Chomps
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Posts posted by Chomps
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Don't let this arguement get out of hand. Anyway, for those of you who haven't seen it already, there is a newspost on BAS's site.
http://www.concept-5.com/ballistic/
A little more wait, I suppose, but sounds like it's worth it.
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I hope he makes an action to fold up the wings if the plane is on the ground.

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Ballistic Addon Studios has made some very nice M24 rifles for their Delta pack, but it has yet to be released.
http://www.concept-5.com/ballistic/deltaforce.asp
Scroll down to the bottom with the screenshots, it shows two varients.
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The guy on the left is in the default pose for holding a handgun. You cannot do this as the player, because it is coded that you are always aiming your weapon (because the computer does not know when you are going to fire and therefore cannot predict when to make you raise your weapon.)
As I said, he is in the default standing handgun pose, and he is looking at the other player, nothing more than that. You cannot make your player imitate him.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Nov. 26 2002,22:27)</td></tr><tr><td id="QUOTE">scripting: as setpos "up" and "down" are already in I´d like to have the kneeling position as well.<span id='postcolor'>
Yes, I forgot to mention that. It would be great to use this setUnitPos "crouch" or something similar to ensure they keep that position if they are placed in a spot with some cover (to replace the now-needed three scripting commands which only work until the guy decides to stand up).
I think the main problem may be with the AI, as they do not seem to recognize crouching as a position. If you are the leader of a formation and you crouch, they treat you as if you are standing. If something could be changed so they all crouch when you crouch, that would be swell.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Nov. 26 2002,21:12)</td></tr><tr><td id="QUOTE">You mean selectedWeapon or activeWeapon? Â
<span id='postcolor'>Yeah, I suppose that would be a much better term for it.
Basically i want to know what weapon, if any, the player has in his hands, ready to fire.
This would be great, for example, for a kind of secret agent mission where you can walk around without a problem with your gun holstered, but as soon as you take it out, people may react to you differently.
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One of the nice things that comes with each patch is a neat new package of greatly appreciated scripting commands. Â Thought I would start up a thread of requests for feasible scripting commands for future patches. Â I hope this has not been posted before. Â

The commands for velocity are great! Â Why stop there?
How about:
angPos and setAngPos - get and set the orientation of an object, given in three parameter arrays, an angle, in degrees for yaw, pitch, and roll.
angVelocity and setAngVelocity - get and set angular velocities, given as a three parameter array of velocities (degrees per second) for yaw, pitch, and roll, postive and negative determining the direction of rotation.
A little unrelated:
armed - returns either a boolean on whether or not the unit has a weapon in hand, or returns the name of the weapon that the unit has in hands, null if none. Â That command would make me very happy.

Any other requests?
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If you have v1.75 or higher, you can turn on textures in the editor, making it very simple to do so. If you are running a pre-Resistance version, you will just have to place a player unit next to the plane and keep previewing, aborting, adjusting, until the plane is right. After a while you get the hang of it. A trick is to give your player unit another unit in the group so you can use the command view to get a better view of things.
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If you have v1.75 or higher, you can turn on textures in the editor, making it very simple to do so. If you are running a pre-Resistance version, you will just have to place a player unit next to the plane and keep previewing, aborting, adjusting, until the plane is right. After a while you get the hang of it. A trick is to give your player unit another unit in the group so you can use the command view to get a better view of things.
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Simple (maybe) request:
Scripting commands for getting and setting the yaw, pitch, and roll of an object, with perhaps an array of three angles. This, combined with the velocity commands would make a lot possible in terms of cutscenes.
Maybe something like:
object setOrientation [yaw, pitch, roll];
x = Orientation object
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Simple (maybe) request:
Scripting commands for getting and setting the yaw, pitch, and roll of an object, with perhaps an array of three angles. This, combined with the velocity commands would make a lot possible in terms of cutscenes.
Maybe something like:
object setOrientation [yaw, pitch, roll];
x = Orientation object
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Chronicles, I was trying to do the exact same thing. It would be great to have a firefight going on with a chopper circling the area giving support.
If this could possibly be tweaked, I would greatly appreciate it.
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Here is what I mean...

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Sorry if this has been posted before, I used the search first, but I did not necessarily catch any posts concerning this.
I do not know if this is an issue with v1.85, or maybe I am doing something wrong, but has anyone noticed that the helicopter gunner seems to forget how to aim?
With the FFAR, I know the AI uses the strategy of laying down a trail of fire that passes over the target, but recently it seems that they start this trail way too early, often wasting half their payload before the trail reaches the target.
Also, with side-mounted machine guns.... I made a mission with a squad of Russians standing on fairly level ground with a Blackhawk (with machine gun) given waypoints to circle around them. The Russian machine gunners opened fire just fine, but when the gunner on the chopper fired back, his shots were concentrated on a point on the ground next to the Russian.
I know that firing from a moving helicopter will not yield the highest accuracy, but the fire is very precise (using the scientific definition of the word) and consistantly inaccurate. I do remember the side-gunners being much more accurate before, so could this be an issue with v1.85?
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Sorry if anything I mention has been mentioned before, but I just did not want to read thrrough over twenty pages of posts.

Here is my little "complaint" list:
- The firing sound for the Hunting Rifle has the sound of chambering the next round, so you can hear the sniper work the bolt from a coulpe hundred meters away.
- Hunting Rifle magazine pictures look a little too familiar.
- Many of the official addons still have visible tracers, could this be fixed next patch, pleeeease?
It seems awkward that the Hunting Rifle fires tracer rounds.- G3 and FAL equipment pictures still mixed up, I do not see how such a fatal bug can be left in!!

Despite this, the patch was great, and I look forward to more.

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Also, does anyone know if the non-original weapons (i.e. Steyr AUG, FN FAL, G36...) have their tracers removed?
And about the official FN FAL and HK G3A4:
Have the equipment pictures been switched correctly?
Have their damages been tweaked?
Does the AI now use them at sensible ranges? (As of now they practically have to run into the enemy's face to use them.)
I figure they did a great job with the appearance of these weapons, but their in-game specifications seem a little wierd.
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I wonder if they could tweak the AI so they take single shots at long range... ah, well, whatever...

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Is it possible to check if a player has a weapon selected and ready to fire? For example, if I wanted a trigger to activate when the player selected his handgun and has it out and ready to fire, but not just when he has the handgun in his inventory, would that be possible?
Indirect and scary methods will do.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (You_looking_at_me? @ Aug. 07 2002,23:52)</td></tr><tr><td id="QUOTE">Contraband was fantastic for me. When the Soviets saw me I just hit the gas and ran over two soldiers. Shells exploded either side of me as I was cresting the hill. Then a chopper began to shoot me up with FFARs and cannon they were exploding all around me but I drove straight through the fire.<span id='postcolor'>
I did the exact same thing!! However, one of the shells went off too close to the truck so I finished the mission with all my men bleeding, but alive.
Another person mentioned getting hit by a flying body. I was driving down the road in a truck in some silly mission I whipped up and saw someone's corpse fly right at my window. I guess the truck must have been hit by a bullet soon after, because the glass cracked at around the time he struck my windshield, making a very nice effect.
A fun thing to try is removing part of the bridge (put "object # setPos [0,0,0]" in the mission, where # is the ID of one segment of the bridge), then trying to jump it with the motorcycle. Of course, since there is no incline, I did not make it. I tried ejecting as I flew off and I flew head first into one of the bridge supports!
I made a script where when you eject from the motorcycle, you open a parachute, so I did some fun stuff driving off cliffs, ejecting, watch my motorcycle plunge while I float off.
I love this game!

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Post things that have happened while playing Resistance that really made you laugh (or you found at least mildly funny). Something crazy you did, something stupid the AI did, post it here!

For me, on the mission where you go hunting gunships, I had three guys armed with AA launchers and one with an RPG Launcher. I decide to move to the tall hill to the southeast of the airbase because it seemed to be a good place to fire from.
So, there was a BMP and a T-72 moving across, I drop down and give all my guys the order to hold fire--I was caught off guard by the passing tanks (I'm a lousy player). So they pass, and I figure I still do not want my RPG guy to engage the tanks, so I keep him holding fire and let everyone else fire at will.
I advance further and see the tanks coming back the other way, so I drop down and wait, hoping they will leave for good.
All of a sudden, I see three rockets zoom over my shoulders and slam into the BMP. Apparently the AA guys took it upon themselves to engage the tanks.
Okay, that really was not funny at all, maybe yours will be better!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ July 28 2002,22:09)</td></tr><tr><td id="QUOTE">heh the comand thing under at your screen cant get wider i think Â
<span id='postcolor'>Hey, you, get out of here and finish making that Littlebird!!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ July 28 2002,22:09)</td></tr><tr><td id="QUOTE">heh the comand thing under at your screen cant get wider i think Â
<span id='postcolor'>Hey, you, get out of here and finish making that Littlebird!!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ July 29 2002,02:46)</td></tr><tr><td id="QUOTE">Capt morgan. Â Can explain that again? Â I'm not really following you. Â ANd sicne when did I become just a "someone" Â
<span id='postcolor'>Well, at least you are not just "anyone". And yes, Capt. Morgan, run that by me again, I'd be interested in getting that working.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ July 29 2002,02:46)</td></tr><tr><td id="QUOTE">Capt morgan. Â Can explain that again? Â I'm not really following you. Â ANd sicne when did I become just a "someone" Â
<span id='postcolor'>Well, at least you are not just "anyone". And yes, Capt. Morgan, run that by me again, I'd be interested in getting that working.
Crossbows...
in ADDONS & MODS: DISCUSSION
Posted
What about the M16 with mortar? Couldn't you configure it like that?