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sickboy

6thSense.eu Presents: WeaponPack

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sickboy I'm not sure if you're aware of this but using multiple muzzles with the same magazines has a few bugs. For one, it's possible to load each muzzle with a different magazine, that gives you the ability to multiply your magazine count by the number of muzzles, when you run out of ammo in one muzzle you can instantly switch to another muzzle that's loaded with a fresh mag. Also you have to reload each muzzle individually if you want to fire from it. This provides for some very unrealistic behavour and it's bad for gameplay.

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@Sniper Pilot:

Big thanks for the screenshot mate! Added it to the first post!

@KyleSarnik:

We are aware of this. Depending on time and findings, we might update this.

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I'm not sure if it's possible but using different modes instead of muzzles for different optics might be an alternative (but like I said I don't know if the game allows you to give different modes different sights).

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I'm not sure if it's possible but using different modes instead of muzzles for different optics might be an alternative (but like I said I don't know if the game allows you to give different modes different sights).

When we setup the M14's, about half a year ago or so, my findings were that the weapon itself or it's muzzles are the only methods for Sights.

Modes merely decide the ballistic properties, sound etc. etc. I will however test it once more, but i'm fairly sure nothing has changed to that aspect.

ATM my only thought is using scripts similair to MAPFact.net's OFP WeaponPack where you could switch sights and silencers on the fly (IIRC).

Though i'm sure not all of ArmA's wonders are discovered yet.

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I really hope you can fix it soon, because I think this is what is keeping the AI from firing the weapon.

Would it be possible to create an AI-friendly M-32 that has only one muzzle? Maybe one muzzle might be effective for humans as well, if you could extend the player's vision far enough out in front of the muzzle, that your zoomed vision was not blocked by the elevated barrel? Perhaps a ranging reticle could be used in addition to the reflex sight? Maybe you could use the mode key to switch between a long-range setting, and a reflex sight for direct fire? Have you seen the addon that allows you to fine-tune elevation and windage with the arrow keys? Maybe that could be adapted to super-elevate the muzzle for ranged fire.

Also, is it possible to "lock" the weapon on a target with a right click, and then elevate the barrel to the appropriate elevation, until the "locked" symbol appears on the target? It might be a bit of a cheat, but would still require the player to actually find the correct elevation before firing.

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It's simply a matter of priorities. WeaponPack is a secondary priority, do not expect us to work on it for it to become

"The Best, Most Comprehensive, expanded and feature rich pack of 2007" smile_o.gif

Garlay is remodelling the M14's to make camo patterns etc more easy, when he's done I probably renew the Weaponpack.

The AI screwing around with the M32 probably is the effect of having the same Engagement range settings per Muzzle.

I don't like to have scripts for elevation and windage, I still would love config stuff.

Im afraid "locking" weapons on targets etc. is not something we want, though a range finder and stuff might be an idea but only possible on vehicles afaik.

@4-in-1:

Geforce 8 Series problem afaik. The thing is, Garlay tried a zillion different "hacks", but only this one works 'mostly' on 8 Series cards.

We will keep looking, possibly contact Suma to check.

@Wipman:

Thanks about the CQB Sights. I love em very much too smile_o.gif

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Also, is it possible to "lock" the weapon on a target with a right click...

That would only work against vehicles, and not personel.

AFAIK - you can't lock-on on infantry.

The weapon is supposed to deliver an overwhelming barrage of fire in case of an "whoops!" moment.

Even if AI could fire it they wouldn't employ it in the corract manner, so making it work for AI is far on the priorities list.

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I'm not sure if it's possible but using different modes instead of muzzles for different optics might be an alternative (but like I said I don't know if the game allows you to give different modes different sights).

When we setup the M14's, about half a year ago or so, my findings were that the weapon itself or it's muzzles are the only methods for Sights.

Modes merely decide the ballistic properties, sound etc. etc. I will however test it once more, but i'm fairly sure nothing has changed to that aspect.

ATM my only thought is using scripts similair to MAPFact.net's OFP WeaponPack where you could switch sights and silencers on the fly (IIRC).

Though i'm sure not all of ArmA's wonders are discovered yet.

So I'm assuming that would be just swapping the weapon with a different version that uses different sights... well that also has its problems (insta-reload, plus a ton of extra weapon classnames).

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WIP on the new M14 model. 100% new meshes, 100% new textures.

m14inprogressik9.jpg

It still needs writtings, some details in normal map etc.

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The WIP M14 is really sweet.

Could you also add a Leupold scoped M14 SOPMOD with the Update?

Maybe even with an Aimpoint mounted on the toprail of the mount for CQB.

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Another WIP on the new M14s. This time bigger, since this variant is pretty much finished.

Maybe needs some scratches on specular map.

m14wipso9.th.jpg

I am planning to get a new scope for it, either make one or get some imported with some little help.

This and the desert variant. Then we'll see...

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So I'm assuming that would be just swapping the weapon with a different version that uses different sights... well that also has its problems (insta-reload, plus a ton of extra weapon classnames).

You are right in the ammo stuff, there are workarounds as for instance we can count the ammo count in the current magazine, though it would mean even more classes as you would simply remove and add a magazine with less ammo in it...

Anyway, I do not see the problem in having many class names, especially not if scripts are handling the switches, while mission makers or characters addon config should only contain the base/main weapon.

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hi sickboy, thank you for this... you continue to amaze the community and i am stoked.

one thing i noticed and really like is the angle and path the empty shell eject from your weapons.

question: how would i be able to implement that to my weapons? for example, if i wanted to change this for other weapons? What tool would be able to help me accomplish? i understand configs and pbo structures, i just dont know where that code is located or what should i edit to make that same path?

any insight would be helpful and thank you!

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any insight would be helpful and thank you!

It is donee exactly the same way as it was in OFP.

And this is described in tutorials.

You need nabojnicestart and nabojniceend selections in memory LOD.

The models are not binarised BTW, so just open them in O2 and everything should become clear.

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Thanks to 6th Sense, we know its possible on the G36, to be able to switch to and back From the scope and the Aimpoint with a click of a button.... just realized that, Awesome!

Like in this pic!

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Thanks to 6th Sense, we know its possible on the G36, to be able to switch to and back From the scope and the Aimpoint with a click of a button.... just realized that, Awesome!

Like in this pic!

Actually it's still just a workaround it has some serious side-effects. I wouldn't recommend anyone using this method in any serious addon.

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I wouldn't recommend anyone using this method in any serious addon.

So, we now have serious and not serious addons now?

I don't remember this from OFP.

Well, nevermind, just a bit weird choice of words.

wipyv9.th.jpg

Don't worry, it's not going to look like this unless you set the textures to highest setting. On lower settings the 2mb normal map is reduced in size, and the model itself isn't as complicated as it seems.

And the texture itself and specular map are just 16x16 sqares.

Real time rendering, we love you. wink_o.gif

The M21 is actually less polygons than the one that is allready in the pack.

I'll tweak the brightness for the scope to be less dark. Any requests?

And yes, I think I'll amke it a non-serious addon and also make a variant with C-More or reflex ontop wink_o.gif.

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@ July 23 2007,17:47)]
I wouldn't recommend anyone using this method in any serious addon.

So, we now have serious and not serious addons now?

I don't remember this from OFP.

Well, nevermind, just a bit weird choice of words.

Serious as in intended to be used frequently in SP and MP missions, thus making sure it has no serious bugs or flaws.

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any ETA on the new version of the pack?

Few weeks (~2) tops

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