Törni 0 Posted August 9, 2007 Quote[/b] ]Does anyone else get a CTD after destroying Camera.sqs via "V" key while using this addon? Did not test "exec camera.sqs" with the addon. Interesting I'll look into this. Troopmon had no problems. @arigram - too much compression. Need a better source file. EDIT: "this exec camera.sqs" works perfectly for me at least, if I place it on the gun. When and how you get the error? I'm unable to re-produce it. Using other addons at the same time? Maybe those cause the error. Share this post Link to post Share on other sites
mr burns 132 Posted August 9, 2007 oh btw, also found out that players trying to get in the ZU almost always get hurt a little bit, maybe from a bad geo lod. Only noticed this due to the 6th sense CRDS medipacks popping up and hearing a hard breath after entering the gun. edit: EDIT: "this exec camera.sqs" works perfectly for me at least, if I place it on the gun. When and how you get the error? I'm unable to re-produce it. Using other addons at the same time? Maybe those cause the error. Enabling it does nothing, thats right. Try using the camera.sqs and then hit V to disable it. Thats how i got ctd´ed Share this post Link to post Share on other sites
Törni 0 Posted August 9, 2007 Looking into this too. Keep them coming. Quote[/b] ]Try using the camera.sqs and then hit V to disable it. Thats how i got ctd´ed I get no error with camera.sqs Share this post Link to post Share on other sites
simba 0 Posted August 9, 2007 any possibility to add internal view ? Share this post Link to post Share on other sites
manzilla 1 Posted August 9, 2007 I tried it in the Armory(only the ZU-23M or whatever the other one is called) and it CTD. I only tried it twice though as I had to leave. I'll try again when I get home and give an update. I figured I'd chime in just in case someone else encountered the same problem. Share this post Link to post Share on other sites
Törni 0 Posted August 9, 2007 Both guns work perfectly for me in the Armory. Geometry problem is now fixed. (you could not collide with the weapon). Are some of the downloads corrupted? Strange problems. I cannot reproduce them. Which ArmA version do you have? Share this post Link to post Share on other sites
Jarppi 0 Posted August 9, 2007 Quote[/b] ]I like this addon, its gonna work well with my D-day drop mission. only problem is when the AI in the guns shoot ground units which can be brutal. Is it possible to make it so they only attack air units, and not ground units? Actually, having served in the military with these guns, I'd even say they're more effective against light ground targets than airborne ones, since it's damned hard to keep a fast moving target in sights and shoot at the same time remembering that these babies DO kick when shot. And hard. Quote[/b] ]The sound from this video isn't too bad:]http://www.youtube.com/watch?v=9HcZnrtL1Kw Sounds actually nothing like the real thing, and whoever is shooting is firing in far too long bursts. Of course, I've been trained only in the finnish way, where you fire 2-6 rounds/burst. But to be honest, firing that long burst is useless against non-stationary targets. For sound try these ones. http://koti.mbnet.fi/make85/FDF/sergei1.avi http://koti.mbnet.fi/make85/FDF/sergei2.avi http://koti.mbnet.fi/make85/FDF/sergei3.avi And finally, what model of zu-23 are those actually supposed to be? Imo, the "ZU23" is something between 23 ITK 61 (Zu-23-2) and 23 ITK 95 (the finnish modernised variant), but whats the fact? Share this post Link to post Share on other sites
Törni 0 Posted August 9, 2007 They are modernized Soviet guns - as you noted with manual targeting you simply cannot hit fast flying targets except with volume fire with many guns. These guns have been fitted new targeting system and sights. The basic weapon crew is thus reduced to one as the person inputting the target values is no longer needed. I'm planning to release also the old version with two crew members and mechanical targeting too. It will be considerably more inaccurate. As the crew will have to guess based on estimation the target angle and speed. And the Finnish way of firing at ground targets is to lock the rotation temporary during the burst. Then release it quickly again, aquire target, lock, fire, release, aquire target, lock, fire, release etc. So you get less sideways dispersion.  Share this post Link to post Share on other sites
.COMmunist 0 Posted August 9, 2007 Great job Torni! Very good choice of converting something from OFP. If I remember correctly, that same VIT's pack had Konkurs stationary AT missile system too. Any chance you were planning on converting that also? Share this post Link to post Share on other sites
Törni 0 Posted August 9, 2007 Infantry ATGMs is something that I missed from the start. I might just get it done one of these days The problem is how to get men carrying the weapon? If it is just a stationary weapon platform it seems a bit odd to me. But so are heavy machineguns also in the game. Perhaps it does not matter that much. Share this post Link to post Share on other sites
Jarppi 0 Posted August 9, 2007 And the Finnish way of firing at ground targets is to lock the rotation temporary during the burst. Then release it quickly again, aquire target, lock, fire, release, aquire target, lock, fire, release etc. So you get less sideways dispersion. Well yes, actually when fired against ground targets they lock both axis. Horizontal and vertical. Nonetheless, the gun kicks so much it often loosens both the locks thus creating big dispersion even at short ranges. It's just too bad you cant add recoil on static weapons. Share this post Link to post Share on other sites
malick 0 Posted August 9, 2007 Infantry ATGMs is something that I missed from the start.I might just get it done one of these days  The problem is how to get men carrying the weapon? If it is just a stationary weapon platform it seems a bit odd to me. But so are heavy machineguns also in the game. Perhaps it does not matter that much. Well, maybe you could force the user of such a heavy ATGM to go prone in order to fire ? This can be done through a script or a specific animation. However, there is still no way to implement such animations right now. Malick Share this post Link to post Share on other sites
Törni 0 Posted August 9, 2007 You can add dispersion, but only for AI it seems. Human firer seems to be treated differently. @Malick - animation can be done no prob, but I want the crew to be able to carry the weapon to a different location if needed. ZU-23M in the Armory. What kind of error do you get? http://imajr.com/armory_256021 I cannot re-produce the camera.sqs error either. Need more specific details. Share this post Link to post Share on other sites
fission 0 Posted August 9, 2007 excellent work, downloading now. Share this post Link to post Share on other sites
arigram 0 Posted August 9, 2007 The greek army uses the Zu-23-2 solely for coastal defense against naval invasion and so the whole bulk of them is placed on the islands. Since they are also left overs from the east side after the unification of Germany, they sport the older sights and two-man crew configuration. Share this post Link to post Share on other sites
mr burns 132 Posted August 9, 2007 I cannot re-produce the camera.sqs error either. Need more specific details. Will try my best to evalute the how´s & where´s of this stupid error. If it works for you it´ll most likely be some conflict with other addons - although it should´nt happen at all because i hadn´t placed any 3rd party addons other than the ZU in the particular mission. I´ll be back Share this post Link to post Share on other sites
malick 0 Posted August 9, 2007 Well, I too had a CTD when trying to access the Armoury. Otherwise, works like a charm Regarding anims and moving ATGM : I thought that animations were not yet possible to create. In fact, I was talking about a "simple" system, similar to what BIS has done for AT soldiers. When the soldiers equip the weapon, he adopts another stance (crouched), independently from his previous position (standing or prone). Maybe it can be adapted in order to simulate the weapon being deployed. Like this, the soldier can move around with the ATGM on his back as a secondary weapon (AT weapons slot) and when he wants to use it, he is forced to prone position and so has limited mobility. Not THE best solution, but a solution, still Malick Share this post Link to post Share on other sites
Törni 0 Posted August 9, 2007 Quote[/b] ]Well, I too had a CTD when trying to access the Armoury. Otherwise, works like a charm That is really strange. For me guns work ok in the armory, troopmon and object browser - no errors.  What comes to crew exit animation it causes no damage - Troopmon lists damage as 0. Seems that the getOutLow animation sequency exits the soldier on top of the gun shape. Thus the jumpy animation when getting out. @Malick normal ATG-team would fire a missile and if needed relocate under cover to a different firing position. But I guess that we could make ATGMs static weapons like heavy machineguns and automatic grenade launchers. Tease me a little more and I'll give it a try and after couple of days we have a new addon in the game. I was supposed to finish the T-55s. Share this post Link to post Share on other sites
malick 0 Posted August 9, 2007 Regarding the CTD, I may take some time and try every addon combination in order to find the one causing trouble. But it's no big deal in my opinion. I never play too much in the armoury, anyway ! As for a new addon : nope ! Finish those T55 first and improve M60 By the way, did you use a tutorial to import OFP units in ArmA? May I ask which one it was ? I tried this evening to import some addons, just to see what was to be done. I only got countless CTD for various reasons. Malick Share this post Link to post Share on other sites
mr burns 132 Posted August 9, 2007 Regarding the CTD, I may take some time and try every addon combination in order to find the one causing trouble. But it's no big deal in my opinion. I never play too much in the armoury, anyway ! ^^ Good luck! Addon conflict, ran like a charm w/o my modfolders. Still think it´s caused by the Zu because all the other addons do like each others and dont crash ArmA. Share this post Link to post Share on other sites
Törni 0 Posted August 9, 2007 Quote[/b] ]I may take some time and try every addon combination in order to find the one causing trouble It must be something I don't have since I do not get the error. It still is a huge job. I can make a list of my current addons so you can count those out immediately. EDIT: Just a little update. I'll test a little more and release the 1.1 tomorrow. ATM 1.1 will contain the following: - Geolod fix. You can now collide properly with the guns - Increased the dispersion value for AI a bit - New sound for firing if I can make one from the samples I currently have Share this post Link to post Share on other sites
icebreakr 3159 Posted August 10, 2007 We tested guns in yesterday's squadnight. Great stuff, but there are a couple of things: - no damage texture (kinda hard for infantry to approach this deadly weapon) - if one mounts the gun and moves, the guy standing beside it can get even killed by his movement. If you run to a gun, player bounces away with heavy injury. - sounds need to be fixed to originals Awaiting on next version :] Share this post Link to post Share on other sites
Törni 0 Posted August 10, 2007 It is the problem with the OFP model's geolod. It's fixed in the next version which comes out today. Share this post Link to post Share on other sites
icebreakr 3159 Posted August 10, 2007 What can I say, you rock man Share this post Link to post Share on other sites
Blue_Flight 0 Posted August 10, 2007 Is it actually possible to enable both barrels to fire like in RL? Great Job, Törni Share this post Link to post Share on other sites