earl
Member-
Content Count
422 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by earl
-
Well, a little perestroika never happens without a little pain... as long as Spetsnaz aren't sent to raid the parliament, you should be alright.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (9mm @ 14 May 2003,00:03)</td></tr><tr><td id="QUOTE">Imagine hearing this during heavy crossfire: Gimmie your Walkman! My HOLO Sight is dead... Anyway, at the manufacturer's site they wrote something like this: powered by (here's an other name for R6 batteries) batteries (available anywhere) What about "in-the-middle-of-desert", or "somewhere-in-a -thick-jungle"?<span id='postcolor'> BAS already showed pics of the new NSWC/Crane buttstock for SEALS M4s, it has spare battery compartments in the cheekrest.
-
A Russian journalist well known for covering the problems in Chechnya published an interview with Khanpash Terkibaev, a Chechen hostage-taker who somehow survived the assault on the theatre. He's also an agent of the Russian federal security service (FSB). Interesting... http://www.jamestown.org/pubs/view/chw_004_015_001.htm
-
Hahah, yeah, BAS should have their own booth at E3. The pilots look great.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ 02 May 2003,19:08)</td></tr><tr><td id="QUOTE">I think BIS really need to develop weapons and attachments to weapons a lot more, also the amount of ammo should not be always limited to 10 mag slots it should be decided upon what equipment they are wearing, which should also be chosen, as in many RPG games.<span id='postcolor'> Definitely. And I would really like to see every attachment have it's own set of effects on the config, example: a suppressor would lower the projectile velocity, the damage, the sound radius, and the muzzle flash presence. Instead of writing a new config for a weapon variant, just alter the original. That way you can stack accessories together for cumulative effects. Also, magazine configs should only have ammo type and bullet count. A Colt Commando will have different ballistics from an M16 or an M249, so let us control that while still sharing a common ammo source.
-
Should shotgun addons have an optics view?
earl replied to Major Fubar's topic in ADDONS & MODS: DISCUSSION
Everything needs iron sights - the server I play on disables the little white crosshairs in normal view, so any weapon without some sort of optics view is useless. And my M1014 will have iron sights ~Earl -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ 27 April 2003,20:36)</td></tr><tr><td id="QUOTE">Apparently I will be converting it into OFP (might need help with the CPP), and I will probably be using Col. Klinks Psuedo Proxy tutorial <span id='postcolor'> I think Col Klink's method makes it possible, as blackdog mentioned already.
-
Copy&Paste: I haven't had a chance to send it off to Blackdog yet - in fact I totally forgot. I might get a chance tonight.
-
Here's my current config.cpp for my weapons. Â I'm sure a lot can be done to clean it up, I should have made a base rifle instead of duplicating so many lines, but I ran into some problems and this was the easy way to play with my rifles in-game. If you can help me clean it up, and offer new ideas/solutions as I go along, please do. At the moment, I'm mostly looking for a good shotgun config. Â Right now my M1014 is just an M4 with a shotgun model, which is just no fun. Â I have a good sound that I'll use, I'm looking for some buckshot. Also, I tried making my own M16 and M4 mags - which I thought would be easy, but I always got a "No Entry .modelSpecial." or something like that in the editor. And the "M4 Zoom" rifle is just my camera for getting easy closeups of the rifles. Pretty handy tool, kinda fun to shoot with at full zoom too, you really see the trajectory of the tracers. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class C8X_USMC { weapons[] = {"C8XM16","C8XM16acog","C8XM16reflex","C8XM16M203","C8XM4SOPMOD","C8XM4","C8XM4acog","C8XM4M203","C8XM4zoom","C8XM1014","C8XM1014cco"}; units[] = {"C8XRifleman","C8XRiflemanReflex","C8XRiflemanAcog","C8XFRecon","C8XFReconSopmod","C8XFReconAcog","C8XFReconGrenadier","C8XFReconAssaulter"}; requiredVersion = 1.85; }; }; class CfgModels { class default {}; class Weapon: default {}; class C8XM16: Weapon {}; class C8XM16acog: Weapon {}; class C8XM16reflex: Weapon {}; class C8XM16M203: Weapon {}; class C8XM4: Weapon {}; class C8XM4acog: Weapon {}; class C8XM4sopmod: Weapon {}; class C8XM4M203: Weapon {}; class C8XM1014: Weapon {}; class C8XM1014cco: Weapon {}; }; class CfgWeapons { class default{}; class MGun: default {}; class Riffle: MGun {}; class C8XM16: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM16.p3d"; modelOptics="\c8x_usmc\optic_m16.p3d"; optics=1; opticsZoomMin=0.350; opticsZoomMax=0.350; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M16A4"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","Burst"}; magazines[]={"M16"}; }; class C8XM16acog: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM16acog.p3d"; modelOptics="\c8x_usmc\optic_acog.p3d"; optics=1; opticsZoomMin=0.16; opticsZoomMax=0.16; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M16A4 ACOG"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","Burst"}; magazines[]={"M16"}; }; class C8XM16reflex: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM16reflex.p3d"; modelOptics="\c8x_usmc\optic_reflex.p3d"; optics=1; opticsZoomMin=0.350; opticsZoomMax=0.350; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M16A4 Reflex"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","Burst"}; magazines[]={"M16"}; }; class C8XM4 : Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM4.p3d"; modelOptics="\c8x_usmc\optic_m16.p3d"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M4"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[] = {"Single","FullAuto"}; magazines[] = {"M4"}; }; class C8XM4SOPMOD: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM4sopmod.p3d"; modelOptics="\c8x_usmc\optic_m68.p3d"; optics=1; opticsZoomMin=0.300; opticsZoomMax=0.300; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="SOPMOD M4"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[] = {"Single","FullAuto"}; magazines[] = {"M4"}; }; class C8XM4Acog: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM4Acog.p3d"; modelOptics="\c8x_usmc\optic_acog.p3d"; optics=1; opticsZoomMin=0.16; opticsZoomMax=0.16; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M4 ACOG"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[] = {"Single","FullAuto"}; magazines[] = {"M4"}; } class C8XM4zoom: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM4.p3d"; modelOptics="\c8x_usmc\optic_blank.p3d"; optics=1; opticsZoomMin=0.005; opticsZoomMax=0.80; distanceZoomMin=800; distanceZoomMax=5; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M4 Zoom"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[] = {"Single","FullAuto"}; magazines[] = {"M4"}; }; class GrenadeLauncher: Default{}; class C8XM16M203: GrenadeLauncher { scopeWeapon = public; scopeMagazine = private; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; weaponType = WeaponSlotPrimary; displayName = "M16/M203"; model="\c8x_usmc\C8XM16M203.p3d"; muzzles[] = {M16Muzzle, M203Muzzle}; class M16Muzzle : C8XM16 { magazines[] = {M16}; }; class M203Muzzle : GrenadeLauncher { displayName="M203"; modelOptics="\c8x_usmc\optic_m203.p3d"; optics = 1; opticsZoomMin=0.40; opticsZoomMax=0.40; sound[]={weapons\M16GrenadeLaunch, db-70,1}; magazines[] = {GrenadeLauncher, Flare, FlareGreen, FlareRed, FlareYellow}; } canDrop = true; }; class C8XM4M203: GrenadeLauncher { scopeWeapon = public; scopeMagazine = private; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; weaponType = WeaponSlotPrimary; displayName = "M4/M203"; model="\c8x_usmc\C8XM4M203.p3d"; muzzles[] = {M4Muzzle, M203Muzzle}; class M4Muzzle : C8XM4 { magazines[] = {M4}; }; class M203Muzzle : GrenadeLauncher { displayName="M203"; modelOptics="\c8x_usmc\optic_m203.p3d"; optics = 1; opticsZoomMin=0.40; opticsZoomMax=0.40; sound[]={weapons\M16GrenadeLaunch, db-70,1}; magazines[] = {GrenadeLauncher, Flare, FlareGreen, FlareRed, FlareYellow}; } canDrop = true; }; class C8XM1014: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM1014.p3d"; modelOptics="\c8x_usmc\optic_m16.p3d"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M1014"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[] = {"Single","FullAuto"}; magazines[] = {"M4"}; }; class C8XM1014cco: Riffle { scopeWeapon=2; scopeMagazine=2; model="\c8x_usmc\C8XM1014cco.p3d"; modelOptics="\c8x_usmc\optic_m68.p3d"; optics=1; opticsZoomMin=0.300; opticsZoomMax=0.300; picture="\c8x_usmc\inv_pics\w_sr47ac.paa"; displayName="M1014"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[] = {"Single","FullAuto"}; magazines[] = {"M4"}; }; }; <span id='postcolor'>
-
It's in the download section at: http://www.baconbomb.com/vympel or read the feature article in PC Gamer about it http://www.baconbomb.com/img/pc_gamer_june.jpg I haven't had a chance to send it off to Blackdog yet - in fact I totally forgot. I might get a chance tonight.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PFC_Mike @ April 13 2003,16:13)</td></tr><tr><td id="QUOTE">I'm not sure if you are having a sniper with an M24, but if you are, use Andraz (?) B----? 's new M24, that thing looks so awesome.<span id='postcolor'> The M24 is the US Army's sniper rifle based off the Remington 700. The USMC has the M40A3, I posted renders of the model a long time ago. There are no plans to continue with the current conflict marines. This was Suchey's idea and the purpose was to show off our work without giving away any MARPAT addon content (M16A4, marine in MARPAT).
-
I was sure there was another value for the range that AI would engage with the weapon, but after a look through the BIS WeaponCfg, I don't see anything besides the aiRateOfFireDistance. I guess I misunderstood that line last time I looked through the WeaponCfg values.
-
But doesn't the WeaponCfg itself have a simple "Engagement Range" value in meters? Â If that number is larger than the default BIS for Russian weapons, AI will engage with the rifle sooner, regardless of the bullet's accuracy settings. I haven't tested them myself. Suchey made some changes to the M16A2's ballistics, which might be the reason rather than BAS's machineguns. I'll take a closer look at what the changes are. Just an update on some more issues with the M16A2: - Jonas Vogt pointed out that I haven't corrected my model lighting. Â Not surprising since I had no clue that it could be modified. Â This is why the rifle goes bright when dropped or pointed down while throwing a grenade. Â Thanks to Jonas I can now fix this problem by recalculating normals in O2. - Someone pointed out that the aiming point of the rifle is slightly above the front sight. Â When I made the sight picture, i did this on purpose, but I guess it's better to stay consistent with BIS, so I'll drop this down slightly. - Some people with very low detail settings will see the lower lods too closely and notice a white border around the rifle. Â It's an issue with the RGB values behing the totally transparent pixels. Â The border areas become slightly white when the texture gets resampled. Â This will also be fixed. I consider these all pretty minor items, and will probably wait until we are ready to call the addon complete before updating.
-
I made this for Ghost Recon, and Blackdog~ has asked me to supply it to him in OFP format, which I will try to do soon. I'll let him do the config.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ April 10 2003,17:37)</td></tr><tr><td id="QUOTE">BIS and everone else, regarding version upgrades and patches, would this free product be better than MSIs: Patchwise Free No, I've never used it but Toadlife used it to create small patch files to update the beta versions of his mission Lojack 2. From the patch end user side, it was great!<span id='postcolor'> I'm happy with Clickteam's installer and patch maker - it's the standard for Ghost Recon mods, and you can create addon subfolders if you want to. You can also use the Flashpoint registry entry to find each user's install path, so it's a perfectly brainless procedure for a user to install from the executable.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ April 10 2003,17:37)</td></tr><tr><td id="QUOTE">BIS and everone else, regarding version upgrades and patches, would this free product be better than MSIs: Patchwise Free No, I've never used it but Toadlife used it to create small patch files to update the beta versions of his mission Lojack 2. From the patch end user side, it was great!<span id='postcolor'> I'm happy with Clickteam's installer and patch maker - it's the standard for Ghost Recon mods, and you can create addon subfolders if you want to. You can also use the Flashpoint registry entry to find each user's install path, so it's a perfectly brainless procedure for a user to install from the executable.
-
in regards to packaging everything together - I put forth an idea some time ago - not sure if anyone from the team saw it at that time, and it would require an update to OFP (I doubt if that would make it feasible). Basically, every addon must have a new section in the config with an author contact email and a download/info url. When you write a mission with any addons, the mission collects all that info for each addon. When a user loads the mission, if there is an error for missing addons, the name, the contact and url for the addon get written to an html file, which can have a shortcut in the OFP start menu folder, or a new button from the options menu. That way if a user gets a missing addons error - they will automatically have a resource to track them down. It's not a perfect solution, but better than coming to the forum and asking what addons a mission needs.
-
in regards to packaging everything together - I put forth an idea some time ago - not sure if anyone from the team saw it at that time, and it would require an update to OFP (I doubt if that would make it feasible). Basically, every addon must have a new section in the config with an author contact email and a download/info url. When you write a mission with any addons, the mission collects all that info for each addon. When a user loads the mission, if there is an error for missing addons, the name, the contact and url for the addon get written to an html file, which can have a shortcut in the OFP start menu folder, or a new button from the options menu. That way if a user gets a missing addons error - they will automatically have a resource to track them down. It's not a perfect solution, but better than coming to the forum and asking what addons a mission needs.
-
Yeah, the PAC format is brutal on image quality, but I'll stick with it for the performance gain. Suma has replied to the JPG issue once before, warning about the potential performance hit. Personally, I think my rifle fits very well into the OFP environment - as everything else has grainy PAC textures.
-
No icon for the marine in the editor map?? I have one. Did the last version (beta2) have an icon?
-
I think my textures are already very large - the basic M16 texture is 1024x512, which makes up the majority of file size. I don't think it needs to be higher. I've often wondered how some people get those extremely clean textures - maybe there's a trick to it, but if it's just because they use larger textures, then I think I'm at a perfect balance of quality and filesize.
-
I've got the faces aligned properly - exactly the same as the BIS M16, but for some reason, the muzzle flash appears in front of the iron sight image (in the 'optics view'). I've tried moving it on either side of the iron sight plane, to no avail. Â The only tagging I know about is grouping the flash as "zasleh". Â The whole thing is in LOD 0.000 just like the demo optic model that I'm working from. Any ideas?
-
Thanks Ebud, you're the king. That strange and simple method worked like a charm. I just cut and pasted my iron sight model and that was it. Thanks to chaz & bratz for helping out too. I don't have a pilot view because this isn't the rifle model, just the scope optic model.
-
That sounded promising, but didn't seem to work.
-
I think I've made an improvement on them anyway. I went a bit more orange and more transparent. It looks more realistic in the day, and awesome at night!! I hear Suchey's got the chin straps done and some other improvements on the way.