mr burns 132 Posted April 11, 2010 (edited) The cal.68 team says 'Hi' Now, after all the cruelty of war it´s time to have some fun! Our Team is bringing you soon:the cal.68 Paintball Mod For an in-depth developement review and some early piccies, aswell as wip features that aren´t shown here you might want to have a look at our german mod topic - Paintball Mod (german only, srsly) What will cal.68 Mod contain? We´re planning to create the very basics needed to play paintball. In particular we already have a prefab paintball field object which can be stocked with Sub-Air covers (BI 3d Editor ftw), aswell as seperate fence objects so creating your own field is possible. We also have 2 custom player units, going to be configged as Team1 and Team2, aswell as the usual referee, all wearing distinguishable clothes any paintballer knows. Masks are a must, so we also have those. Safety first! You cannot play proper paintball without having balls! cal.68 Mod will offer a selection of (as of yet) three 'price' classes, each of which will have slightly different flight and rebound characteristics, just as in RL. There´s going to be Field Paint and Pro Paint, both bringing the point across, but Pro Paint doing better. As a bonus we´re introducing Special Balls, like glow in the dark or Flaming balls of Korkusuz - because you know, it´s a game after all, and great fun can only be made better by adding a pinch of 'awesome'! And, of course, there´s some markers to go apeshit with. At the moment we have two or three Angels, one Invert Mini, a Brass Marauder (original by DrillSeargent (OFP)) and a quite basic pump marker (not knowing the right english term here). All configured (or going to be) after their RL counterparts, say marker xyz supports mode this&that, it´ll be the exact same in cal.68 Mod. We intend to release a beta/RC once at least the .rpt errors are gone and we´ve come around implementing all the crucial scripting. Any help is appreciated. How far are you guys with development? Our models are mostly done, balls, markers and objects are ready to use, altough some .rpt cleanup is badly needed. Config-wise our ammo and weapon base classes are done. Some improvements here and there, but nothing more than a few minutes of work once we clearly know what´s to be done. We have some nice hit effects (for 1st person perspective), though WIP mostly due to .sqf dependency, but our mindmap is thouroughly set and it will work. It´s nothing worth mentioning for an experienced scripter at all (which we have not!). Our custom sounds are still very much WIP. We´re kind of 'soso' working with 2 sound designers, hoping it´ll all work out as intended. In terms of custom sounds we´re especially looking to deliver a diversified config that gives you different sounds for any types of object you hit, be it another player, the ground or the most distinguishable being a sub-air cover with it´s *plopp *plopp sounds. We´re looking forward to meet in field and record any sorts of markers that we can, emtpy and loaded shots aswell of course. What else is there to do: fixing a shitload of .rpt errors, maybe Baraka needs some help/tutoring with this custom hit decals /wall marks (can be done, but we don´t know how, yet) Unit-hit decals, we´re still struggling, but there doesn´t seem to be an alternative to exchange the original bloody wound texture for a 'painted' one MP Maps! We need someone proficient to work out some neat maps so all of the above can be played! Everything we have is some basic thrown together court without any working CTF mechanics - there´s more important stuff to be done before for us. Small Q&A goes here: Q: I have marker xyz, can you build it?A: No. Q: When will it be done? A: It´s done when it´s done. cal.68 Team are: Baraka - models and textures burns - configs Contributors: Christian1987 - Marauder convert from OFP Terp - always a helping hand in scripting stuff one piece Support the sport! Edited April 11, 2010 by Mr Burns Share this post Link to post Share on other sites
Aeneas2020 10 Posted April 11, 2010 sweet good luck to you as a former paintballer myself i must say im excited Share this post Link to post Share on other sites
enad 11 Posted April 11, 2010 Do the paintballs kill? :D Share this post Link to post Share on other sites
mr burns 132 Posted April 11, 2010 Do the paintballs kill? :D They won´t. We´ve scripting solution all set to have players take x ammount of damage before walking off field. A huge step for me, but only a small step to someone knowing what their doing, we´ll see what happens first .. someone helping out or me biting through it ;) Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted April 11, 2010 Very nice mod. Looking forward to the release. You cannot play proper paintball without having balls! ^May seem like an accidental joke, but anybody whos been hit by one of the bastardly paintballs knows it's true. :D Share this post Link to post Share on other sites
Kristian 47 Posted April 12, 2010 Sweet, finally a mod thats not too serious :D Share this post Link to post Share on other sites
DaveP 66 Posted April 12, 2010 Would love to see some kind of synergetic pepper-ball addon made between this and ACE's CS gas implementation Share this post Link to post Share on other sites
Baraka 10 Posted April 12, 2010 Would love to see some kind of synergetic pepper-ball addon made between this and ACE's CS gas implementation Wow,that´s not the gentle way to play! Sorry, but we have enough trouble getting this to work.First goal is to have a stable Version to release. Share this post Link to post Share on other sites
Cyteless 10 Posted April 12, 2010 Sounds interesting. Might be useful for clans for training :P Share this post Link to post Share on other sites
biggerdave 56 Posted April 13, 2010 Hurrah! How will fire-modes work? Just going with semi/auto, or planning to do stuff like ramping and whatnot? Looking forward to a release :) Share this post Link to post Share on other sites
mr burns 132 Posted April 13, 2010 Would love to see some kind of synergetic pepper-ball addon made between this and ACE's CS gas implementation I think if the ACE guys want some kind of pepper balls, they´re more than potent enough to do them theirselves. And this thread surely isn´t the right place to discuss it. How will fire-modes work? Just going with semi/auto, or planning to do stuff like ramping and whatnot? I don´t think that ramping would work, simply due to how ArmA works. Sorry. Other than that there´ll be any firemode that each stock marker supports - tune-up boards won´t make it into the mod though as that´d be quite over the top. There´s also going to be 2 differnet marker set´s because us germans aren´t allowed to have full auto markers at all. So semi for the german set, and anything else will be what it is irl - apart from ramping. Sounds interesting. Might be useful for clans for training :P I´m hoping for a revolution in PvP gaming Share this post Link to post Share on other sites
mr burns 132 Posted January 28, 2011 It´s alive! dkwjfjh1nvE Share this post Link to post Share on other sites
Fox '09 14 Posted January 28, 2011 was just about to ask you. awesome to see it's still alive. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 28, 2011 Hah, seeing this makes me remember just how retarded "professional" speedball really is. Like seriously, minimal skill involved, provided that two adjacent fingers work and you can sprint quickly over a 2 metre distance. Scenario paintball, on the other hand... Share this post Link to post Share on other sites
DaveP 66 Posted January 28, 2011 Haha, that's fuckin' awesome Hah, seeing this makes me remember just how retarded "professional" speedball really is. Like seriously, minimal skill involved, provided that two adjacent fingers work and you can sprint quickly over a 2 metre distance.Scenario paintball, on the other hand... Not to pull this down in to a debate over the different types, speedball is much more about confidence, aggression and football style tactics than wargame 'playing style' It's not quite like woodball, but it's still its own art Share this post Link to post Share on other sites
Undeceived 392 Posted January 29, 2011 GREAT!!! Looking forward to it! ---------- Post added at 05:08 PM ---------- Previous post was at 04:54 PM ---------- Hah, seeing this makes me remember just how retarded "professional" speedball really is. Like seriously, minimal skill involved, provided that two adjacent fingers work and you can sprint quickly over a 2 metre distance.Scenario paintball, on the other hand... Haha, that's fuckin' awesomeNot to pull this down in to a debate over the different types, speedball is much more about confidence, aggression and football style tactics than wargame 'playing style' It's not quite like woodball, but it's still its own art However... - please make us one or two Tippmanns too. :o Please!! *hug* *bow* *kissfeet* Tippmann A5 picture: http://www.picdrop.net/uploads/gr.jpg Share this post Link to post Share on other sites
mr burns 132 Posted January 29, 2011 Scenario paintball, on the other hand... Chernarus has wood(s). So no need for special preparation from our side. There´s some seperate fence objects which you can use to build ad-hoc fields or you can play ilegally in any place you want, just don´t get caught :p However... - please make us one or two Tippmanns too. :o Please!! *hug* *bow* *kissfeet* There´ll be Brass Marauders and a pump marker on the low-end front for initial release. Anything further than that point we havent planned yet :) PS: I tried walking the trigger during another beta match we had yesterday by setting "Fire" in controls to 2nd mouse button aswell ... result: awesomeness :D Share this post Link to post Share on other sites
Undeceived 392 Posted January 29, 2011 ps: I tried walking the trigger during another beta match we had yesterday by setting "fire" in controls to 2nd mouse button aswell ... Result: Awesomeness :d lol :D Share this post Link to post Share on other sites
mr burns 132 Posted February 2, 2011 (edited) PS: I tried walking the trigger during another beta match we had yesterday by setting "Fire" in controls to 2nd mouse button aswell ... result: awesomeness :D Made a small demonstrational video, showing off leet fingers. hpIRcwidOPM PS: This is my bad hand btw :p Edited February 2, 2011 by Mr Burns Share this post Link to post Share on other sites
icebreakr 3157 Posted February 2, 2011 Here's an idea for a mission when this gets out ;) Share this post Link to post Share on other sites
Baraka 10 Posted February 6, 2011 Here's an idea for a mission when this gets out ;) Didn´t knw about this.There is a new film called "Paintball" which has the same theme.Very B-Movie like. I send MrBurns the final stuff for an Beta-release. There will be a lot of work to do in the future, but this baby has wait long enough. Share this post Link to post Share on other sites
Shipwreck Kelly 10 Posted March 25, 2011 I have a question if someone could answer it I would be grateful ... This mod doesn't work for me it just gives me a message that says cannot play/edit this mission it is dependant on downloadable content @cal68_units @cal68... etc etc :mad: All the files look like they are there and in place and this isn't the first mod I have installed as I have quite a few in my game but this one just won't work Any thoughts? Share this post Link to post Share on other sites
mr burns 132 Posted March 25, 2011 I have a question if someone could answer it I would be grateful ...This mod doesn't work for me it just gives me a message that says cannot play/edit this mission it is dependant on downloadable content @cal68_units @cal68... etc etc :mad: All the files look like they are there and in place and this isn't the first mod I have installed as I have quite a few in my game but this one just won't work Any thoughts? You need to be more precise on the actual error message, your setup (ArmA2 only, or A2OA, or OA only, or STEAM...) & running mods, because honestly the above doesn´t say anything, other than "it doesn´t work for this guy". Wild guess, your running OA only? Share this post Link to post Share on other sites
svo 10 Posted March 25, 2011 Same error a friend of mine was having. We use Arma Launcher. I believe he finally got it to work after reinstalling the launcher. That error occurs when the game isn't reading that mod folder. After reinstalling it must have picked up the folder correctly. Five out of six people didn't have any problems, so we were dumbfounded this entire week. I can replicate that error by unchecking my @cal68 mod folder in my launcher. Good luck and hope this helps a little. It's just not seeing that folder. I can't wait to play this for the first time this weekend. Share this post Link to post Share on other sites