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mcruppert

Star Wars Stormtrooper

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Rupert,

there is a couple of ways to realize the tracers.

For the video demonstration i used the in-game tracer model, that has the inherent disadvantage that it has no geometry LOD. So it won`t terminate it`s lifespan after hitting something and of course also doesnt cause any damage as it is. Due to the binarization, it is uncertain how the p3d of the tracer looks like exactly, but i guess it could be easily modelled, unless of course there is some defined sections in it that we don`t know about.

I`ll see if i can model a tracer that will do damage.

My kind suggestions to you concerning your E11 weapon config

(and that`s what i used for that video) are:

- change aiRateOfFire=0.4;

aiRateOfFireDistance=10;

- use only modes[]= {"Single"};

since i am not sure if E11 is like a machine gun, but who knows

so the muzzle would be like:

class Single: Mode_SemiAuto

{

begin1[] = {"\Ru_E11\E11Single.wav",1.778279,1,1000};

begin2[] = {"\Ru_E11\E11Single.wav",1.778279,1,1000};

soundBegin[] = {"begin1",0.500000,"begin2",0.500000};

reloadTime = 0.075000;

recoil = "recoil_single_primary_3outof10";

recoilProne = "recoil_single_primary_prone_3outof10";

dispersion = 0.001000;

aiRateOfFire=0.4;

aiRateOfFireDistance=10;

minRange = 2;

minRangeProbab = 0.300000;

midRange = 250;

midRangeProbab = 0.700000;

maxRange = 600;

maxRangeProbab = 0.050000;

};

For the magazine config :

class CfgMagazines

{

class CA_Magazine;

class E11_Blaster: CA_Magazine

{

scope = 2;

displayName = "BlasTech E11";

ammo="E11_Blaster";

count=500;

initSpeed = 110;

tracersEvery = 1;

};

};

Your initspeed was way too high with 9000.

110ish looked a lot like the Jedi Knight game setting.

And for the ammo:

class E11_Blaster: BulletBase

{

hit = 5;

indirectHit = 0;

indirectHitRange = 0;

visibleFire = 200;

audibleFire = 20;

visibleFireTime = 3;

cost = 1;

airLock = 0;

model = "\ca\Weapons\Data\bullettracer\tracer_red";

tracerColor[]={0.00, 0.00, 1.00, 1};

tracerColorR[]={0.00, 0.00, 1.00, 1};

tracerScale = 2.2;

tracerStartTime = 0.02;

tracerEndTime = 4.1;

explosive = 0;

};

You might have to fix the memory LOD points for the barrel a bit too, because if you fire the weapon yourself the tracer shoots upwards, but i am not sure about that.

Hope that helps.

Charon

EDIT: With textures, they look great!

Edited by Charon Productions

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Okay i tweaked the weapon config and now the E11 does do damage and has the red tracer. My previous assumption that tracers have no Geo Lod was erroneous, apologies. The reason was a too high divergence in speed values of the ammo and the magazine. The E11 is rather slow compared to Arma2 weapons. Will put the config here later.

Here a little neat fire fight between rebel and scout troopers on Chernarus:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=7VdwsbSMnBQ&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=7VdwsbSMnBQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Thanks Rupert. That`s a lot of fun to play star wars units :)

Looking forward to more releases from you.

Edited by Charon Productions

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pm'ed foxhound ;)

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Thank you so much for this long awaited addon, it's so cool :).

I replaced the geometry lod of the imperial soldiers to avoid getting stucked in buildings and binarized the addon (I had to modify the cfgmodel in the config.cpp to make it work though).

I plan to modify the shadow lod, for my own use (and yours too if you're interested of course).

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Mate thank you soo much for these troopers :)

heres something I threw together in a efw mins, thanks again

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=IcRaXIVTbqY&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=IcRaXIVTbqY&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>

Edited by Eble

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here we go pls guys test it for me :

LINK REMOVED

ok can pls tell me someone if there are still some "cant find texture" errors???

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It's possible to change the path to textures in O2 anyway since mlods are provided(that's what I did with the first release)

@Topie: yes awsome indeed. Seems to be the shuttle used in SWmod for OFP!!! So cool, I thinks it's possible to convert the speeder provided for OFP, so that our brand new scouts can use them!!! So cooooool, I'll give it a try.

Edited by schroeder

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can anyone tell me what i am doing wrong

maybe, i have downloaded the ewoks?

Mfg lee :confused:

IT'S A TRAP!

McRuppert:

May I ask whether you plan to model ARC Troopers as well? I consider them to be one of the most badass units in the whole SW universe :)

http://www.youtube.com/watch?v=aSE7zqQUWKE

http://www.youtube.com/watch?v=aSE7zqQUWKE

Edited by Myshaak

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Myshaak:

I think no, there wont be ARC troopers im sry, my focus is the sw ep 4,5,6 good old stuff :D

here a quick fix for the rebel blaster model.

weaponfix.jpg

BY THE WAY: A BIG THANKS TO "Charon Productions" for his great looking tracer effekt!! thanks for your help!

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@Lee H. Oswald: use the model.cfg provided by BIS with its example mlod model, it should solve this problem

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I'm running beta 59210.

I have no idea what do to with this model.cfg

If there is no working addon for download available, I will wait until next release.

MfG Lee

Edited by Lee_H._Oswald

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If you don't binarize the pbo file, then just copy the model.cfg in the config.cpp (at the beginning), then pbo the file

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Now all I need are so VR goggles and my boyhood dreams will have come true :D

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hi, McRuppert

several bugs:

- units use sometimes random language? (english,russian,etc)

- blasters are almost useless, the "bullets" are falling down very quickly

and it takes 5 shots to kill

- and jumping over stuff (V) doesnt work for some reason

nice progress

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+1 for the useless blasters. They´re lasers so imho there should hardly be any 'bullet' drop, if at all. Also the laser object looks a bit blocky and big to say at least. Maybe A2´s stock tracers would be a good alternative?

Other than that i´ve seen some weird issues with helmets or NVG´s poking through the storm trooper helmet -

th_a2_imperial_bug.jpg th_a2_imperial_bug1.jpg

:D

PS: Loved Dark Forces 1 and somehow skipped the whole GAW thing in OFP. But now i´m very much looking forward to any progress you make!

The problem still exist.

Tried a2 beta and final 1.04

MfG Lee :confused:

Using -noworld paramters or something like that?

In ArmA1 some addons didn´t like it and turned into a similar mess like seen on your pic.

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hey guys

thank you, but for the blaster i have no better way at the moment.

Charon Productions helped me much at this point thanks again! I have no experiance in making tracers so at this point i cant do much at the moment

Mr Burns:

Yeah i better remove the night g. and the helm you are right ;)

frostwyrm333: yeah i know about the language but only the resistance side (troopers) do that. Schroeder gave me the tipp to change something in the config so it should work.

Lee_H._Oswald:

Schroeder told me something about the new A2 selection, so maybe in the next release is should work at your pc!

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They´re lasers so imho there should hardly be any 'bullet' drop
- blasters are almost useless, the "bullets" are falling down very quickly

The engine applies gravity calculations to every projectile fired in the game.

The game was not made for laser weapons.

There is no possible config setting to prevent a bullet from "falling" even with a massless (Geo-LOD) projectile.

The ammo uses slightly positive (!) friction to at least negate the air friction component in the blaster bolts.

Also the laser object looks a bit blocky and big to say at least.

The tracers could be modelled cylindrically, that is no problem.

I agree on the "big" aspect.

tracerScale = 1.0;
is probably best.
Maybe A2´s stock tracers would be a good alternative?

They don`t look like star wars lasers at all

and it takes 5 shots to kill

How many shots should it take to kill?

I remember in Jedi Knight you had to hit at least 3 times to kill.

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I've made a couple of cfg adjustments and made a different laser object for these weapons.

I've also moved the stormtroopers/scouts and sand troopers to the full russian side so they fight the rebel troopers.

I'll send a copy of the files to McRuppert to decide if he likes them or not.

short vid here, it's best watching this in HQ on the youtube sight, hard to see what going on on this small screen.

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=n888ELU2d9o&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=n888ELU2d9o&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>

Edited by Eble

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Using -noworld paramters or something like that?

In ArmA1 some addons didn´t like it and turned into a similar mess like seen on your pic.

Ya, that was my problem, thanks a lot. @Lee_H._Oswald : follow his advice !

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