Chomps
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Posts posted by Chomps
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I don't think they are trying to hide it, really, "vbs" appears in a lot of the file extensions for images.
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Quck question about the Littlebirds. Will you be updating the "armed MH-6" to use maybe a different rifle or have a custom animation for the pilot using it? (I know not much can be done in terms of having him move his arms and torso to aim the weapon, but a generic position could work.)
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I just had this idea, you may have already tried it, I don't know if it would work correctly. There were a lot of people who wanted the possibility to use the second seat in the cockpit of a Blackhawk or Chinook where the gunner is manning a door gun. A commander position creates serious AI problems in the chopper's motion and a cargo seat would mean sometimes some random soldier would decide to ride up front with the pilot.
How about if the first cargo slot was the second cockpit seat with the same pilot animation, but an internal script that whenever the chopper is created, it automatically places a gamelogic in the first position, rendering it useless and having the chopper work like normal. If the mission creator wants to use the seat, there could be a init line command he could use perhaps to cancel the placement of the gamelogic when the chopper is created, so he can use that seat for perhaps cutscenes.
Or....
Something is automatically placed in the first cargo position again as soon as the chopper is created. An action can be added to the chopper called "Get in as co-pilot" or something similar to that which removes the seat blocker and immediately puts the soldier who called it into the cargo. When he leaves, it has to be detected rather quickly somehow and the blocker has to be replaced. This may lead to problems with people getting in and out of that position while loading cargo or something.
If this system could be used, then maybe the soldier who entered in on that seat could be marked as the only soldier who has the ability to assume the pilot's position while the chopper is in flight if the pilot is killed.
I don't know, it probably will create too many problems, and may be too much trouble for a little detail, just thought I would post it.
Oh, and keep up the good work.

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About the tracers, I will agree with Maraudeur. Personally, I always hated the tracer effects in Operation Flashpoint, so please limit them only to the machine guns.
A question, not sure if you answered this previously, will you be implementing an "aiming lag" system like the one Keg used on the RPK in his Russian weapon pack? I personally liked the balance this addition gave to the weapons. It made the RPK less useful in closer engangements where you have to swing your rifle around quickly. It also gave an interesting effect to the AI when they fired it; they start firing before the gun is fully aimed, so the line of fire slowly swings towards its target.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cheeky monkey @ 02 May 2003,19:29)</td></tr><tr><td id="QUOTE">Just becasue the round travels slower it doesn't mean that it recoils less, look at the velocity of a 5.56 SS109 and then the 12.7 BMG, the 12.7 travels slower, but which recoils more?

If you could prove your point then maybe I'll start to believe you.<span id='postcolor'>
I have actually never fired any of these firearms, but just from the weapon statistics you should be able to get some idea.
There would be three main factors that would influence the recoil:
M - mass of the projectile (bullet or grenade)
V - speed it is given when fired (muzzle velocity I guess it is called)
T - amount of time it takes for the projectile to accelerate to that speed
To find the average force exerted on the projectile (and consequently on the weapon and the man firing it) over the time it took to fire it, calculate MV/T. Generally, the greater this value, the greater the recoil. There are numerous other factors that would influence this, but this approximation should be enough for your purposes.
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I have to agree with both points, allow both more options with multiple gunner positions and the possibility to have soldiers fire their own weapons from the vehicles.
This could open the doors to tanks with functional, rotating, external machineguns and multiple firing ports for WW2 era bomber addons.
It would be great to have small arms fire from all kinds of vehicles like armored vehicles with firing ports, trucks with soldiers in the back, helicopters in some cases, even jeeps or cars (probably not the best place to fire from, but the player should have the option.)
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Yes, I would love to see an all-in-one official mission editor program. Internal script editor, briefing creator, and maybe something specifically designed to help create cutscenes.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (WhoCares @ April 24 2003,17:52)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PopUpTarget @ April 24 2003,17:48)</td></tr><tr><td id="QUOTE">One simple thing I'd like to have is the ability to drop a weapon that I no longer have use for. Like an empty LAW launcher for example. It'd be nice to be able to just get rid of the thing without searching for a machine gun or something replace it with.<span id='postcolor'>
This is possible since resistance, isn't it?! You have just to select it, before you can drop it, eg. you can't drop the LAW-Launcher, when you currently use a M16 and the LAW Launcher is on you back.<span id='postcolor'>
Just go to the map to the Gear screen and click on the little down arrows by each item to drop them without having to select them first.
Anyway, back to killing!

Yes, I forgot to mention damage to structures and terrain. I do not have any real suggestions as to how to make the buildings be destroyed, but anything that could replace the crumbling animation. Again, damage statistics could be defined in the model file so there could be different types of destruction between a wooden cabin and a brick building.
Also, further implementation of fire effects would be sweet.

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In a war simulator where things are bound to get blown up, I would love to see better in-game effects for this. While entire bloodied chests from a single gunshot and crumpled up vehicles served their purpose and did not cripple the original game at all, it would be nice to see some improvement.
Perhaps the model files for vehicles could be improved to include information on how the vehicle should be destroyed, like what parts are explosive, what parts are easy to blow apart, etc, and then there could be some randomness in the vehicle exploding, or not exploding. Shooting at a wooden plank a hundred times, for example, should not cause a truck to crumble up and start to smoke.
Air units could use some additional attention in their destruction like better collision detection when they hit the ground.
Finally, actual people could use better blood effects. It is not necessary to get to the level of disembodiment, but well, there are millions of options when it comes to this.
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My dream C-130 addon:
Realistic, high-quality model, textures, flight model, that is a given.
Custom animations for the back ramp and landing gears.
What would be great is if someone could write a script that would keep the plane at constant altitude with respect to the sea level, so it does not do insane climbs and dives when it goes over hills.
Cargo version - Carries a good number of soldiers in seats and uses some sort of cargo script similar to BAS's and has various built in scripts for accepting and dropping cargo.
Paratrooper version - No cargo scripts, just a full load of troops standing, holding on to the straps, ready to jump out the back. Comes with built in scripts for paradropping troops at a realistic interval.
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Cool, nice job, guys! You can actually set a whole mission around setting up a piece of artillery.

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Nice!

Nice custom pilot, too!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dark Knight @ April 20 2003,14:49)</td></tr><tr><td id="QUOTE">hmmm, i wonder if they will have it as.. commander, driver and gunner? then again it would have to to be armoured... or has it.. hmmmm<span id='postcolor'>
I remember seeing an addon-maker post about this. Apparently, he tried to make a three man crew for a chopper, one in each pilot seat and one door gunner by making on of the pilots the commander. He said it did not work very well and the chopper moved abnormally, so I doubt this is the crew chief's position. But then again, it is very possible that BAS found a work-around for this problem.
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Sorry if this was mentioned before, but the thread is thirty pages!

I have no problem with a Vietnam War style game, it is an exciting scenario, and with the example set by the original OFP, I know it would be good.
I just would prefer a modern-day game. This is obviously a personal preference. The main reason behind it is the "coolness" factor of modern technology, and the greater versatility.
What I really, really hope is that they are making multiple scenarios for the game. Sure, I realize it would call for the amount of units, structures, terrain, etc to multiply, but maybe they are going all out. Imagine having World War II, Vietnam War, Modern-day conflict all in one game without mods. Wishful thinking, I know.

If all else fails, we can always rely on our community addon makers to make the modern day addons.
Well, whatever the scenario, I am almost definitely getting it, because chances are it will be the best war simulation game ever made.
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Sorry if this was mentioned before, but the thread is thirty pages!

I have no problem with a Vietnam War style game, it is an exciting scenario, and with the example set by the original OFP, I know it would be good.
I just would prefer a modern-day game. This is obviously a personal preference. The main reason behind it is the "coolness" factor of modern technology, and the greater versatility.
What I really, really hope is that they are making multiple scenarios for the game. Sure, I realize it would call for the amount of units, structures, terrain, etc to multiply, but maybe they are going all out. Imagine having World War II, Vietnam War, Modern-day conflict all in one game without mods. Wishful thinking, I know.

If all else fails, we can always rely on our community addon makers to make the modern day addons.
Well, whatever the scenario, I am almost definitely getting it, because chances are it will be the best war simulation game ever made.
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What I think would be awesome would be an animation on the chopper that lowers visible ropes from all of the realistic exits. The animation would not be controlled by the action menu, but could be called up by an included rappel script which triggers the animation, and also unloads and runs rappeling animations for all the troops.
Just a thought, I am sure whatever you have or have thought of already is a much better idea.
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It is the game. This happened to me in the Resistance mission where you attack the airfield. I put my AT guys on "hold fire" so I would not get into trouble with the tanks, then all of a sudden some idiot on my squad engages a T72 with a stinger.
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In Iraq?

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That is funny, a couple days before I read this thread I thought the same thing and actually started making one in O2. Then I got frustrated and quit.
Hope someone else will make something like this. -
Another question...
Do you have plans to have an option to add custom textures to part of the plane, like maybe the number on the side, the texture of the tail fins (is that the word for it?) or maybe for the pilot's name on the side? I mean allowing mission creators to specify the texture portion in the init line.
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I think by "shine" he meant "shading". In real life, the grey color is just the same flat color paint, but because of real-life lighting, there are lighter and darker parts. Since the 3D engine in OFP does not automatically handle this well, having a flat grey texture looks unrealistically flat. By adding artificial lighting/shading into the texture as in the screenshot posted above and other addons like BAS Littlebirds and the Lavos armored vehicles (forgot the name) it gives it a better look.
It is not perfect because it is a static texture and the lighted spot on the texture may very well be on the side of the plane facing away from the light, but if done subtely, this error is not noticible but the shading is visible and it turns out seeming more realistic.
However, the textures you have now in my opinion are quite good, and this addon will rock regardless of this issue, just thought I would throw in my two cents.
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If all else fails, you can always just use .zip. A .zip program is standard equipment for anyone who uses these addons.
However, a .exe would be faster and more convenient for the average user. Also, it looks a lot more professional if the install program is made well.
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I love the shading on the textures! It is looking great, but any word on if he has a working VTOL mode? Even without, it would be a great addon to have.
Are these russians?!
in ADDONS & MODS: DISCUSSION
Posted
I was refering to the link I posted afterwards.