sanctuary 19 Posted February 5, 2010 Yes, it will be the weapon of the west recon troops. Share this post Link to post Share on other sites
R0adki11 3949 Posted February 5, 2010 oh those bunkers look nice, not played OFP for ages may have to take a look at these. :) Share this post Link to post Share on other sites
kosta87 0 Posted February 17, 2010 any news on how ww4 is progressing? Share this post Link to post Share on other sites
sanctuary 19 Posted February 17, 2010 Just reworked the west recon (lack of) camo by something that should work nicer. Testing some winter camo for possible inclusion of a few winter troops and a winter island But progress is slow currently. Share this post Link to post Share on other sites
riffleman 20 Posted February 17, 2010 Cameo looks nice, Is there any plan of strong bike,vechicle except armor and apc for future version. Share this post Link to post Share on other sites
sanctuary 19 Posted February 17, 2010 No, i don't have plans for bikes. Share this post Link to post Share on other sites
rellikki 7 Posted February 18, 2010 (edited) The winter troops look nice, I like the camo in the middle. Are you going to give parkas to them? In most armies, from what I've seen, the body armor is worn under the parka, while the load carrying webbing is on the top. You could implement this by using HYK's winter troops as the base model, just like you've been using HYK's models so far. I think doing so would increase the immersion and would give them a more arctic feeling. Just an idea. :) By the way, are the new weapons that you've been showing - SCAR, FAMAS, Abakan - released yet? I saw the config entries in WW4_Magazines but got errors about missing models, so I was wondering if I have everything up to date. Edited February 18, 2010 by Rellikki Share this post Link to post Share on other sites
sanctuary 19 Posted February 18, 2010 I have not yet released the new weapons. Hopefully it should not be too long anymore before the official release of 2.0 For the units, i will give a look to Hyk winter troops, will take some time if i have to rework them like i did already for the base model (polygon reduction+complete remapping), but should be better visually. Share this post Link to post Share on other sites
BronzeEagle 2 Posted February 21, 2010 hey sanctuary you know what would really steal the show in this mod if you could do it? Share this post Link to post Share on other sites
sanctuary 19 Posted February 21, 2010 Formations are something hardcoded, so it is not editable with simply using the waypoint menu. But with mission scripting, there's a workaround, as i remember General Barron made a custom formation script somewhere on OFPEC, but it was only possible to use them through scripting and action/radio menu, not built-in with waypoints. Share this post Link to post Share on other sites
BronzeEagle 2 Posted February 21, 2010 with the hand signals addon came a tighter formation and you could loosen or tighten it up. Share this post Link to post Share on other sites
rellikki 7 Posted February 28, 2010 Would it be possible to make the bastions align by the terrain? The current ones sink into ground / hover in air on bumpy terrain which makes placing of them quite tricky. By the way, I found an issue with the HD ammo - The "WW4_W556M_200HDmag" and "WW4_W556M_200SDHDmag" ammo types are much more accurate than any other HD ammo. I compared the dispersion values between those and their corresponding non-HD ammo versions and there wasn't much difference. The dispersion values of the HD ammos in question are 0.005, while all the other HD ammo vary from 0.01 to 0.03. This makes the machinegunners unfairly too accurate in missions designed with HD ammo. Share this post Link to post Share on other sites
sanctuary 19 Posted February 28, 2010 Argh, it was a problem for the bunker pre-release that i fixed , but forgot to do that for the bastions. Should get an update when i will find time. By the way, I found an issue with the HD ammo - The "WW4_W556M_200HDmag" and "WW4_W556M_200SDHDmag" ammo types are much more accurate than any other HD ammo. I compared the dispersion values between those and their corresponding non-HD ammo versions and there wasn't much difference. The dispersion values of the HD ammos in question are 0.005, while all the other HD ammo vary from 0.01 to 0.03. This makes the machinegunners unfairly too accurate in missions designed with HD ammo. Yes, i was aware of this, as i have done there some unfinished testing, in the 2.0 release there will be a bit of difference between HD and regular for machineguns ammo, you are forgetting something : The machineguns (east and west), both normal and HD have a aiDispersionCoefX=5; That is supposedly to multiply by 5 the dispersion value, So for an AI 0.005 is in fact 0.025 Only the machinegun player is affected only by the 0.005 I will have to increase the player version, and certainly decrease the AI multiplier for the HD, as it can quickly prevent the AI to hit anything at all if not carefully tested with the recoil added on top. That's why by example in the end sniper regular and HD ammo are in fact using the same dispersion, because slightly increasing it in my tests with the fact that sniper rounds are not full auto prevented the AI to hith anything at all, rendering an AI sniper completely useless, even at high skill level. Share this post Link to post Share on other sites
sanctuary 19 Posted March 1, 2010 Little update to the ww4 mission editing helper : http://www.filefront.com/15640081/testeffect5.rar/ 2 new game logics are available, one for normal bombing run, the other for cluster version (big thanks to Drongo69 ). ww4_AirstrikeLogic ww4_ClusterstrikeLogic deletevehicle the game logic ingame to remove access to air strike support. Of course, it is always wip, for now the direction of the bombing is fixed, but i'll try to randomise the direction for more unexpecting effect. Note : The regular airstrike is using a modified LGB, it has as much direct and indirect hit power, but it has a larger zone of effect. Basically, it cleans a zone very well. To see how other effects are working and other class names refer to these posts explaining them : http://forums.bistudio.com/showpost.php?p=1532776&postcount=769 http://forums.bistudio.com/showpost.php?p=1533598&postcount=772 http://forums.bistudio.com/showpost.php?p=1539807&postcount=775 http://forums.bistudio.com/showpost.php?p=1541493&postcount=778 Share this post Link to post Share on other sites
BronzeEagle 2 Posted March 1, 2010 but how do you determine which vehicle it uses to do the bombing? Share this post Link to post Share on other sites
sanctuary 19 Posted March 1, 2010 There's no vehicles used. You have a nice flyby sound that gives the player the illusion a plane is doing a bombing run. Works better for avoiding the AI pilot screwing up the script due to some insane crash into a mountain, AI thinking it knows better than my script how to do the bombing, or just AI being shot in the middle because it is unable to fly in a way it can avoid enemy shots. Share this post Link to post Share on other sites
emperor117 10 Posted March 2, 2010 does the link for the update contain the previous versions Share this post Link to post Share on other sites
sanctuary 19 Posted March 2, 2010 Yes, you only need the latest download, the ww4 helpers are all inside the ww4_helper.pbo from the downloaded archive. It is not necessary to have the ww4 mod, for now, the final version that will be included in the ww4 2.0 will require the ww4 mod Share this post Link to post Share on other sites
Addonis 10 Posted March 2, 2010 Wow. Explosions from your airstrikes are deadly for my PC perfomance sometimes. Especially from cluster bombs. But still useful and nice working. Share this post Link to post Share on other sites
sanctuary 19 Posted March 2, 2010 Don't notice that much of performance drop with my not so good computer, but will see if i can lower some of the cluster scripts delay without removing the "cluster" feeling. Share this post Link to post Share on other sites
rellikki 7 Posted March 2, 2010 (edited) Personally I always thought the LGB's in OFP were too overpowered. I've never heard of a 50 ton tank flying sky high from a bomb like that. :386: Would it be possible to use some less effective bombs for the airstrikes? Perhaps something like the "Shell125" ammo type, but with a bigger zone of effect. But that's just my opinion. Edited March 2, 2010 by Rellikki Share this post Link to post Share on other sites
Addonis 10 Posted March 2, 2010 Maybe it's just my OFP fault. I'm using high definition islands, addons etc., so those explosions are just another reason. But effects are looking great.:) Share this post Link to post Share on other sites
sanctuary 19 Posted March 3, 2010 Maybe it's just my OFP fault. I'm using high definition islands, addons etc., so those explosions are just another reason. But effects are looking great. Ah, that's probably that, you would need to test the effect in a vanilla OFP to see if the reason is the effect script, or if it comes with the various replacement and addon you already use. Personally I always thought the LGB's in OFP were too overpowered. I've never heard of a 50 ton tank flying sky high from a bomb like that. Would it be possible to use some less effective bombs for the airstrikes? Perhaps something like the "Shell125" ammo type, but with a bigger zone of effect. But that's just my opinion. I will lower the strength of the bomb anyways, but not too much as it needs a tank or a bridge to be destroyed near the impact, a shell125 will not do the trick at all. Will have to test a bit more until it is satisfying enough. I wish i knew the exact formula of the damage being reduced with distance, as sometime a tank survived while being in the indirectdamage area :/ Share this post Link to post Share on other sites
kosta87 0 Posted March 4, 2010 you should also include an artillary script that would be awesome. I love how this MOD is shaping up and really are hoping to see the full version of ww4 modpack 2. Until then keep up the good work and thanks Share this post Link to post Share on other sites
sanctuary 19 Posted March 4, 2010 There's already an artillery script in the ww4_helper. In fact there are 2 of them. Share this post Link to post Share on other sites