sussmori
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Everything posted by sussmori
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Oh there's armor alright. But we left that as a nasty surprise for the lightly armed Para's in one of the missions
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Thanks man. I take it it's the reflector class: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Reflectors { class Left { color[] =3D {0.0, 0.0, 0.0, 0.0}; ambient[] =3D {0.0, 0.0, 0.0, 0.0}; position =3D "L svetlo"; direction =3D "konec L svetla"; hitpoint =3D "L svetlo"; selection =3D "L svetlo"; size =3D 00.0; brightness =3D 0.00; }; class Right { color[] =3D {0.0, 0.0, 0.0, 0.0}; ambient[] =3D {0.0, 0.0, 0.0, 0.0}; position =3D "P svetlo"; direction =3D "konec P svetla"; hitpoint =3D "P svetlo"; selection =3D "P svetlo"; size =3D 0.0; brightness =3D 0.00; }; };<span id='postcolor'> Now we can have MG42 and 30. cal without a huge frikin light coming from it
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No it's not via cpp. Only the man can have smoke, ie. every time he fires
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No it's not exact but i've found via experimenting that the idea is right. ie. dammage =(proportional to)= hit/(armor * armorStructural)
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I found this post in the Mods-Complete forum, whereas it should be here: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Now my question: how is the dammage, done by any weapon in the game, calculated? I had one calculation, which worked, when attacking the M1A1 with an Carl-Gustav: hit/(armor*armorStructural) = damage e.g. 800/900*2 = 0.44 But I think, it was just a lucky thing...<span id='postcolor'> I believe this assumes that every vehicle has 0.0-1.0 Â "hitpoints", ie. the number of damage it can take before dying. I am quite interested in knowing if this is correct? Remember you also have to take into account the ratio of armor on diff parts of the tank, so the easiest to test it on is a tank with the same ratio of armor everywhere.
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That's actually a very quick and good test. If this formula is on the right track..then a 500 damage bullet should not destroy a tank with 400 armor. 500/(400*2) = 0.6 (which is less than 1) If it does destroy the tank, then the formula is incorrect.
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Hi, Does anyone know the name of the handgun lying-down animation? or where I can find it? I checked the 1.90 cpp but it doesn't list the .rtm name: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class HandGunStand : Default { access=0; }; class HandGunCrouch : Default { access=0; }; class HandGunLying : Default { access=0; }; <span id='postcolor'>
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Thx. Found it. It's called pistleh.rtm for anyone that's interested. Now the .30cal MG has a proper animation
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I got this email with regards to our 82nd Airborne WW2 Soldiers: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Hello Friends, You are to be commended for the superb job you are doing in faithfully modeling the American soldier for 1944 Invasion. There is one detail you may have overlooked in detailing the uniform. I notice that the American flag is displayed on the right shoulder in the "retreat" position(field & stars on the left). Having served in the U.S. Army - Vietnam War, I can assure you that an American soldier would never wear the American flag in the "retreat" position. To do so, indicates an attitude of disrepect and defeat. The field & stars displayed on the right, toward the front of the shoulder, (advance position) is the only acceptable way to display a flag patch from a soldier's point of view. Your project is exciting, and I am looking forward to the finished mod. Keep up the good work. Col. L. Drusen - US Army - Vietnam <span id='postcolor'>