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DieAngel

IDF's Corner shot

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Well for the sake of balance, and to keep it simple, for now i will mount a handgun, i might eventually mount a very short smg once the concept work but i have the feeling it might create some unbalance ... I highly doubt the AI will react properly however...

Also what shall i add to the weapon model for having proper ironsight?

I think your iron sight needs to be the TV aim screen, but how that would work I dont know.

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probably not very well - bes you could hope to acheive would be to create a TV screen sight picture.

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yep messia, that's what i plan to do, make the zoomed sight looks like an lcd screen.

Tho... for making this weapon really interesting i need to find a way to add the required action for straightening / twisting the weapon.

Earlier in the topic someone suggested to swap between 3 different weapons. Would that be done by script?

Something like:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

<<remove "twist left" action>>

this removeWeapon["CornerShot-S"];

this addWeapon["CornerShot-L"];

<<add "twist straight" action>>

how about the ammos? is there some way that i can count the ammo in the old weapon and have the same amount loaded in the new one?

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here is the code i am fidling with for the init field of the units:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_u = _this select 0; //the unit

_TwistLeft = -1;

_TwistRight = -1;

_TwistFwd = -1;

While{ alive _u } Do

{

if ("CornerShot" In Weapons _u) then

{

if(_TwistLeft < 0 ) then

{

_TwistLeft = _u AddAction[ "CornerShot: Twist left" , "scripts\twistL.sqf" ];

};

if(_TwistRight < 0 ) then

{

_TwistRight = _u AddAction[ "CornerShot: Twist right" , "scripts\twistR.sqf" ];

};

if(_TwistFwd > 0) then

{

_u RemoveAction _TwistFwd;

_TwistFwd = -1;

};

};

else

{

if ( ("CornerShotL" In Weapons _u) || ("CornerShotR" In Weapons _u) ) then

{

if(_TwistLeft > 0 ) then

{

_u RemoveAction _TwistLeft;

_TwistLeft = -1;

};

if(_TwistRight > 0 ) then

{

_u RemoveAction _TwistRight;

_TwistRight = -1;

};

if(_TwistFwd < 0) then

{

_TwistFwd = _u AddAction[ "CornerShot: Straight" , "scripts\twistF.sqf" ];

};

};

else

{

if(_TwistLeft > 0 ) then

{

_u RemoveAction _TwistLeft;

_TwistLeft = -1;

};

if(_TwistRight > 0 ) then

{

_u RemoveAction _TwistRight;

_TwistRight = -1;

};

if(_TwistFwd > 0) then

{

_u RemoveAction _TwistFwd;

_TwistFwd = -1;

};

};

};

//sleep 0.5;

};

however i cant make it work, it looks quite logic to me, but there is prolly some syntax error, is there a way for Arma to tell you wich line the error is at? O_o

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and another update, i didn't solve yet this scripting error so help/comments are welcome.

cornershot9.jpg

working some on the twisting mechanism handle, and polished the button slots, it starts to looks fairly good.

I am still avoiding the bending system itself as i haven't yet all the details in my head. The little screen need some more details i noticed, i will work on this later.

I will probably make two versions for the screen , like when you twist left or right the screen pop open (not showing anything unfortunately, but you get the idea) and when in straight mode the screen stay closed. the twisted versions will have a sniper like aimed mode, with screen borders and even some "low rez" pixel effect , depend what i can achieve, but when the gun is in straight mode, i will use the cool new iron sight of ArmA, through some magnifier, acog, or other, i don't know yet.

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The ArmA/OFP community never ceases to amaze me. Keep up the good work DieAngel. It looks beautiful!

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Impressive model, but how would one control such a thing ingame? There's no real hand twisting motion, so it's going to be trouble to control its elevation and declination.

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well yes, we will have to do with arma's built-in mechanics, i know how it will work in the rough lines, i am not sure how fancy it will be however.

so basically, when you have the cornershot as primary weapons, two options are added to your action menu, "twist left" and "twist right"

Using each of the following action will swap your current weapon with the 60° left or right twisted version.

Once in one of these positions , you will have a single option, allowing you to snap back the gun in straight mode.

I haven't looked yet what animations are available that would make it look a bit natural, reloads are a bit slow for something that fast.

Unless someone has a less clunky idea...

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here is another update, had to fix my computer so sorry for the loong delay smile_o.gif

its no more than 100Kb per image right?

cornershot11.jpg

cornershot12.jpg

cornershot13.jpg

i worked on the hinge mechanism, i know most of it won't be visible really but I want to stick to the original as much as possible for having a proper normal map. The blue bit is a place holder for the twisting front of the gun to get an idea of the whole thing. i work from a profile of the weapon so the lengths should be about right.

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There we are, the front assembly, after a bit of delay (i have a busy life).

I am making a glock as reference, but if someone has a better one you can PM me as i am not very good at making handguns.

cornershot14.jpg

cornershot15.jpg

enjoy, i hope to finish this thing someday smile_o.gif

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Now that the tools seems, to be released i'm again interested in making this weapon.

so here is another update smile_o.gif

cornershot16.jpg

I think the glock i made will more be a placeholder than anything, i will probably use one from BIS, or whoever would like his weapon mounted on this baby smile_o.gif

remain to do on the front the camera. I worked already some on the other side (asymetric weapon) it lack a few screw and the rifle part is wrong for now.

Can someone give me a polycount target for the final result? I'm not sure how many are okay for something like this.

OOH BIS smile_o.gif when do we get camera & render target materials? smile_o.gif

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i wouldnt exceed 3-4 quads with that thing

it uses alot of flat details which can be mimiced through normal maps

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3-4 quads, i don't get it?

and yeah it's the model for normal map generation. The game model itself will be much simpler but with a good normal map it's gonna be roughly the same.

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3-4 K(ilo) quads

sorry smile_o.gif

try not to exceed beyond 8tris for that thing (id say)

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I don't think that it's a standart issue for every soldier in the squad. (Squad all armed with 9mm weapons! yay!wink_o.gif

It's more like a specialist weapon that you have in your unit , therefore you dont need more than three in the squad.

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Sssh .. they are talking model speak ... best to leave them be tounge2.gif

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3-4 K(ilo) quads

sorry smile_o.gif

try not to exceed beyond 8tris for that thing (id say)

You did it again nephilim smile_o.gif

Quite interesting thing I have to say. It's going to be interesting to see this working in-game wink_o.gif

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excellent modelling. really looking forward to the normal maps smile_o.gif which prog do you use for modelling and the normal map?

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TY for the support smile_o.gif for the modeling i do pretty much everything in 3DS max 9

As for the use in a squad, it's pretty much a close quarter weapon, i hardly see a soldier using this in the open. The only advantage of this thing is thru doorframes, windows, over fences and the like.

What i saw is that all the guys where equipped with this however.

-edit-

Extra picture i tried quickly with BIS's M9

cornershot17.jpg

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What i saw is that all the guys where equipped with this however.

That's in the commercial movies.

In the Israeli-Weapons video , Amos Golan says that a squad should have 1-2 cornershots with it.

will be interesting to see it with LoBo's paratroopers.

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aaah, nice to see this one back in action - forgotten about this little gem. Model looks spiffing as always.

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just saw a picture of this thought you might be interested its a cornershot 40mm grenade launcher SoldierTech_Corner2.jpg

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