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wipman

Wip-m4a1's pack v1.0

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Hi, thanks for the download mirror and also for have updated the

full pack, Foxhound. Let's C ya

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hey the working Pec2 sights are awesome... but they are not suppose to be visible by the naked eye. You can only see the beam through NVGs... (in real-life). It is an Infra-red beam.

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Hi, i know... but im not sure on how to make it work as Nephilim

sugested me to do it, so gonna take alot for me to make another

update on the weapons. Let's C ya

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btw do the laser pointer thingys have a on off switch in the action menu? They look great but maybe not in daylight biggrin_o.gif

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Hi, no, they haven't it; may be if i were smart enough as for understand

the Nephilim's OFP Mercs... they may have it. But rightnow they

don't. Maybe i should had changed the laser beam texture for make

it be green as the day time laser of the AN-PEQ2 is, but... i didn't;

and again... i'm not sure on how to make the weapons use the

Nephilim's scripts, seems that they acted over the units and not

over the weapons, i could be wrong here too... but if im not wrong

this is how it worked back in the OFP days. Let's C ya

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Hi, for the next update if i ever get to make the laser beam of the

AN-PEQ2 work as it should (green for daylight and other red for night time)

i also gonna make our own "weapons crate" that will look like this:

wip_m4a1crate.jpg

I was also thinking in add one of those silly "under parental advisory"

stickers, aka: Tipper Stickers. "Thanks" to the Al's Gore wife. Let's C ya

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I have an idea how you could make the laser beam switch on and off!

There is a script from Spooner, SPON Attachments.

http://www.ofpec.com/forum/index.php?topic=30607.0

With this script you can attach or detach scopes, or silencers to weapons. What it actually does is: i.e. when attaching a silencer to the M4 rifle, the script changes the unsuppressed rifle to the suppressed and vice versa.

Now my idea is: Make all weapons once with laser beams and once without and then implement this script to the action menu (i.e. laser beam on/off) and the script would change the model of the weapon the player is holding. Got it?

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Hi, yeah i get it, the problem is that im too lazy and asshole as for

edit the laser beam texture to make a green one (the real daytime

laser beam of the AN-PEQ2) i haven't managed yet myself to make

a half transparent (working) .paa for the addons and we're talking

about from the OFP times... so everyone that haves the PS have

the right to call me: sucker.

For make this right, what i should do will be:

- Add green (day time) laser beam.

- Keep the red (night time) laser beam.

- Edit the material properties of booth laser beams to: Shine.

- Make (somehow) booth lasers switchable/accessable from the

actions menu to the player.

That's what i should do to make it right; i know the final task but

im not that sure on how which or how the steps are to reach the

final point of this tasks/objectives; and that's why we've what

we got rightnow, that it's better than nothing (to me) but still

very far away from "be perfect" assuming that this is a game and

nothing will work as it does in the real life, we could get closer,

but i just don't really know how to get as closer to that edge

as i should put this weapons to. Let's C ya

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It would be nice to have the V1.6 rifles with the option to turn the laser on or off. Personnally I hate the always on that we have now, therefore I have reverted to V1.5. Its a shame as I'm now missing some of the rifles found in V1.6.

Hope you can figure it out Wipman.

Much respect.

notworthy.gif

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Hi, if i do another update... this may be the changes:

- Remove Night Time Laser.

- Add Day Time Laser.

- Rename M4A1 as M4A1(RIS)

- Add M4A1 with x20 mag.

- Add my own weapons crate texture.

And... the M4A1 & it's variants will be something like this:

wip_m4a1_new.jpg

just SD & SB (Short Barrel) SB/SD variants, no scopes, no GL; just

the weapon as it's, but with ammo. Let's C ya

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Nice.

One request, If you do do another pack, how about too pbo's. One with all models, with lasers, and one with all models without!

Just a suggestion.....

notworthy.gif

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Hi, sorry man, but that's not an option, same as the suggestion of

script the weapons to switch On/Off the AN-PEQ2 lasers. This will

require to make 3 models of each weapon, 1 with daytime laser,

other with nighttime laser, and other without any laser, maybe even

one with booth lasers On. This is not an option. And... it'll only work

with the default units, not with any unit replacement pack. So this

seems to be the only options available:

A) Unrealistic (as it's rightnow [night time laser On]).

B) Half realistic (day time laser [green one] always On).

Those are the only two options that i see so far, sad but true.

Im lazy. Let's C ya

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Hi, after read better your post, this is why i don't see your proposition

as a good idea; if we do 2 different addons, one with the lasers and

other without 'em... then we'll have 2 different addons & 2 different

signatures floating arround, so if some server have it installed... it'll

be very likely that you'll don't know which one you'll need until that

you enter for 1St time in that server, and download the one that you

need in case of don't have it already, and move the .pbo's all the

to play on that server & then move it again if you want to swap from

server. That's why your idea even when it's good, it's not good for

MP compativility pourpouses, knowing that booth addons will need

they're own signature. Let's C ya

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Hi, this will be how will look like more or less the M4A1 SB:

wip_m4a1_new_01.png

Let's C ya.

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Hi, i've get a weird error message in the O2 while i was working on

the M4A1SB (SD) with the stock folded; this is the message:

wip_m4a1_bug.jpg

Someone have any idea of that goes about?. Let's C ya

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I don't know anything about the "No entry" part of the error code, but I swear I've seen the "Accept or" part in many of my crash logs. tounge2.gif

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Would need a copy of the config posted. Maye post it into pastbin.

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Hi, ok, that for tomorrow... when i be less drunk. Let's C ya

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Hi, i haven't added those new weapon models to the config.cpp or

the model.cfg, that error may come from here i guess; but what i

don't know, is if that error message may have any other effect on

the weapons models, that's my worry. Let's C ya

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Hi, another problem that i've though about; the day time laser beam,

the day light laser beam is visible for anyone, you, your men & also

the enemy; without the need of any sight intensification device,

so... should i do it this way?. Ain't like that idea, but if i had to do it

that way... then i think that i'll remove the laser beams, after all...

we can't reproduce the way that they work in real life, with this

engine. That will speed up the release of an update and will also

make Psychosim happy; the way that the laser beams work rightnow

may be taken for some (fools) as a cheat, when it's just a pat-etic

try to recreate how this things work in the RL. Let's C ya

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Hi, it's there some line that apply on the weapons config to increase

the dispersion of each weapon indibidualy?, i'll like to increase the

dispersion of the CQB & SB weapons aswell as decrease it a bit on

the M16A4-DMR to make it just a bit more accurate. Let's C ya

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