Ase290406 0 Posted September 24, 2007 Thx for the explanations Macser. That second pic can almost pass for a real one. Looking forward for it's release. Share this post Link to post Share on other sites
leondus 0 Posted September 27, 2007 Wow, Macser! Great pics If you need any help testing it, give me a yell. Share this post Link to post Share on other sites
Wilco 944 Posted September 27, 2007 Man, that looks a hell of a lot better from when I first had it. Share this post Link to post Share on other sites
Macser_old 0 Posted September 28, 2007 @R0adKi11,Ase290406 and Leondus, Thank you for the kind words guys.Much appreciated. @Wilco, Yeah,it's gone through some changes.As it happens I'm almost done at my end.So it won't be too long before it's put back out there. There's still one or two minor things to be sorted. Share this post Link to post Share on other sites
Jeff2121 0 Posted September 28, 2007 Macser...you...are...awesome! Share this post Link to post Share on other sites
spooky lynx 73 Posted September 29, 2007 So what about release? Share this post Link to post Share on other sites
Macser_old 0 Posted October 6, 2007 Hello, We decided to put this out there.This is the last build I did of the Stryker. Although feedback is welcome,I don't know how much time I personally would have,to address any issues. But I'll do what I can. For anyone who's used the FFur version.This is very different. For a start the one in the FFur/SLX mod is a much earlier build.And it inherits from the tank class. Whereas this one inherits from the car class. Both have their advantages.Handling wise,I prefer the car class.It's a much more realistic feel overall. But the downside is the lack of a gunnerview. Which means handing weapon control to the AI. The tank class clears that up,but you pay for it in visual and handling terms.It essentially looks and feels like driving a tank.If there was enough interest though I could put one together. Anyway,take a look and tell us what you think. Hope you like it. Macser. VIX_STRYKER(Updated) Via RapidShare. VIX_STRYKER(Updated) Via Filefront. Share this post Link to post Share on other sites
DiFool 0 Posted October 6, 2007 Great! Downloading now. Thank you very much. We apreciate your work! Share this post Link to post Share on other sites
DiFool 0 Posted October 6, 2007 Oops! Link not quite working! Share this post Link to post Share on other sites
Macser_old 0 Posted October 6, 2007 Yeah,sorry, Looks like it's at full capacity at their end. Links in previous post updated.Needed to re-do it anyway,as I forgot to put the readme in the archive,as well as the PBO. Hopefully everything should be ok. Share this post Link to post Share on other sites
Bobcatt666 0 Posted October 7, 2007 There isa system implemented called Mcar for adding missil systems to wheeled vehicles, now works perfect in MP and SP and the AI can use it with rather good ability. Its installed on most of hte high end addons like Combats HUMVE pack. Share this post Link to post Share on other sites
Macser_old 0 Posted October 7, 2007 Hey Bobcat, I've heard of Mcar,just never actually tried to use it on anything. I know some editing of the model would have to be done,that's not much of a problem.It's the application of the scripts that would get me.I'm not too good with 'em. It would make an ATGM version possible I suppose. I don't know,maybe Lamentin might be up for an attempt,but I'm not goin to volunteer him for it. Share this post Link to post Share on other sites
Bobcatt666 0 Posted October 7, 2007 Well you guys did a lot of work to make this addon operational, sadly most people are not going to appricate it, but having made a number of units in OFP even after all this time it still a pain.. Share this post Link to post Share on other sites
Macser_old 0 Posted October 7, 2007 Well, on the upside,I enjoyed workin on it.If only a couple of people get some use out of it,I'll be happy with that. Thanks for lookin in Bobcatt. Macser. Share this post Link to post Share on other sites
Bobcatt666 0 Posted October 7, 2007 yeah beating the crap out of it shortly, and will implimentit into a CTI setup I suppose. Kinda finishing off USMC vs PLA at the moment. Share this post Link to post Share on other sites
Ase290406 0 Posted October 7, 2007 Hey checked the Stryker and it's great. Drives well, shoots well. 3 things I didn't like though: 1)The Radio chatter effect (I didn't use ECP) is heard outside the Stryker pointing to it's location. 2)On a runway the bottom of the wheels was inside the ground. Maybe it's an Island problem I don't know. 3)On the back of the interior - It's just white making it hard to distinguish the floor and the back of the vehicle. Share this post Link to post Share on other sites
Macser_old 0 Posted October 7, 2007 Hello, 1.The radio chatter. I had a feeling that might come up.The engine deals with sounds in an unusual way.It's somethin I find hard to combat.The best I can do is lower the overall volume or ditch it altogether. I'll tweak it down as low as I can get it,before doin away with it though. 2.Wheels slightly embedded. That's a side effect of the suspension being "spongy".I was trying to get the wheels to track the terrain a little better.So the land contact points were moved to accomodate it.I'll tell ye what,if there's enough complaints regarding this, I'll just pull it back a little.But I do actually like the feel of the vehicle on the move.So I'd rather not make the suspension too "hard". 3.The Back of the interior. Eh,I assume you mean the area around the door? I'll get right on it,and have a look.Although it's hard to get good pics of the interior from that angle. So I may have to make somethin up. While I'm here,does the lack of a gunner view bother anyone to the extent that it spoils the addon? Anyway,thank you very much for the feedback. One other thing,I don't know if it's worth pursuing, and I'm not sure if I'd have the time to sort it out. But I had been experimenting with a rear hatch gunner.It would probably need the attention of a good scripter,to make it a bit more solid.Atm it's somewhat unstable. Well,have a look anyway.It's similar in effect to GNAT's "Active cargo" scripts for Arma. Short clip (REAR HATCH GUNNER) Share this post Link to post Share on other sites
Lamentin 0 Posted October 7, 2007 I am not much of a modeller, but I can figure out scripts and the like. If anyone wants to make a ATGM or MGS version of the model, I'll make it work. Regarding your rear gunner, a script could made to automatically move a soldier with the Stryker, so that it only appears they are in the apc, because of their position, but from the game's perspective, they are actually out of the vehicle. Thereby allowing the turret to function normally. Or you could make a turretless version, and have the hatch gunner be the turret. Share this post Link to post Share on other sites
Kirby 2 Posted October 7, 2007 But if he makes the turret seperate and the stryker rolls over the gun will stay upright... It'll look damn odd. Share this post Link to post Share on other sites
Macser_old 0 Posted October 7, 2007 Hello, The script I'm using is basically the one Wadi released called "MGCarry".As you can see from the video clip,it works to an extent.But I had to make some adjustments to the model in order to keep the soldier in place.It seems pretty effective rather than just looking good.The gunner will even toss out grenades when in range.He won't last long under fire though. There's 3 drawbacks that need to be lessened or dealt with,for it to be viable. 1.Turning to engage a target is extremely limited, So something like a "keycapture" script would be needed to overcome that.I think there may be one out there somewhere. 2.Getting hit,or being subjected to violent jumps can "dislodge" the gunner.Making them vulnerable to being smacked by the vehicle. 3.The addition of a roadway lod has a tendency to make the carrier vehicle slighty "bouncy".But I found it necessary to give the gunner a solid base. But even with those problems,it still has potential. And I haven't tested it that extensively. If the Stryker does roll over,the gunner will most likely die,unlike a turret.Bearing in mind it's actually quite hard to flip.I know,because i've tried to do it many a time. Anyway,it was only an idea.But if Mcar were applied you could have yourself an Atgm.And derive the MGS from the Tank class.It'd mostly be a question of modelling them. Share this post Link to post Share on other sites
Macser_old 0 Posted October 7, 2007 Hello, The script I'm using is basically the one Wadi released called "MGCarry".As you can see from the video clip,it works to an extent.But I had to make some adjustments to the model in order to keep the soldier in place.It seems pretty effective rather than just looking good.The gunner will even toss out grenades when in range.He won't last long under fire though. There's 3 drawbacks that need to be lessened or dealt with,for it to be viable. 1.Turning to engage a target is extremely limited, So something like a "keycapture" script would be needed to overcome that.I think there may be one out there somewhere. 2.Getting hit,or being subjected to violent jumps can "dislodge" the gunner.Making them vulnerable to being smacked by the vehicle. 3.The addition of a roadway lod has a tendency to make the carrier vehicle slighty "bouncy".But I found it necessary to give the gunner a solid base. [Correction] (After removing the roadway,it seems it was the altering of the model centre which caused this. That's the model's geometric centre,not centre of mass.) But even with those problems,it still has potential. And I haven't tested it that extensively. If the Stryker does roll over,the gunner will most likely die,unlike a turret.Bearing in mind it's actually quite hard to flip.I know,because i've tried to do it many a time. Anyway,it was only an idea.But if Mcar were applied you could have yourself an Atgm.And derive the MGS from the Tank class.It'd mostly be a question of modelling them. Share this post Link to post Share on other sites
Ase290406 0 Posted October 7, 2007 Hey Macser. What I meant is that I sit down in the cargo and point "my" head away from the gunners/drivers positions. There in the back of the vehicle it's kind of hard to tell where the floor begins and the "wall" ends. It's nothing serious on gameplay but ruins the immersion a bit. Share this post Link to post Share on other sites
dkell3 0 Posted October 8, 2007 I love this version much more than the FFUR build. The modeling is tops. Also,I like the hit system implemented with the slat armour. Share this post Link to post Share on other sites
Kirby 2 Posted October 8, 2007 @Macser: I was refering to someones idea of attaching the turret by script, so that you can use the sights on it, even with the Styker defined as car. OFP cant tell if the vehical is tilted (rolled over or on a hill) so the turret would look odd. But the sodier thing is fine... How exactly is he "in" the vehical? script or just the model holding him in there? Share this post Link to post Share on other sites
Macser_old 0 Posted October 8, 2007 Hello guys, @Blazin Atm the moment the unit is held in place by a single script,and a roadway lod to stop him from sinking through the hull.As you say,it's the pitch and bank that tends to spoil it.It wouldn't be as steady as [APS]Gnat's Arma version looks. It's quite flawed,but maybe a good scripter could come up with somethin to "lock it down" a bit. @Dkell3 Glad you like it.The FFur version was just an earlier build.Thunderbird liked the look of the model,but had a deadline to meet.Which is understandable. @Ase290406 Now,I'm not trying to be a smart ass. But I'm still not too sure what you mean. Are you referring to the texture quality,the mapping or the colour in general. Is it where the edges meet,that you're not happy with?Or something else entirely? --------------------------------------------------------- With regard to the "radio chatter".I've discovered a bit more about the way the engine deals with sound.Maybe it's already common knowledge,but it was news to me. The entry which most people think is decibel level, is as much to do with distance as volume.Outside of a certain range,it seems there's no real change in volume.So at say 70 meters,it could sound almost the same as at 5 meters.Which would explain people saying they can hear a low volume sample tens of meters away. Anyway,the new setting should be more subtle. You have to be right on top of the vehicle to hear it.But inside the sample plays at base level. Share this post Link to post Share on other sites