Gen.Carnage
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Posts posted by Gen.Carnage
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can anyone please tell me if its possible to create animated textures ? if so, how?
think about the 'zasleh' textures that automatically alternate when firing the gun, creating a moving flame effect.
i want to create such an effect myself, but i wouldnt know where to start...
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i was wondering why my system with 5500 bench was also sometimes struggling with the dust.... (when zooming in on external view)
i found out that setting antialiasing on by default is something that drags your 3d performance down when it comes to rendering those cloudlets. (i have a gf4 ti4600 and had AA set at 4x by default in windows)
turning it on auto in windows will dramatically reduce the cpu load with ofp using this script, at the cost of a little sharpness ofcourse.
just a little tip that might help your system...
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when working on the comanche, i asked rasta to take the tunguska's gunsmoke and place it on z=0, using eventhandler engine. for downwash effect, he then started coding and came up with this without having looked at any other script.
I resent the insinuations that code was 'borrowed' from other scripts and reassure you that we at the time didnt even know of possible similar scripts existance, let alone used them!
regardless of this, we are pretty sure that many people will be happy with this fuss-free implementing of the effect in their missions.
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seeing the dissapointed reactions allready, we put up a version without the benchcheker...
but dont say we didnt warn ya..
but then again maybe we overrated the power needed... we let you decide.
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still ... the missile warning will work even if your pc hasnt got enough 'umph' for the dust and spray... little comfort.. i know..
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As the title says...
Head over to our site and grab the file, unzip into res/addons folder and place the chopper of your choice in the map (to be found under group DKM-MOD/Air)
Click my banner to surf to our website.
I hope you all enjoy this little upgrade for ofp (1.90+).
Read the newstopic and readme file for more info.
*edit* :
one of the commands in the script was only available to 1.90, so those of you who hadnt upgraded to 1.90 yet could get some strange errormessages, remedy: update ofp to 1.90 or higher
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still working on the interiors, also the config is still beeing worked on.
When all that is done we'll start on the diffeerent versions, we intend to make 3 versions as things are now.
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the speed of gun barrels movement is not something we can set... still havent got a variable for that.
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.... which is something no addonmaker can change!
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Something new to ofp again; a fieldgun with real retracting barrel on firing.


Download can be found on our site (click the banner blow)
the rest of this addon is same as version 1.0, and this new feature will only work on 1.85 and up.
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someone linked directly to our potw, and that is updated again...

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picture updated
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all this may be true miles, but we were looking at quite another aspect of its use; defense against tanks.
remember that this IS a stationary weapon, if you are trying to defeat the east base, you should expect some heavy opposition, the not targeting by airplanes is a problem, as i allready said before, it came down to this, make it irtargetable and useless as defense weapon, or disable irtargeting and make it effective.
we raised its 'visibility' after firing to a very high level, for a long period, this is why AI still engages on moderate distances.
with irtarget on, the abrams tanks blow them away at 1100 meters, even before the m46's start firing.
IRL this is an artillery/AT weapon, and its pretty old (1954) it is not of this age, but still loads of countries around the world use them.
We decided to make it a full AT weapon, artillery is still a major problem to deal with in ofp.
Since you cannot conquer anything with it, i see no problem in it beeing effective against tanks, it is YOU who is attacking, so YOU can expect a beating.
Also, because it covers a limited area, you can out flank it allways, this is for the mapmaker to decide.
Also the M46's first shot is very often a miss, also a factor that helps in defeating it.
Sure if a mission maker put 20 of them in a row in a canoyon where you HAVE to go thru, you got a problem, but then blame the missionmaker, not the weapon.
Don't forget, his game revolves arounf the player, not the AI.
Human player can easily outsmart this gun, there are plenty of ways to destroy it.
this gun makes 'recon' vehicles more important for gameplay, send in a 'fast mover' to lure the guns into revealing their positions before going in the zone blindly.
And tell me, what use would this gun be if it wasnt this effective against MBT's... chances are we wouldnt even be discussing it since everyone would just forget about it.
this is my opinion, i know some of you will disagree.
Anyway, there will be a new version soon, on which we hope airplanes will be able to lock, but i doubt if we will lower its firepower.
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click my sig to go to our site, from there i can be contacted via the forum... en idd nl ja

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without going into details... this one will have retracting gear and closing baydoors as well... and no, its not the final skin.
that there now are at least two mods working on a comanche is purely coincidence, i have modelled the thing 5 or 6 months ago, and only now found the time to really start implementing and skinning it.
But it doesnt have to be bad that 2 mods are making one, maybe we can arrange for the models to not overlap too much.
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you are the first and as far as i know only one to complain about this, is it possible you placed it on uneven ground?
Like all static addons (most), outting it on uneven ground results in weird placement.
Even though the landcontact is defined by three points, ofp engine thinks its beeing funny when deciding how to place a tripod on uneven ground...
solution: find a flat surface nearby
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">But like you said, the artillery can usually be outflanked...unless they are guarding the Nogova bridge. Without M113's or boats to cross the water safely, then you are screwed unless, like you said, you airdrop troops behind the artillery. <span id='postcolor'>
see? it's allready changing your tactics... which imho is good for ofp.but i'll look into the lasertargeting as soon as i find time.
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@miles tag: I know of this problem, i've tried setting irtarget to on...
result was very discouraging, the attacking M1A1's massacred the fieldguns since they have faster reloads and fire at greater distance then.
When set to off position, only a numerical overwhelming amount of MBT's will sucessfully defeat the fieldgun battery.
(8 M46 vs 8 M1A1's: abrams loose,
8M46's vs 12 M1A1's, abrams win)
The problem is there is no inbetween setting for irtarget, its either on or off, since this is a highly camouflaged defense gun, it main role is to defeat incoming armor.
Jet's and helo's have other means to target and lock low heat signature targets, but ofp doesnt give us the means to make this work afaik.
*idea* Maybe i can build a separate item that must be placed over the gun in the editor that would be a 'lasertarget'.
So at least the guns can be 'painted' for LGB's.
I just thought of this, and will investigate.
the main way of destroying the weapons now is to find a way to get behind the guns, you can also airdrop some AI LAWsoldiers behind the M46 lines, they will engage and destroy the guns. Snipers can also shoot the gunners out of their seats.
nothing should be white, if so , a texture must have gone missing.
I wasn't planning on making a winter version, but maybe i will when i find the time.
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Hi again people, just here to inform you we've released the russian M46 Fieldgun.

To download, click my banner to browse to DKM-MOD website.
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a bit more CONSTRUCTIVE comments:
you need to look at the sound again, it DOES work like i explained in the bronco, so why would it not in this plane?
are you using a wav file or ogg... did you indicate the volume over environmental values or absolute volume (db+xx vs xx)
and last, it has been said by others; the base volume of the soundfile in question might be too high.
about the missile accuracy; I won't argue with you over what you think its correct for this plane, i believe this is a GAME firstly, not a sim, but hey if you think otherwise i respect that and won't ask you again. Respect my different opinion too for that matter, and don't forget, i'm only trying to help, not looking for feedback on one of our models.
Most people here are nagging for inside sounds, and i agree with that and happen to know how to fix it. The prop sound was too loud inside the cockpit too in the first bronco.
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ah, so you know they sound like shamelessly load fat farts

cockpit sound can be adjusted to suitable volume :
correct syntax: insideSoundCoef = 0.7;
0.7 obviously is the sound volume level relative to the outside sound volume level.
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/me starts working on longer ranged, more powerful russian AA and AAA systems (also thinking on creating russian ICBM to counter this....

good plane, but fix the missiles hitting percentage and inside cockpit sound. I told you how earlier.
I take it you were thinking of single player missions when creating A-bomb? coz its absolutely a funkiller in MP games, remember that mission makers!
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im not sure of the right syntax by head, but look for a setting insidesoundcoef we used it in the bronco as well if i remember right.
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PZH2000 has stabilized gun and autloader, that makes it far more mobile than any M109 will ever be, and mobility is survival.
Rotor downwash effects for all bis choppers
in ADDONS & MODS: COMPLETE
Posted
the dustclouds are scripted, not so for the water effect, you need a model to do that, model means pbo.
we are working on a MP version as said before, it will probably replace the current one, we might also find a way to reduce cpu/gpu load, but no promises made there.
Missing the downwash effects from helo's has bothered me from ofp v 1.00... thousands of ppl share this view as far as i know, so i dont think many people will complain about downloading this relatively small addon.