Eviscerator
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Everything posted by Eviscerator
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High detail weapon pack released!
Eviscerator replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
Not gonna happen. -
Multiple guns, ok , what about targeting?
Eviscerator replied to CoolCarlos2002's topic in ARMA 2 & OA - SUGGESTIONS
Wrong forum Should be in the OFP2 Suggestions section. -
Its the CFGWeapon part you got wrong, heres the Mk82 config from Klinks A-4F: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CfgAmmo: class CWKMk82B : Hellfire { hit=5000;indirectHit=3500;indirectHitRange=10; soundHit[]={\LaserGuided\expl2,db40,1}; soundFly[]={"\CWKA4F\stores\bmbfall.ogg",db-30,1.5}; cost=20000; model="\CWKA4F\stores\cwkmk82.p3d"; proxyShape ="\CWKA4f\stores\cwkmk82.p3d"; irLock=false; laserLock=false; maxControlRange=10; maneuvrability=1.0; sideAirFriction=0.1; simulation=shotMissile; maxSpeed=100; initTime=10000; thrustTime=0; thrust=0; }; --------------------------------------- CfgWeapons: class CWKMk82A : default // HellfireLauncher { ammo=CWKMk82B; displayName=Mk82; displayNameMagazine=Mk82; shortNameMagazine=Mk82; count=10; reloadTime=0.5; sound[]={"\sound\weapons\AK74dry",db-50,1.0}; initSpeed=0; canLock=FALSE; burst=2; }; You've added the 'model' and 'proxyshape' definitions where they arent needed, also you could do with giving your MK82 a little more power, at the minute your FFAR rocket does more damage than it (700 damage compared to 500), klinks figure for the damage is whats normally used on 500lb bombs...
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This is actually down to our (BAS') addon, in default when placed in a group the AT soldier has very little skill, and has trouble hitting even static targets, slide it to the right a bit and they get much better...
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We use the commented config files, that has all the damage, and other more useful info in...
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Yes it does.
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Thats the official version - unofficially i read several places about SAS working there... I doubt it, the british government were opposed to the war, or at least not 'for' the war, they didnt even send a small token amount of troops, so i doubt they would send the SAS, besides, the SAS were probably too busy in Malaya/Oman/Burma, although probably some SAS members ended up fighting in Vietnam in American/Australian units due to special forces exchange programs... The aussies however did use their SAS in Vietnam.
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Actually its more possible that its not binarized, you cant use Texture Swap on MLOD P3d's, just open it in O2 and change the texture paths in face properties (need to select the model first), hex editing might be easier but you have to keep the same amount of characters in the filename, which isnt fun if you need it to be longer/shorter.
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Unlikely just for that, not a whole lot of use for more than 24 people in a chopper in ofp, if there is, use two helicopters.
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I dont work with it myself, the advisor for BAS works at USAMU (US Army Marksmanship Unit) who developed the rifle (along with others), no idea what new caliber youre talking about, but i suppose it could be the new 6.8x43mm round
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High detail weapon pack released!
Eviscerator replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
Thats because there isnt one, its a red dot sight, it uses a red dot to aim, youre meant to use it with two eyes open so that it projects a dot into your vision (when the images from both your eyes merge) so that, well, in its most simple terms it would act like the crosshairs in ofp. -
actually its SPR Mk 12 Mod 0 SEAL weapons The version i made has the same rear as a M4A1(telescopic but) so i called it M4A1 SPR. In the readme fore the done version will have ofcause the real name inclued. I'l send you an e-mail but the links worke fine fore me. STGN Where are you seeing Mk 12 Mod 0? Where the SPR's are all I see is SPR, SPR/A and SPR/B. here its called SPR over at military photos they call it M4 SPR Mk 12 Mod 0 so I put the to things together if its just called Mk 12 Mod 0 then give some proof. STGN Its not called the Mk 12 Mod 0 at all, i have no proof i can show you, apart from the word of someone that works at the US Army unit that developed the rifle that it is not called the Mk 12 Mod 0. The only place it has ever been called a Mk 12 Mod 0 is on MilitaryPhotos.net.
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actually its SPR Mk 12 Mod 0 SEAL weapons The version i made has the same rear as a M4A1(telescopic but) so i called it M4A1 SPR. In the readme fore the done version will have ofcause the real name inclued. I'l send you an e-mail but the links worke fine fore me. STGN Where are you seeing Mk 12 Mod 0? Where the SPR's are all I see is SPR, SPR/A and SPR/B.
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High detail weapon pack released!
Eviscerator replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
I can do better than a picture, theres a video on the aimpoint site and also a 3d model to view (using java): http://www.aimpoint.com/video/video.htm http://www.aimpoint.com/3d/3d.htm -
Erm, that will cause the weapon to not work, usti hlavne and konec hlavne control the start and end point of the barrel (which in course also dictates direction), it will most likely ctd if you try to use it without these memory points.
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High detail weapon pack released!
Eviscerator replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
Again, great pack, great sounds, couple of bugs ive seen: 1. ACOG scope doesnt seem to have much zoom, it should be a 4x scope, doesnt seem to magnify that much (when compared to the BAS ACOG). 2. M4 seems to have amazingly little recoil, was this on purpose? 3. Aimpoint has a crosshair textured onto the rear eyepiece and "8.5x" on it, being a red dot sight with no zoom, it shouldnt really have this. 4. Some of the guns dont fit into the players hands, could use some shuffling around to better fit them. 5. M16A2 is using an M4 barrel, not sure why, you can tell its an M4 barrel by the indentations in it for mounting the M203, the M16A2 barrel doesnt have this. 6. G36C has an Aimpoint sight modelled onto it and yet doesnt have the same optic view as the other Aimpoint equipped weapons. 7. On the XM1014 you can fire before the guy has even loaded the next round (by pumping it). 8. The AK Grenade Launcher has the really annoying 'whooshing' sound from Americas Army, making it sound like a rocket, the M203 sound is much better... 9. AKS-74U sight view doesnt seem to match up with the model. 10. RPK magazines, i think it would be good if the RPK had 45 round magazines too, i remember reading somewhere that the RPK gunner would take one drum mag and use it at the start of the mission then the rest of his mags would be the more common 45 round magazines. (I'm not exactly sure on the code to use different models for magazines, but the HK pack did it on some of their weapons) 11. Not really a bug at all, but i wouldn't mind seeing some pre-made groups using the weapons, so its easier to use them in the editor. -
The M4 SPR is not actually known as the Mk 12 Mod 0, whoever the webmaster of www.militaryphotos.net is, made the mistake of calling it that.
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High detail weapon pack released!
Eviscerator replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
I think there is one part of this addon that i really dont agree with, and thats the M60, this is from an actual commercial game and therefore probably has several copyrights on it, and im pretty sure porting it into ofp would be illegal, its just a shame to detract from the pack when there are probably several well made M60's made by the CS addon making community and the authors would probably be glad to have them ported over, but delving into the money making side of things is dodgy ground... Other than that, thanks for porting them over, should be a lot of fun to play with -
High detail weapon pack released!
Eviscerator replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
Erm, all through the other thread the guy says they are cs imports, im not trying to flame in any way, its a fact, there was even some discussion in his other thread between other mod teams not wanting to use the same cs imports, or wondering if he had permission. This is the thread: http://www.flashpoint1985.com/cgi-bin....t=29287 Although, dont get me wrong, by 'CS imports' i mean they are addons made for CS/Half Life (or similar) that have been converted, i am in no way accusing him of stealing from the game itself. And dont feel that i am jumping down your throat for saying these are better than the BAS models, these are astounding models and the makers have some real talent, and we at BAS recognise the flaws in our own models and are working on rectifying them, i cant really say much more, but we are working with certain other addon makers to introduce commonality between weapons cpp's and models... -
High detail weapon pack released!
Eviscerator replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
There is not a chance of us using these weapons, for a start these are all CS conversions and we believe in homegrown weapons, and secondly they most likely have no LOD's, as CS doesnt use them, which is very very bad for gameplay. They are pretty weapons, but they are just not what we want. If we wanted CS imports we wouldnt bother with modelling or texturing, we could just port over any units or weapons we needed, we do make them from scratch for the fundamental reason that we enjoy it... -
I always remembered Airwolf firing Mavericks (which probably stuck in my mind because its a huge missile coming out of a 2-3 inch tube in the show...) so i did a little searching and it seems this addon is a little under-armed for Airwolf: http://www.geocities.com/SunsetStrip/Mezzanine/7341/airwolf.html
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ruff @ 21 May 2003,17:26)</td></tr><tr><td id="QUOTE">not asking on release date just asking which of the two addons are going to be released first delta and ranger upgrades??? or seal team 8 pls dont kill me just askin<span id='postcolor'> Not a clue...they get released when they get finished, so...whichever is finished first gets released first...
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Ofp2=1970's vietnam,africa,and cantral europe
Eviscerator replied to Sudan's topic in ARMA 2 & OA - GENERAL
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The editing man @ 21 May 2003,12:38)</td></tr><tr><td id="QUOTE">The Yugoslav Vs Soviet war might be set in 1952 to 1954 and feature low scale fighting (i.e small missions, secret army, spying) since there wasnt no war between Former Yugoslavia and USSR. The fact was that Stalin, the USSR president didnt like the way Tito, the Yugoslav president was running into Capatilsm. So he wanted to invade Former Yugoslavia and Kill Tito and his govenring body. Tito said that he would defend his country, and Stalin didnt want to have another war just after WW2. Therefore the USSR had around 100 tanks, and 1000's of troops around the eastern side of Former Yugoslavia and had sanctions inflicted onto Former Yugoslavia. This lasted 10 years when Stalin died.<span id='postcolor'> Not very likely to be from '52 to '54, as BIS have already said the scenarios will be set in the years surrounding 1970, so going 16-18 years before then is a bit far back... -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (lpdotcom @ 21 May 2003,14:27)</td></tr><tr><td id="QUOTE">mmm F-14, F-15, F-16, F-18, what ever happened to the F-17<span id='postcolor'> Maybe there was a typing error and the F-17 accidently became the F-117?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sxep @ 21 May 2003,14:44)</td></tr><tr><td id="QUOTE">I really have a big wish to BAS, could you guys put a machinegun on one of "your" Bikes? Because in every movie with Motorcycles there is atleast one guy, whose riding and shooting at the same time. this should be posible.. the Bikes are just modified Cars (in config) am i right? You guys did a simular thing to the littlebird ah-6? i think its the correct name This would be a really cool effect don´t you think? Mybe an HK or an m16 or even one of your Delta/ranger pack weapons? Would really be fun, so you can fight with style Hope you keep this idea in mind <span id='postcolor'> Not possible, the motorbikes use their own simulation (each vehicle type has a 'simulation' that tells ofp how it acts, which animations to use, which features to enable) motorbikes dont allow weapons on them.