with a at weapon of some kind some how, compared to the other soldier types when they stand up or lie down on the ground to shoot at you No , i understand you would like me to work for your idea, but i am done with animating. No free time and no interest anymore are the reasons for this no, i am "burned" with this after all i did on OFPAnim. The animation you are requesting will not only need an OFPAnim difficult work, but will require a config work too. But keep the hope, as maybe an animator , or one of you if you try to learn how to work in OFPAnim (it is not that hard, at least for static anims, it will just take an huge amount of time) will pick the challenge, but do not expect me to do it, sorry i'm done with this. Hope the recoil findings help. Editing the addon .pbos themselves is a bit beyond me, so for now I am using the default ECP recoil settings in place of the DMA settings: Quote[/b] ]mgunBurst3[]={0.030000,0.020000,"0.04*1.35",0.030000,0.010000,"0.01*0.5",0.030000,0.030000,"0.04*1.35",0.030000,0.020000,"0.02*0.5",0.010000,0,0}; I think they are better than BIS settings for the player, but still allow the DMA machine gunners to hit their targets, even with the default ECP AI dispersion coefficients: Quote[/b] ]aiDispersionCoefX=6.50000; aiDispersionCoefY=2.00000; Regarding the SFP Pskott M/86, would removing the "modelspecial," I think I will simply remove the line, as I don't expect to be using the U.S. LAW soldier much with my SFP add-on folder (guess I'll have to rethink that if I try to merge more add-ons in the future). Will simply removing this line from the DMA config do the trick? Quote[/b] ]modelSpecial="\WST_Weapons\atr\WST_LAW.p3d"; Share this post Link to post Share on other sites
sputnik monroe 102 Posted October 10, 2005 Quote[/b] ]Quote  aiDispersionCoefX=6.50000;   aiDispersionCoefY=2.00000; Correct me if I'm wrong, but I don't think you need all those zeroes.  all you need is 6.5 and 2. The extra zeros do nothing. Share this post Link to post Share on other sites
Baphomet 0 Posted October 11, 2005 I'm sorry to pick on you guys so much. Really. You guys deserve some respite after working on this stuff so much, but I have another question. In the eventhandler folder there are some scripts that handle the removal of dead bodies. Now. I kind of don't want my ai guys and the ai enemies to be cleaned up so quickly on the battlefield. There are times when I and my AI squadmates really needed to salvage off of our fallen enemies. I set the delay for the deletevehicle _unit command to execute after ~120 units of time has passed on cleanup.sqs and a few others. Now. I think this has caused a problem since some units weren't being deleted at all. I would assume 120 would be roughly around two minutes. Right? Or am I way off. These units were persisting for much longer than 120 seconds. Does fiddling with the delay before the bodies are deleted screw things up somehow? Share this post Link to post Share on other sites
akd 0 Posted October 11, 2005 Quote  aiDispersionCoefX=6.50000;   aiDispersionCoefY=2.00000; [/iquote] Correct me if I'm wrong, but I don't think you need all those zeroes.  all you need is 6.5 and 2. The extra zeros do nothing. Talk to ECP. Their values. Share this post Link to post Share on other sites
sputnik monroe 102 Posted October 11, 2005 AKD I tried out the ECP value you posted <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mgunBurst3[]={0.030000,0.020000,"0.04*1.35",0.030000,0.010000,"0.01*0.5",0.030000,0 .030000,"0.04*1.35",0.030000,0.020000,"0.02*0.5",0.010000,0,0};  When Comparing it to the default BIS values I found out they are exactly the same. The ECP values for mgunburst3 have lots of extra zeros that effect nothing, if you remove them you'll find the value looks like this. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mgunBurst3[]={0.03,0.02,"0.04*1.35",0.03,0.01,"0.01*0.5",0.03,0.03,"0.04*1.35",0.03,0.02,"0.02*0.5",0.01,0,0}; Which is the BIS default value.   The extra zeros I mention are for example, 0.030000 the zeros after the 3 serve no purpose. There is no difference between the number 0.030000 and 0.03, they are the exact same number. I'm not a math genius and I'm very bad at this whole config thing yet it surprises me how many configs I've seen with this mistake. The extra zeros after the mean number do nothing but clutter the config. (just thought I'd add that I haven't seen you make this mistake Sanctuary )   As for now I have replaced the mgunburst3 with the BIS values but left the rest to DMA's FDF standard. Now I've noticed that the AI can hit with the M60 and the PK, unfortunetly they are laser accurate with the default BIS standard of course. I was wondering, changing the mgunburst3 value only effects machine guns right? I mean will the assault rifles, submachine guns and pistols still use the FDF recoil?   I would try editing the values my self to try to balance the machine guns out, but I have no clue what any of these numbers mean. How people like Sanctuary and FDF understand these things is beyond me. I guess it's because I lack the scripting genius gene  Share this post Link to post Share on other sites
sputnik monroe 102 Posted October 11, 2005 Quote[/b] ]--------------------------------------------------------------------------------Quote (Sputnik Monroe @ Oct. 11 2005,01:42) Quote aiDispersionCoefX=6.50000; aiDispersionCoefY=2.00000; [/iquote] Correct me if I'm wrong, but I don't think you need all those zeroes. all you need is 6.5 and 2. The extra zeros do nothing. Talk to ECP. Their values. Sorry AKD I didn't mean it like that. If I came across snotty I didn't mean to. Share this post Link to post Share on other sites
akd 0 Posted October 11, 2005 Quote[/b] ]--------------------------------------------------------------------------------Quote (Sputnik Monroe @ Oct. 11 2005,01:42) Quote  aiDispersionCoefX=6.50000;   aiDispersionCoefY=2.00000; [/iquote] Correct me if I'm wrong, but I don't think you need all those zeroes.  all you need is 6.5 and 2. The extra zeros do nothing. Talk to ECP. Their values.  Sorry AKD I didn't mean it like that. If I came across snotty I didn't mean to. Of course not. I only saw that DMA overwrote ECP recoil values and restored the values from the ECP config. I guess ECP handles the AI accuracy through the dispersion coefficients and leaves the recoil alone for the sake of the AI. I had another thought about the AI dispersion coefficients. If you assigned values for X of 200 and Y of 2 (or something low) to a stationary MG with a limited firing arc, you could create pretty realistic beaten zones, ala WWI. Would sure make for a pretty fireworks show at night. Share this post Link to post Share on other sites
akd 0 Posted October 11, 2005 Sanctuary, There are a few issues with some of the DMA Army pack weapons. A few of these are specific to the DMA ECP config, as noted. For West: -"M249" has 100 round mags (should be 200, but maybe the mag size can't change, but if it's firing 7.62mm, might be better to go with a M-240) -M4 SD has display name "HK" (ECP config specific) -"XMS" (black op (day, XMS), soldier (XMS)) has display name "XM-177E2" and fires in single and full auto mode, but 3D model is an M16A4 w/ ACOG -Berreta 92F has 10 round mags. For East and Resistance: -display name for machine gun is "RPK74M" but model is a PKM (ECP config specific) One other thing, for some reason the DMA M249 does not have NVG compatible tracers with the DMA ECP config. Share this post Link to post Share on other sites
sanctuary 19 Posted October 12, 2005 I set the delay for the deletevehicle _unit command to execute after ~120 units of time has passed on cleanup.sqs and a few others. Now. I think this has caused a problem since some units weren't being deleted at all.I would assume 120 would be roughly around two minutes. Right? Or am I way off. These units were persisting for much longer than 120 seconds. Does fiddling with the delay before the bodies are deleted screw things up somehow I discover that by reading this. I have no idea on what is happening, have you accelerated the time or used the BIS save game function during your test ? Save game and acceleration are known to break tons of scripts That's the only explanation i can think for the script not removing some of the bodies. Are you sure all of them has the "killed" eventhandler too ? The extra zeros I mention are for example, 0.030000 the zeros after the 3 serve no purpose. There is no difference between the number 0.030000 and 0.03, they are the exact same number. I'm not a math genius and I'm very bad at this whole config thing yet it surprises me how many configs I've seen with this mistake. The extra zeros after the mean number do nothing but clutter the config. (just thought I'd add that I haven't seen you make this mistake Sanctuary ) Yes you are right, all the extra 0 have no use and can safely be removed As for now I have replaced the mgunburst3 with the BIS values but left the rest to DMA's FDF standard. Now I've noticed that the AI can hit with the M60 and the PK, unfortunetly they are laser accurate with the default BIS standard of course. I was wondering, changing the mgunburst3 value only effects machine guns right? I mean will the assault rifles, submachine guns and pistols still use the FDF recoil? the mgunburst3 affect the recoil of any rifle that is using or inheriting from the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">recoil="mgunBurst3"; In the config , and for infantry, only the 2 machineguns are affected by this recoil. How people like Sanctuary and FDF understand these things is beyond me. I guess it's because I lack the scripting genius gene The FDF guys are the real genious there, i just adapted their system to this config format without even trying to improve it There are a few issues with some of the DMA Army pack weapons. A few of these are specific to the DMA ECP config, as noted.For West: -"M249" has 100 round mags (should be 200, but maybe the mag size can't change, but if it's firing 7.62mm, might be better to go with a M-240) I made this choice to keep the BIS gameplay there, to keep the MP possible compatibility, the replacement is so just "cosmetic" . giving more ammo thand the BIS default to give a realistic ammo amount for the M249 could have made bad thing for someone trying to play online using the ECP-DMA mini mods. If you have no plan to try to play online with the ECP-DMA mini bonus mod you can adjust the ammount of rounds in the mag by adding the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">count=200; in the class M60 : MachineGun7_6Manual This way instead of inheriting from count=100; in a parent class definition, the M249 will use 200 mag rounds. -M4 SD has display name "HK" (ECP config specific) I totally forgot about this actually, to change that just look for class HK : Riffle **Notice the line somwhere in that class definition displayName="$STR_DN_HK"; Change it into displayName="M4SD Single"; **Now find some lines after , the following displayName="$STR_DN_HK_AUTO"; Change it into displayName="M4SD Auto"; This should do the trick -"XMS" (black op (day, XMS), soldier (XMS)) has display name "XM-177E2" and fires in single and full auto mode, but 3D model is an M16A4 w/ ACOG Same problem there, forgot to rename Find the class XMS:M4 Notice the lines <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">displayName="$STR_DN_ADD_XMS"; displayNameMagazine="$STR_DN_ADD_XMS_AMMO"; shortNameMagazine="$STR_DN_ADD_XMS"; change them into <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">displayName="M4 Acog"; displayNameMagazine="M4 Acog Mag"; shortNameMagazine="M4 Acog Mag; **then change displayName="$STR_DN_ADD_XMS"; into displayName="M4Acog Single"; **and change displayName="$STR_DN_ADD_XMS_AUTO"; into displayName="M4Acog Auto"; -Berreta 92F has 10 round mags. I don't see what's wrong there, Berreta 92F can use 10 rounds mags, but if want to change this, and don't plan to try MP with this ECP-DMA mini mod, you can look at class BerettaBase:CZ75Base and modify the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">count=10; by , the following <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">count=AmountOfBulletsYouWantByMag; For East and Resistance:-display name for machine gun is "RPK74M" but model is a PKM (ECP config specific) My mistake, the RPK74M is used by the Naval version while the PKM is used by the Army version of the mini mod, i forgot to change the weapon name displayed Look for class PK : MachineGun7_6Manual in this class, you see <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">displayName="RPK74M"; displayNameMagazine="RPK74M Mag"; shortNameMagazine="RPK74M Mag"; Change that into <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">displayName="PKM"; displayNameMagazine="PKM Mag"; shortNameMagazine="PKM Mag"; And you are set One other thing, for some reason the DMA M249 does not have NVG compatible tracers with the DMA ECP config. Only the M249 ? The color is the same as the other West bullets . Maybe it is a question of alpha channel , as the color is exactly the same, so try this (i don't have the time to test ingame) Look for <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Bullet7_6W : Bullet7_6 see the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tracerColor[]={1.0,0.0,0.0,0.8}; change it into <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tracerColor[]={1.0,0.0,0.0,0.5}; This way it will have the same exact alpha channel as the other western bullets used in this mini mod. /fall asleep Share this post Link to post Share on other sites
akd 0 Posted October 12, 2005 Okay, I managed to figure out the RPK and M9 Beretta issues on my own, amazingly. Forgot that the BIS M9 only had 10 rounds. I have followed your instructions for the M4 SD and the operation was successful. However, the "XMS" is still displaying as "XM117E2" and this appears to be inheriting from the above "class M4 : Riffle." I will modify accordingly and see what happens. However, being an realism freak, I have to point out that the 3D model M4 used for "XMS" units is actually an M16A4 w/ACOG. So my next really big task is going to be replacing the M16A4 model with an M4A1 (I suppose I could use the M4 in the pack already, but the ACOG is nice) and the M-249 model with an M-240 for a proper 100-rnd 7.62mm support MG. That will take some learning to accomplish! Regarding the M-249 tracers, the suggested change: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tracerColor[]={1.0,0.0,0.0,0.5}; ...did not work, but replacing the DMA values with the default ECP values: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tracerColor[]={0.800000,0.500000,0.100000,0.040000}; Â Â Â tracerColorR[]={0.800000,0.500000,0.100000,0.040000}; ...made them visible through NVGs, but not nearly as bright and with as strong a ghosting effect as the DMA PKM or MGs from SJB and DPM. Share this post Link to post Share on other sites
akd 0 Posted October 12, 2005 Here is the relevant code section with corrections for the XMS/XM177E2 issue: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class M4 : Riffle { scopeWeapon=2; scopeMagazine=2; //DMA Change model="\WST_Weapons\WST_M4.p3d"; modelOptics="\WST_Weapons\WST_optic_m16.p3d"; optics=1; opticsZoomMin=0.350000; opticsZoomMax=0.350000; valueWeapon=2; valueMagazine=2; //AKD Change display names displayName="M4A1"; displayNameMagazine="M4A1 Mag"; shortNameMagazine="M4A1 Mag"; reloadMagazineSound[]={"\WST_Weapons\Sounds\M4reload.wss",0.010316,1}; drySound[]={"weapons\M16Dry",0.003162,1}; magazines[]={"M4","Mortar"}; modes[]={"Single","FullAuto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; //AKD Change displayName="M4A1"; dispersion=0.002000; sound[]={"\WST_Weapons\Sounds\M16single.wss","db0",1}; soundContinuous=0; reloadTime=0.070000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=3.5; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; //AKD Change displayName="M4A1 Auto"; dispersion=0.004000; sound[]={"\WST_Weapons\Sounds\M16single.wss","db0",1}; soundContinuous=0; reloadTime=0.100000; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=3.5; aiRateOfFireDistance=250; useAction=0; useActionTitle=""; }; }; //DMA Addition class XMS:M4 { model="\WST_Weapons\WST_M4acog.p3d"; modelOptics="\WST_Weapons\WST_optic_acog.p3d"; picture="\XMS\w_XMS.paa"; optics=1; opticsZoomMin=0.28; opticsZoomMax=0.28; //AKD Change: display names displayName="M4A1 ACOG"; displayNameMagazine="M4A1 Mag"; shortNameMagazine="M4A1 Mag"; class Single { }; class SingleS:Single { //AKD Change displayName="M4A1"; }; class FullAuto { }; class FullAutoS:FullAuto { //AKD Change displayName="M4A1 Auto"; }; }; Share this post Link to post Share on other sites
Baphomet 0 Posted October 12, 2005 Quote[/b] ]I discover that by reading this.I have no idea on what is happening, have you accelerated the time or used the BIS save game function during your test ? Save game and acceleration are known to break tons of scripts That's the only explanation i can think for the script not removing some of the bodies. Are you sure all of them has the "killed" eventhandler too ? Quote[/b] ]Are you sure all of them has the "killed" eventhandler too ? I think you hit the nail on the head with that comment. I -just- asked myself that same question and decided to peruse some of the scripts. The instance in which I notice this happening is when I do an ambush on an enemy base. So I look up the script that creates an enemy base, and I find some compelling evidence to support your theory. Enemybase.sqs. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;create enemy base ~0.1 leadertent = "CampEmpty" camcreate [(getpos mis_obj select 0), (getpos mis_obj select 1), 1] ~0.1 "OfficerG" createunit [leadertent,lead_group,"enemyboss=this",1] ~0.1 "SoldierGB" createunit [leadertent,lead_group,"bas1=this",0.4] ~0.1 "SoldierGB" createunit [leadertent,lead_group,"bas2=this",0.4] ~0.1 "SoldierGB" createunit [leadertent,lead_group,"bas3=this",0.4] ~0.1 "SoldierGB" createunit [leadertent,lead_group,"bas4=this",0.4] ~0.1 MG1 = "M2StaticMG" createvehicle [(getpos mis_obj select 0)+40, (getpos mis_obj select 1)] ~0.1 MG2 = "M2StaticMG" createvehicle [(getpos mis_obj select 0)-40, (getpos mis_obj select 1)] ~0.1 MG3 = "M2StaticMG" createvehicle [(getpos mis_obj select 0), (getpos mis_obj select 1)+40] ~0.1 MG4 = "M2StaticMG" createvehicle [(getpos mis_obj select 0), (getpos mis_obj select 1)-40] ~0.1 bas1 moveingunner MG1 ~0.1 bas2 moveingunner MG2 ~0.1 bas3 moveingunner MG3 ~0.1 bas4 moveingunner MG4 exit Hm. Looks like the exact same units I noticed this problem with have no killed eventhandlers. So. Now my only question is: How do I implement? I took a look at the line of code to create the officer, specifically the last number before the closing brackets: "OfficerG" createunit [leadertent,lead_group,"enemyboss=this", 1 ] Does this determine skill level? If so. Then could I cut/paste the addeventhandler command into the spawn command with a slight modification? "OfficerG" createunit [leadertent,lead_group,"enemyboss=this; this addeventhandler [{killed} , {_this exec {eventhan\cleanup.sqs}}]",1,"PRIVATE"] I'm not sure if that's proper syntax for it to work. It looks right to me though. Share this post Link to post Share on other sites
sanctuary 19 Posted October 13, 2005 Quote[/b] ]The instance in which I notice this happening is when I do an ambush on an enemy base. So I look up the script that creates an enemy base, and I find some compelling evidence to support your theory. In the template, those units that have no eventhandler "killed" will be deleted after a mission de-briefing , when you talk again to the officer to report your success/failure. During the mission debreifing, the "purge.sqs" script (it is in the "mission" folder) will be then launched and those units will be deleted by the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"deletevehicle _x" foreach units lead_group Quote[/b] ]"OfficerG" createunit [leadertent,lead_group,"enemyboss=this", 1 ]Does this determine skill level? Yes , the part in bold is supposed to be the skill level of the created unit In that case, i gave this unit the maximum skill so he can be monitor the battlefield with more accuracy and so order the fixed MG operators that are part of his squad to track you more easily. That's why he is the primary unit to kill when assaulting this base, as he is the AI that is the most capable of setecting the player squad and the other AI in his squads are not up to that skill level Quote[/b] ]"OfficerG" createunit [leadertent,lead_group,"enemyboss=this; this addeventhandler [{killed} , {_this exec {eventhan\cleanup.sqs}}]",1,"PRIVATE"]I'm not sure if that's proper syntax for it to work. It looks right to me though. That is the good syntax if you want to give them the killed eventhandler, good job Share this post Link to post Share on other sites