DanAK47
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Everything posted by DanAK47
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Finished finally. Thanks to Ofp.info for hosting!!!! Pack: ftp://www.gamezone.cz/ofpd/unofaddons2/danm14.zip Crappy Missions: ftp://www.gamezone.cz/ofpd/unofaddons2/DanM14Missions.ZIP Screenshots: Edit: Fixed pack download link, again, changed to Ofp.info as BD deleted them - Placebo.
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20 October Update: I have updated the control scheme again: now all 2d iron sights are removed, and you press V once to raise the 3d irons, a second time to lower them. A big performance-sapping bug was fixed. Some other bugs were fixed, including a bug where AI would get stuck after healing/being healed. A mod config has been included with the pack that replaces default units with units from the pack using 3d sights. When playing the campaign, some missions currently crash with the config enabled. The update is back compatible with previous versions. Major changes: -3d iron sights. I was impressed with the positive feedback Batis received about his 3d iron sight videos, so I decided to dig up the work I had previously done a while ago and re-implement it. I am still not 100% happy with the feel of the sights - they highlight a lot of engine problems. For example, sight wobble is not as smoothly rendered as with the 2d sights and this makes the 3d irons look a little bit jerky sometimes. Pieces of the gun disappear as you zoom in, but this allowed for a nice "rear sight blurring" effect. -Units are organized by skill level according to a 2-vs-1 paradigm: elite units can defeat 2 veteran units and veteran units can defeat 2 recruit units. This is more pronounced at long ranges, so recruit units can overrun elite units with less odds if they can sneak up close. -More units and weapons, including some more exotic types. Mercenaries, private contractors, military advisors, and other units are now depicted. I have also added weapons such as the SCAR16, SCAR17, M79 grenade launcher, and SR25. Some weapons have special functions, such as the detonator and M112 charges. You can now assign charges to certain detonator channels, so you don't have to blow them all up at once. In multiplayer, you can assign explosives to "global" channels so your friends can blow them up if you die. -Added a mission pack. Readme: Download link: http://www.mediafire.com/download.php?wqdpr6ckdckra32 Mission pack: http://www.mediafire.com/?c5j34c3yfwjxoo6 Screenshots: More screenshots: http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/sights3.jpg http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/sights1.jpg http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/windrunner2.jpg http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/sf6.jpg http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/Rescue1.jpg http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/interdiction1.jpg http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/M2491.jpg
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Change your OnMapSingleClick so that it checks whether or not the coordinates fall within the area of your trigger (a simple distance check would be sufficient, assuming a round trigger and not rectangular) and activate the alarm if so.
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Not 100% sure what you mean but it is probably magazines.sqs: this script changes "player", "AI", "HD", and vanilla BIS weapons/magazines to the appropriate one for each unit (typically the player or units under his command, as they are more likely to pick up "wrong" gear).
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There are some AR10s in my Guerrilla pack, but they are the newer A4 variants and not the AR10B. http://forums.bistudio.com/showthread.php?127651-Guerrilla-Pack
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American Civil War Mod v.1.2 released.
DanAK47 replied to Triglav's topic in ADDONS & MODS: COMPLETE
If I remember right, OFP 1.99 does something which breaks reloading animations -
West Desert Elite and Veteran units
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The dexterity of the AI's weapons has been increased which quickens their aiming speed. However, some other things have been changed such as their rate of fire and sensitivity. By far, the most noticeable difference comes from changing the dexterity value.
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What more do you expect? No one has reported any bugs (except for the scopes occasionally disappearing, which can't be fixed), so I haven't been doing any work on the pack.
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The marksman are just a non-ghillied sniper, so they don't stand out as much when used with a squad. Only the elite units use the .50 caliber rifles.
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This happens sometimes, the solution is to press the back key with the weapon up, or lower the weapon and press V again. The engine tries to remember if the optics are on regardless of whether optics are allowed in certain animation states or not. Crashing happens in the editor if you change a unit's type multiple times (for example, if you are trying to check all the units out). This issue is not unique to my addons, it even happens with BIS units. Also, the SVD was always the BIS model - you must have been playing with a mod before.
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I've released the update, including the unit replacement config. I'm working on another mission pack.
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If anyone is wondering what is taking so long, I was having trouble fixing a bug where AI animation got stuck after healing/being healed. I'm also finishing up a "mod" version of this, so you can play the campaign using the units - I know I said it would never happen, but it turned out to be easier than previously thought. I'll make another release on Saturday.
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You can use StatesExt and change all of the CombatSprint/CombatRun/etc states to be identical to StandRunF. However, I think it would be easier to work with your own CfgMovesMC - that way you can just change the actions themselves (fastF=StandWalkF). It will be much less work.
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Yes, their combat behavior is not based on scripting, but on the weapon and animation config.
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I found a strange bug that was sapping a lot of performance (a loop in the uniform scripts was never terminating, for any units, ever) and fixed it. I've also significantly cut the number of units running scripts - now only the player and his or her group members run them, for the most part. I'm trying to make some more missions that take advantage of the performance increase. I have also been tweaking the AI some - they now engage from farther away. Unfortunately, I still experience some crashes, albeit extremely rarely. I haven't been able to figure out what is causing it, as it happens so infrequently.
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Pretty sure this is an engine limitation, not a bug limited to WW4: vehicles with multiple magazines of the same type can only rearm one magazine. I had this problem when working on my mortar addon. Try adding an extra magazine of FFARs to an Apache and rearming it. I guess you could make two additional, but functionally identical, magazine classes for the grenades. Then it would rearm like tanks with Sabot and HEAT.
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The backup sights are still functioning. They are activated when you move with optics up. The units should be compatible with WW4mod. If they are crashing, I suspect that it is not because of WW4mod but because of something else.
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After playing some more OFP, I decided that krzychuzokecia was right after all, and removed the 2d sights and white aiming dots from weapons with 3d sights. I also changed the control interface: now you press V once to raise the sights, and pressing V again will lower them. This speeds up gameplay a bit. Has anyone encountered any bugs that I can fix before releasing this update?
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Problem with recoilless rifle config
DanAK47 replied to sevensixtytwo's topic in ADDONS & MODS: DISCUSSION
I don't think this is your problem. This is (was) probably the problem: class AFP_M67Mag: CarlGustav Try inheriting from CarlGustavLauncher and not CarlGustav. As far as zeroing the weapon, you will have to alter the size of the reticle and the zoom in the config until things match up. It's probably better to create the reticle based off some shooting in the editor as opposed to trying to make the config match the reticle. -
Problem with recoilless rifle config
DanAK47 replied to sevensixtytwo's topic in ADDONS & MODS: DISCUSSION
Where is the cfgAmmo section of your code? I never had this problem with my Carl Gustav. The smoke trail can be disabled when using shotMissile. -
I have updated these with a greatly improved control scheme and some minor bug fixes. I had also forgotten to include Kegetys in the credits for his RPG model. See the first post for details and an updated download link. Note that the update is fully-backward compatible, so there shouldn't be any problems with old missions or using it in MP with players who have the old version. Theoretically yes, but I have no plans to do this.
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Doesn't crash for me when using WW4 mod. It "shouldn't", either, as the new states do not interact with any of the CfgMovesMC states (only "default"), so no new actions will be broken/etc. I have noticed that CTDs often occur when playing around in the editor when you change a unit's type more than 3 or 4 times, but this happens in vanilla OFP and isn't specific to my addon. Maybe this is what happened here.
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Solved: Weapon information pages for ADDON Weapons
DanAK47 replied to *zeewolf*'s topic in OFP : CONFIGS & SCRIPTING
Does this mean the engine will properly assign magazine pictures? -
Didn't notice this, but I know exactly why it happens and it should be an easy fix. I considered taking the 2d sights out, but the 3d iron sights don't have the same precision as the 2d sights. That is, the true aiming point of the weapon is rendered more accurately with the 2d sights. Aiming points will stay because removing them would make it impossible to aim weapons unsupported by the pack (G3 for example, or some other addon maker's weapons). I tried to pick a cursor that minimally interferes with the sights, but personally I have mine disabled through the difficulty menu. I'm not 100% satisfied with the control scheme, but there are few options to choose from when deciding how to activate the sights. Thanks for your feedback.