Gen.Carnage
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Everything posted by Gen.Carnage
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ROFLCOPTER & PETER PAN RELEASED!
Gen.Carnage replied to blackdog~'s topic in ADDONS & MODS: COMPLETE
i really feel an urge to make me that go-go-gadget-copter now..... ROFLMAO good idea blackdog, we need much more stuff like that -
Here is an addon that would be a shame to go to waist. I have no time at all to finish it, and believe some of you might pick up this task. So far this addon contains the M109A6 paladin 155mm howitzer, and the TOS-1 buratino (pinoccio), a very powerful fueal air, medium range devastation system. I have begun creating a point and shoot spotter for directing the artillery across serious distances on the map. Those of you with serious scripting knowledge will be able to figure out the tricks i pulled from the hat to avoid the OFP limitations. To avoid overloading my personal homepage ISP, i will remove the link in a couple of days, so please, someone create a mirror somewhere. Greetings Carnage Former DKM-MOD leader dl it here: DKMM_ARTY DKMM_RSC (last version) DKMM_RSC
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Lol, sounds like you were within viewrange of the M109. If it is in firemode it's AI will fire on anything a normal tank would fire on, except it won't drive anywhere. You do realise a howitzer can be (and sometimes is) used as a defensive fieldgun that will blow away virtually any tank. The M109 can fire while the barrel is horizontal, and if necessary, will do so IRL.
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thats why i released it, to not let it rot away on my harddisk and go to waist, anyone who wants can use it, as long as proper credits are provided with it.
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Ok, to help you scripters out a bit: (remember i'm doing this from memory) the spotter fires an invisible bullet that impacts somewhere on the map, the script then calculates the x,y,z coords of the desired arty landingpoint, and deducts it from the artillery systems x,y,z, the distance from the arty to the target is (here's the big trick) divided by factor 10 and an invisible 'fake target' is hung in the air WITHIN viewrange of the (AI) arty crew, they can then aim on this fake target, and will do so. when the arty fires, a script is run that checks the state of the shell(s)/rocket(s), when it disappears (fun ofp limitation) lastpos and lastdir are recorded, a new shell/rocket is spawned in the same place, and is given a speed in the lastdir direction........ this way a "real" shell trajectory is created, the shell ACTUALLY flies across the entire map, with appropriate sound effects. (People in the middle of the map will hear the shells fly over to a 10 km away target). ofcourse compensation tables are needed, and i have figured out the crude corrections, but someone else will have to finish the job. At least for the TOS system, ai WILL fire as a group when a spotter asks for a firemission, they will turn to firemode, aim, and shoot the desired no of rounds, i have tested it with 4 tos(sers) :-) systems parked on the north end of the runway on everon (i think) and watched them hit a tankplatoon parked roughly 5 km to the south..... i thought it was some awesome fireworks display. My goal was to create a more arcade like, simple to use, and fun to play with arty system, that can still be used the regular OFP way, i believe i was well underway in succeeding in that, but unfortunately, real life got in the way and i had to stop. I now have allmost no free time to spare. A few days ago i realised i still had this addon rotting away on my harddrive and figured i'd best release it so that others can play around with it and hopefully finish it. I figured i had put way too much time in modelling, skinning, cpp-ing and scripting it to let go to waist.. I hope this explains a bit, and helps scripters among you, i would really love to see a simple-to-use-fun-to-play arty system in ofp. Don't get me wrong i really respect and admire what the coc lads are doing, but imho their system takes away a bit of the fun, and makes it way too serious and complicated a system for players like me, i just wanna kick some ass and have fun. No 20 volumes of "how to become an artillery expert", My system is more like: "see that town overthere? LEVEL IT, PRONTO!" no questions about wind speed and direction, what kind of shells, coordinates to enter... all i want for feedback is either "sorry, out of range" or "get yer arse out of there, it's gonna get hot" :-) ok, cya later Carnage
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Thank you for the kind words and the mirror, i wish i had time to really finish the addon, but i trust someone will do a good job on the basis i put down to work with.
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no, its completely independant from UA, has its own targeting system and can be used for remote automated fire as well as beeing a player controlled "tank" If the UA lads want to use it for their new release theyre free to do so, but i can remember sending Dinger the new paladin a long time ago...
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maybe some1 is willing to plant some more screens here? the pal also has a desert scheme. THX
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copy/paste the url in your browser, it works for me...
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true, and even it is not very realistic, it is fun to play with. Afterall, ofp was intended to be a game, not a sim. The sim we would call VBS1 i believe.
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this is EXACTLY what we figured when we built the challenger2 units. and indeed, the cr2 uparmored has armor value of around 1200 if memory serves me right. There will allways be 2 sides in this discussion: one side wants realism, the other side wants playability. Sticking to the BIS base values seems to me the very best, for various reasons, but most importantly the compatibility reasons with the most used units. (BIS units). Having said that, we also made our mistakes with that in the past. My point of view is simply this: don't even try inventing some new standard that a lot of people will feel the need to change.. use what is 'solid' as a base and tweak that into shape. And by the 'solid' i mean the way BIS made ofp, with THEIR values. On topic: sweet M1A2.. well done lads. good to see so many of our inventions ( ) are beeing used. (sorry, couldn't resist)
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Don't worry avon, the M109 adats will also get an update. Apart from having less armor than the M109 adats, the M113 adats will be basically the same. no release date can be given, before you ask
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was wondering when the lack of M4's problem was gonna be adressed... anyone not having at least 40 gazillion variations of M4's installed should immediately uninstall OFP! those are just not worthy to play the game!
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Helicopters and aircraft: HUD and instruments?
Gen.Carnage replied to HKFlash's topic in ARMA 2 & OA - SUGGESTIONS
Both comanche and Mi28 Havoc we released have fully functional HUD's, art horizon, speed indicator, comapss, altitude indicator, both barometric and radar, incoming missile warning in the HUD, the havoc even has a missile indicator that tells you from which side of the chopper the next missile will be fired. -
I agree with ya klink, but do remember that we are talking about ofp2 here, i assume the smallarms fire damage to tanks issue will be solved in ofp2, so there should not be a need for running scripts that correct ofp1 engine bugs... i started this thread with some idea i have about making parts fly off a vehicle, so that would adress the 'where it is hit' issue. Allowing us modmakers to 'capture' the location of a hit, so we can spawn fires or secondary explosions would be really nice tho. On a sidenote; a script function that would let a script 'know' what kind of target we are currently locked onto, its speed, its side and its heading (direction) and its distance to the targeting vehicle would be VERY useful. On screen displays of the targeted vehicle would then be possible (MFD in helo's), also the very specific flight path of a hellfire missile would then be possible to script.
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has been said before, but just take a look at these: *taken a link out, i had posted before, for having too high gore level* http://homepage.mac.com/ninodus....1D8.jpg http://homepage.mac.com/ninodus....1D8.jpg http://homepage.mac.com/ninodus....1D8.jpg http://homepage.mac.com/ninodus....1D8.jpg http://homepage.mac.com/ninodus....1D8.jpg http://homepage.mac.com/ninodus....1D8.jpg in order to do this 'breakup' of the models after/during  destruct, i suggest the models would be given extra partnames in geometry lod.. those parts that have names assigned to them would fly away if the unit is destroyed, or would fly off on certain damage levels. each part should have its own weight set, so that the engine can throw it away accordingly with its weight. It would also be possible then to take chunks out of a tank for example, simply by giving the chunk a dmgname. In config, a setting for each part that tells the engine when the part flies off, at what damage level. the sections of the vehicle that have no dmg partnames would remain where they are on destruction, and perhaps crumple the 'oldfashioned' way. Also a good thing would be to have a fire started after destruct, with large smokeplume. anyway, my 2 cents on the destruction model issue.
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mechanics would only look good when at work if they were taking off the damaged parts and replacing them with new ones. but for that you need cranes etc, so mechanics with accompanying repair and recovery vehicle would be a good idea. Making it look realistic would however be an immesnely complicated set of animations, which obviously would differ for each vehicle type and model, and also in what state it is. Realisticly i dont think this is feasable 'on' the battle field. What MIGHT be a better solution is this: A recovery vehicle towsthe disabled tank and brings it back to a repair shop. the tank is placed in front of the shop and is hoisted inside, the doors shut and you hear airhammers, welding torches, grinders, hammering and beating on metal plates etc for half an hour. after the given time period (settable in the tanks config, and dependant on the amount of damage) the completely repaired tank is hoisted back out on the rear of the repair facility. Any vehicles that are waiting in the front are then hoisted inside. That system would replace the unrealistic repair vehicles that are out there in ofp1. Some extra options for the repai facility to also rearm and refuel the tank would be nice too. (extra time penalty)
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If such a threshhold is to be used, the idea i basically agree with btw, we should not forget about the rapid fire cannons out there. I mean with that, that in itself a single bullet from such a weapon would do no damage, but firing 100 or more of these bullets on the same spot each second would eventually get thru the heaviest armor. Think about the GAU-8 A-10 cannon, 30mm AP bullets, a single shot would probably not go through.. but a one second burst (=80 bullets) would penetrate.
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the FAE220-d was only a name for me to recognise which script is running, so to speak. well, the name sounds about right, so i'll use it thanks
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yeah! howcome you couldnt say that before.. the hours of searching the net.. all waisted so thats its name then.. good2 know, thx man *edit hmm ok, looks like im gonna have to trust you on that.. i cant find references to that name.. removing the -TB results in cluster rockets, 220mm.. so i guess it's correct.
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i see, thanks for the link, didnt have that one yet. but be that as it may.. discharging a full volley onto enemy allready starts bothering my cpu... releasing hundreds of additional particles for each rocket may very well proove too much for people with low/mid end computers. in any case.. the impact of this weapon as it is now is very hard to overlook... so you dont have to worry about missing the action i will see what can be reasonably done with mrcloud
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there is such a shockwave on the ground right now, but made of fire, followed by black smoke... that dissappears and the huge fireball remains a few seconds. BIS M113's cannot take one hit, BIS abrams will sustain heavy damage after 4..5 single 'hits' and crew will bail shooting 3 rockets at abrams as quickly as possible is most devastating..
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are you sure there would be a mushroom cloud? a fire still rages inside a mr cloud, but the fae principle is a detonation type explosion, not a burning one. im not sure tho.