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whisperFFW06

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Everything posted by whisperFFW06

  1. whisperFFW06

    Mission ideas

    I totally agree... BTW, OT, nice to see you here, Gimbal Whis'
  2. whisperFFW06

    Initspeed

    m/s
  3. whisperFFW06

    Crotale sam launcher

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ 15 May 2003,16:07)</td></tr><tr><td id="QUOTE">I wish instead of this those French mod teams would concentrate on making French APC's and tanks like the AMX series of IFV's and tanks or the VAP wheeled apc's. Â There is also a Super Puma addon that they could fix up and make into a French helicopter. Â Addons like these are badly needed for those great looking French infantry addons out there (although I'm not crazy about the Frelin addon which to me looks kinda like something from a "Star-Gate" mod). Chris G. aka-Miles Teg<GD><span id='postcolor'> French Air Pack is coming nearer each day. Expect release soon. It will include Puma, Pirate (support Puma w/ canon), Gazelle with various equipement. And there are pple working on light and heavy armor. But as most of these are released in "packs" it take much longer. Whis'
  4. whisperFFW06

    Armour values

    That's the theory, and the first thing I tested after my "discoveries". I did not work at all . The more I think about it, the less usefull I think these "discoveries" are , as every application is unsuccessfull. Well, it seems that a minimum level of direct damage is required for indirect to trigger, unless the level of indirect is huge (see LGB). Perhaps a good proportion of direct/indirect is required to simulate APDS/HEAT (I though about 100% Direct/0% indirect for APDS, it is the Ash setting for his real IFV/MBT, and works fine, and why not 30% Direct/70% Indirect for HEAT, with the 30% high enough to enable hit against the armor level we want it to affect), and to find a correct indirectHitRange value (1 is not enough, tested, no good ). On a sidenote, indirectHit has great "punch", it makes the target litterally flying after being hit. I gave up my tests on it when I did finish our "normalization addon" for our private campaign. This was to normalize units with respect to tanks armor/weapons. Globally tweaking down APCs, and adjusting radar ranges for them, choppers and AAA. And I did not really use these "discoveries", I prefered be working similar to what you did with your tanks addons.... As you see I'm very doubtfull on the usefullness of what I wrote above. I posted it so that maybe someone could find the correct way to interpret and use it. Whis'
  5. whisperFFW06

    Drop and mp

    Just a though : in order to avoid any dedicated server side effect like Kegetys encountered with his snow effect on Winter Nogojev, it would probably be wise to check for local presence of a player before executing any particle drop command. A little ?!(local player):exit or similar would be handy Whis'
  6. whisperFFW06

    Cheater in tanks

    This numbers I am sure about, they are taken directly from BIS commented config 1.91 and unPBOed M2A2 and BMP2. They ARE what is in game. Now, it doesn't mean that hit=500 will do 500 damage. It depends on armorStructural, where you hit, etc... See here : http://www.flashpoint1985.com/cgi-bin....7;st=15 for a little research I made on the subject. But basically, these numbers should reflect the RHAe values for armor and penetration, and it is not the case.
  7. whisperFFW06

    Discussion about usa politics

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tex [uSMC] @ 08 May 2003,06:29)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (whisperFFW06 @ 08 May 2003,02:54)</td></tr><tr><td id="QUOTE">Sorry, but remove your "embarassement". I don't care of "embarassement", I care about not having a nationalist, racist and revisionnist party in charge of my country. I do not care of our "reputation" when Le Pen comes second in first tour, I care about seeing him immediatly taken down. If you think that this 85% were a way to keep our reputation, you are really mislead, and moreover insulting (BTW insulting not our president, but our whole country). <span id='postcolor'> Excuse moi, but was that or was that not the entire French intellectual community coughing uncomfortably and shuffling their feet around when Le Pen won a significant portion of the primary vote? And incidentally, if you want to feel insulted, I'm going to have to ask you to take a number and get in line, as I really don't care. Apparently, I'm a citizen of a nascent fascist police state to hear others tell it, so I think you'll be able to get by as a citizen of a country that suddenly had to realize that they aren't quite so above it all as they'd like to think. France's reputation as a bastion of progressive social thought took a serious hit during that election, and only a fool or an ignoramus will deny that.<span id='postcolor'> You didn't get my point. These 85% were not to save our reputation, but simply not to have FN in presidence. That's all. You seem to have seen it as a "hey, stop it, we are really looking stuping, there", which was none of our concern by that time. I don't understand how this idea came to your mind.
  8. whisperFFW06

    Discussion about usa politics

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tex [uSMC] @ 07 May 2003,09:27)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RalphWiggum @ 07 May 2003,03:18)</td></tr><tr><td id="QUOTE">then you should accept that French ppl are Chirac. Chirac won election by a LANDSLIDE and enjoyed 89% approval ratings, much higher than Bush.<span id='postcolor'> Although to be fair, he was running against a xenophobic quasi-fascist, and those approval ratings reflect more on his ability to not be a complete embarassment to France's reputation as a good liberal/socialist democracy, rather than any of his actual policies (which have led to France's economy becoming nearly as bad as Germany's)<span id='postcolor'> Sorry, but remove your "embarassement". I don't care of "embarassement", I care about not having a nationalist, racist and revisionnist party in charge of my country. I do not care of our "reputation" when Le Pen comes second in first tour, I care about seeing him immediatly taken down. If you think that this 85% were a way to keep our reputation, you are really mislead, and moreover insulting (BTW insulting not our president, but our whole country).
  9. whisperFFW06

    Cheater in tanks

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FallenPaladin @ 08 May 2003,01:12)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Necromancer- @ 07 May 2003,20:55)</td></tr><tr><td id="QUOTE">IRL I doubt a BMP or a M2A2 Bradley would be destroyed if fired upon by such a LAW or RPG-29.<span id='postcolor'> You can easily destroy a M113 or BMP with a RPG. I`ve seen footage on that from Chechnya.<span id='postcolor'> I agree, but that doesn't mean that OFP LAW/RPG are not too strong. Let's see : LAW / RPG direct damage : 500 (I'm not even counting indirect) BMP/M2A2 armor : 200 BMP2 armor : 250 M1 armor : 900 T80 armor : 700 As stated by Sigma-6 in breathe forums, tanks figures concerning armor are very near RHAe values for these tanks in OFP. This is not true for APCs, and not true for LAW/RPG damages, which are way over their real RHAe values. Probably to keep defense means for LAW soldiers against heavy armor.
  10. whisperFFW06

    Cheater in tanks

    I would take the other way around : it's LAW and RPG which are too strong ingame AT4 and Carl are not that wrong (not really corrects, I bet, but someway accurate)
  11. whisperFFW06

    Multiplayer

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Baron Hurlothrumbo IIX @ 06 May 2003,03:13)</td></tr><tr><td id="QUOTE">It would be great (AND NOT IMPOSSIBLE) to let people who accidentally disconnected to rejoin.... their avatar is still in game.... their connection is still open.... there is no reason they cant rejoin but lack of ability to do so...<span id='postcolor'> Which would need 3 options we could have access when setting up server (Dho! EDIT : I did not see Furia proposition, that's 4 options) : - no JIP - full JIP - JIP only for players who were present when the mission began. (use ID to check). - Admin controlled JIP (needs an admin ). Excellent idea, Baron. Whis'
  12. whisperFFW06

    Linux dedicated/ not loading all the missions

    If I can add something, do not forget that preloading of addons via requiredAddons[] section of an addon is not effective in MP. That means that if you have an addon A depending on another addon B (even official, M2A2, BMP2, etc...), and even if the requiredAddons[] section is complete, you can have some issues when you add a vehicle of the A addon, but none of the B one. The editor will add A in the requiredAddons section of the mission.sqm, but it won't add B. You have to manually edit mission.sqm to add reference to B in the requiredAddons section, otherwise dedi might not be able to run the mission. Whis'
  13. whisperFFW06

    Veteran/cadet mode

    About recoils, why set the aimpoint back to initial position after firing? This enable "long distance bullet spray", one of the most horrible thing seen in MP. The aimpoint should be a little above (it's feasible today in OFP, but better having it without 3rd part addons). On the same level, why restrict recoil to vertical movements? Whis' PS: Check my sig, pingZero has no 3rd view, no weapon crosshair when playing in vet. BTW playing in Cadet only put crosshairs back
  14. whisperFFW06

    Eech gameplay style

    see this thread : http://www.flashpoint1985.com/cgi-bin....t=29611
  15. whisperFFW06

    Mission ideas

    Hmmmm... I think this would throw away the variety of situations and ennemy reactions you can have with scripted campaign, as in a dynamic system, every single situation has to be pre-rendered, and reaction is automatized. No more scout-patrol mission, global island evac with player left alone (remember After Montignac), alliance and "diplomacy" with local resistance, etc... It's a big frontline system, with pre-scripted type of missions, all the same. The big missing point is storyline. You don't have anymore. The "RPG" part of the game disappear... Sad... Dynamic campaigns are ok for example in fly simulations, because, out of your plane, you are not really IN, you are in a global screen showing you the overall situation, or you jump directly in the next mission, in your cockpit. The only important point in these game is flying your aircraft, not your direct everyday life environnement. This is not true in Flashpoint, your are IN, many things happen to YOU, not your plane. Need food, making stupid jokes, boring patrols, building your forward camp, rescuing comrades, making alliances, etc... And I don't want to see 2 Spec Ops mission with the same briefing with only 4 words changed, same cutscene in another place, etc.... Whis'
  16. whisperFFW06

    Recoilfixed?

    Thanks alot!
  17. whisperFFW06

    Recoilfixed?

    I don't get what aimPrecision is doing. cfgRecoils describes the weapon vertical movement (too bad we can't add some horizontal movement too) when firing. Is aimPrecision describing the amount of movements the gun has when not moving the mouse? (ie when standing up, the aim moves a little bit right, left, up and down, without any user input). Or is it a multiplier applied to recoil parameters in cfgRecoils when in the described state (stand/crouch/lying)? Whis'
  18. whisperFFW06

    Is there a no formation option?

    TO make a "doStopped" unit resume its movement, use the following : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">myUnit doFollow myUnit<span id='postcolor'> That is order him to follow himself This should work. As for the spinning issue, there is a hard way, it is to put an HeliEmpty object where yuo want them to watch, and use </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">myUnit doWatch getPos myHeliEmpty<span id='postcolor'> You'll need 1 HeliEmpty for each different position/direction you want your units to watch Whis'
  19. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Tank" countType [unit1] == 1<span id='postcolor'> is true if unit1 is a tank.
  20. I don't think you can change the roll and pitch (is it pitch in english? wwell, nose up/down) of an object in OFP . Using setPos and setDir will event set your unit horizontal . But knowing how to make a missile lock on a target would definitively help alot... No one knows? Whis'
  21. whisperFFW06

    Addon weapon usage behavior with ai.

    You can differentiate the range at which AI use one type of ammo by using the min/mid/maxRangeProbab parameters. For example, in BIS commented config : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BulletSingle : Default { minRange=10;minRangeProbab=0.10; midRange=50;midRangeProbab=0.38; maxRange=200;maxRangeProbab=0.04; }; class BulletBurst: BulletSingle { minRange=0.5;minRangeProbab=0.25; midRange=70;midRangeProbab=0.50; maxRange=250;maxRangeProbab=0.08; }; <span id='postcolor'> So, lower your minRangProbab for your bulletSingle, and raise minRangeProbab for bulletBurst and bulletFullAuto. At given distance, the higher probab is used. BTW, BIS comment in commented config above tese lines is : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> // parametes to make AI decide what mode should be used <span id='postcolor'> So that means that you HAVE to define different ammo for different modes. Or am i completely wrong? Whis'
  22. whisperFFW06

    Armour values

    I'm currently working on it.... Results are... strange Well, here we go... I've made a config.cpp deriving the M2A2 Bradley into a completely fictionnal vehicle, having an armor of 100, some armorHull, Turret, etc... set to different values (1.0, 0.7, 0.2 for tracks), and a canon w/ 2 special ammunitions : - AP only : a round which deliver "direct hit" only (ie, indirectHit is set to 0), from 30 to 150 by increment (30, 50, 100, 150) - HE only : a round which deliver indirect hit only (ie hit is set to 0, indirectHit to values ranging from 50 to 150), on a very limited radius (10 cm). I tested by using Hit and Dammaged eventHandler. So far, I've been unable to trigger Dammaged events, which seems very unreliable (event when testing Sigma-6 M1 vs T90, I did not always achieved Dammaged events). My first tests were testing AP vs armor. the result of the Hit event, the dammage done, gave me a very strange formula : Direct dammage is not proportionnal to the Hit value, but to the square of the hit value. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Dammage= K * Hit^2 / (Armor * ArmorStructural)<span id='postcolor'> K is a constant for a given vehicle, M2A2 gave me something like 0.00043 if I remember well. Take care, this formula will not give you the amount of dammage taken in any way, it is the value for a direct only hit on a structure, and I'm pretty sure it is innacurate, as the "constant" K could very be variable, but depending on something I did not find (vehicle mass repartition in p3d?). So, this value is dependant of armorStructural, the more armorStructural, the less the damage taken. BUT.... A vehicle can be destroyed without it's armor value reaching 0 (or it's "dammage" reaching 1, if you prefer). Some hitpoints can destroy the vehicle. In the config.cpp, you can see different : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">hitHull[]={...}<span id='postcolor'> Hull, Engine, pasP, pasL, Turret, Gun, are defined as vertices selections in the hitpoints LOD of the model. They do represent the different parts that can be hit. They have a number of hitpoints which is relative to overall "structural" armor (given by the value of the "armor" parameter in the config.cpp). In my model, structural armor was 100, hitHull had an amor value of 0.7, so 70 hit points. When the damage done to one of this hitpoints reaches 1 (relative to this hitpoint, so equivalent to 70 for my Hull), this hitpoint his destroyed and different effects take place : - pasP, pasL make the track stop, the vehicle cannot move - Gun makes the gun inoperative - Engine stop the engine, of course. - Hull : the vehicle is destroyed (second way to destroy a vehicle, after doing 1 damage to it's structural armor). These different behaviour probably explain why one cannot create a new selection name to have a new armor type, because they cannot describe the behaviour associated. Now, I assumed that there was 2 types of armor : structural armor, an overall value given by the "armor" parameter, and hitpoints armor, the armor of each component of the vehicle (Hull, etc...). The important point is that it seems that hitpoint armor and structural armor are differents, ie the do not have the same damage value, and one can reach 1 before the other. This seems all dependant on the armorStructural value, because it seems that damage done to hitpoints (Hull, Tracks, etc..) are NOT dependant of armorStructural. I had 2 versions of the vehicle, one with armorStruct of 1 (let's call it A), the other with armorStruct of 2 (I'll call it B). When lowering  the armor of hitHull to 0.2, A was taken out by 5 50 hit AP rounds, and had a structural damage value near 0.3 when exploding. B was ALSO taken out by 5 50 hits AP rounds, but its structural damage was near 0.16. Without any Dammaged event, I was unable to get the different values of damage taken by each hitpoint (this value is the second parameter returned by the Dammaged event), so I guessed by the color of the tiles on the vehicles (pretty bad way to do it, but the only one I had at hand, and I can assure you that Hull was near black before the vehicle exploded). That was for my "direct hit" tests. Now, indirectHit. There, it seems that hitpoints armor (Hull, etc...) are less affected than by direct Hit. The damage is almost all done to structural armor. Then, with indirectHit only, I had difficulties to hit the Hull hitpoint (ie, if I aim at the hull, the vehicle is undamaged, even it's structural armor remains unchanged, tested with damage function, as sometimes, Hit events do not trigger). After that, I tested some coumpound damages (direct + indirect), I've not yet found any reliable way to determine damage, it is dependant of : - the hitpoints included in the indirectHitRange of the ammo. - the hitpoint touched by the directHit. - something else (my K "constant") I've not yet been able to identify. It seems that for each hitpoint included in the indirectHitRange, the structural armor is decreased, by a value for which I did not find the formula yet (this trigger a "Hit" event for each hitpoint touched, for me, Hit event represents damage done to structural armor, Dammaged event represent damage done to different hitpoints). directHit should decrease structuralArmor too, and hitpoints armor for the hitpoint targeted. This gives a global damage value by summing all these damages. So the vehicle is globally affected (structural armor), but locally too (hitpoint armor). Some strange observations : - create a mission, make yourself a LAW Soldier, put an empty T-72 in front of you, so that you can aim at the back of the tank. Put in the init field of the T-72 : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["Hit", {hint format ["%1", _this select 2]}]<span id='postcolor'>. Shoot 3 times on the T-72. You'll see that the third shot hit for a value waaayyyyy higher than the 2 before, and destroys the tank. Very strange behaviour. Perhaps the engine is out, and it affect structural armor. Or the mass is taken into account, depending on which hitpoint selection the vertices in memory LOD (is it memory) does belong to. - amorStructural for cars and M2 MG is higher than for tanks and other vehicles (4.0 for cars, 10.0 for M2). Is it to depict the fact that you have to aim precisely at specific point to make them explode, that they do not blow up because of some shots to them in any location? So, to be continued, I'll try to test it further... Whis'
  23. whisperFFW06

    The Iraq Thread

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Schoeler @ April 10 2003,19:44)</td></tr><tr><td id="QUOTE">I'm not saying democracy is the best system, but judging the fact that you can't go to a shopping mall in Iran without being monitored by the religious police, and the Saudi monarchs keep most of the oil wealth to themselves and don't distribute it to most of their poor and uneducated countrymen, I'd say its better than those regimes. Â The Syrians too are a paragon of modernity, wouldn't you say? Â In fact the education system in many of these states, I think the schools are called Madrassahs, consists of memorizing every single phrase and verse of the Koran, and learning to hate the west. Â No mathematics, no grammar or writing skills, no history or sociology. Â Its terribly sad, but it allows their regimes to continue to oppress them.<span id='postcolor'> Get in the streets of a big west city. And come back talking about redistribution of wealth. And please, why categorizing school system to "west haters builders" and period?? Where did this statement come from? Sources, anything? This seems a huge stereotyping to me. This was for the angry part. No let's get relaxed I'm not stating that these regimes are the best, are good, or whatever. They are probably terrible for some part of the population, bad for another one, good for another another one . But it is not up to me, you, your or my country to judge that, come devastating the government (with collateral effect), and putting what fits my/your ideals in place. That's very basically, from a far perspective, what has been done in Iraq. Will they accept it? What about Kurds, Chias, etc...? Does there need some land repartition? Check the last center of wars, etc... and then check where there has been ingerence in the past of these events. You'll often see that a third, powerfull contry was involved and decided the future of the local pple. Balkans, Israel, .... What upset me is that one permits itself to judge another, and blow it up, without any limit nor control. AFAIK, there is no external control on US policy, seeing how they dismissed UN. But they judge and apply the sentence. I agree that this are very vague and general comments, and perhaps not accurate to the current situation, but this is the trend which worries me. Iraq events should not be repeated and becoming the "normal behaviour". This was naive and idealistic Whisper. Now I go for 3 days holydays.
  24. whisperFFW06

    "killed" event

    Thanks!
  25. whisperFFW06

    "killed" event

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">don't forget to wait until the trigger is filled with something.<span id='postcolor'> Huuu... Do you mean be sure to keep "this" in condition field of trigger (and not putting true), or adding some delay in the trigger by setting min/avg/max time entries? Or something else...
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