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Everything posted by Jackal326
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I'll take the suggestions various people have made into consideration, but I would however ask that people stop making them. This isn't because I don't care about what the community want, its just that most people are suggesting weapons that I've either already started work on (secretly), or am planning to start on in short order. Also, eveyone seems to be suggesting the same thing over and over (FN-FAL, Galil, Steyr AUG etc.). That, and if I take everyone's suggestions into consideration, I probably wont finish the pack before Game2 is released as I'll still be working on everyone's ideas, being the helpful and eager-to-please kind of person that I am Also, there wont be another version of the M16A4, it'll be staying more or less as it is. EDIT: And seeing as I'm here, and to also stem the tide of requests, I'll post the list of weapons I'm planning for v1.2: This list is subject to change (with addition/subtractions as necessary), so don't be disappointed if I end up having to drop one or two from that list - if I do so, I'll more than likely replace them with something.
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Thanks to Cornhelium and our collective patience, I can now present to you the updated readme.txt file, of which Cornhelium laid the groundwork of the edting, and I tidied up the presentation, as well as tweaked a few incorrect items. Thanks to Cornhelium and everyone else who offered to help edit the file. All weapons now feature the correct magazine listing, including a fully comprehensive list of compatible JAM magazines. The link is the same as the one I posted a few pages back (for those who can't remember, click HERE). EDIT: In regard to the G36, I'll see what I can do. Also, I've jus re-updated the link, and removed the 'JAM' Pistols from the readme, which haven't been added yet, and are not present in v1.1 *blushes*
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I beleive it defines the probability that a unit with engage an enemy unit at the distance value defined by the maxrange command
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Much obliged Cornhelium, I'll be sure to implement the suggestions and the JAM Handguns into the pack.
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I think that says it all At the moment, I'm not prepared to name any weapon other than the WA2000 that I have already named, due to permissions that are still pending.
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I'll be sure to correct that and upload the corrected version of the readme ASAP. In other news, work on v1.2 progresses well, with yet another addition to the line-up of weapons - More information to come soon.
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Thanks CH_123, not quite sure how that got by my testers or myself, but its been fixed now.
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No it doesnt I'll see what I can do about the M203 Leaf optic for v1.2
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Thats because no models (or config.cpp defines) exist for the camo'ed M203 (except the default iron sights of course). The camo'ed M203 + optic versions of the M4A1s will feature in v1.2, along with various other versions of existing weapons, plus some new weapons entirely (as you've already seen with the WA2000).
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It's also just a friggin script, give Jackal a break, he's busted his arse with this pack for over a year. Is it really going to kill you to just start a simple script??? Thanks AOCbravo2004 for saying more or less what I would have done, had you not already said it. Hmm, let me think...slightly edit some simple scripts Monty made for the pack, OR, sit for several hours attempting to code a lot of ammo crates....hmm, thats a really tough decision. Personally, I find it a lot easier to type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "\SJB_TOSM4_cpp\scripts\Whatever.sqs"Also, these can be used in vehicles (provided they have the ability to carry ammo/weapons in cargo - something you'd have to do with extensive editing of the init. field without the scripts. I stand by decision.
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Yes, thats an issue with the 'ModelSpecial' config.cpp command, that only changes the models with the SJB magazine loaded...but people wanted JAM compatability...
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That looks like the head model clipping through the helmet. Bar the few bugs, this pack looks very promising, and I'll be download shortly.
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Find the readme linked below (it doesn't look great in Internet Explorer, but once its saved to your computer and opened in a text editor (e.g. notepad), and provided it is viewed with Wordwrap off, it looks fine). SJB Weapons Pack v1.10 README.TXT
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Just to let you know, I've just released v1.1 of the pack. It can be downloaded from THIS LINK. As always, mirrors are welcome. A list of changes can be found in the readme.txt, as can a full list of classnames for weapons and their respective magazines. NOTE: This addon now requires JAM3.
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Just to let you know, that the testing is progressing well, and the release is still on track for sometime in the next couple of days (monday/tuesday). A few minor bugs have presented themselves, but have been quickly fixed. In other news, I've begun work on v1.2 (yes, I know its early seeing as how v1.1 hasn't even been released yet, but I like to plan ahead). One of the weapons I hope to feature in the pack is the Walther WA2000 rifle (seen below). Click here for a preview of the WA2000 The model is still very early in its OFP life, and will hopefully be completed within the next few weeks. To avoid confusion, I'll say this, the WA2000 will NOT be in v1.1, as it is more of a "patch" to fix bugs with v1.0, where as v1.2 will be the "expansion" adding more weapons/variants.
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Thats a very faded Urban MARPAT camo. The pair of Urban MARPAT BDU trousers I'm wearing right now, are much darker than that, and, in comparsion, are (thankfully) nothing like the ones in the Marine Assault Pack. They're more Black-Drak grey-Light grey as opposed to black-grey-OD green as the image Jankyballs posted.
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I think the above quote explains why I'm not going to be adding ammo crates as previously mentioned multiple times, so lets leave it there shall we. In response to your question PSYCHOSIM, the update is going well. Its currently undergoing testing, and a release should, if all goes well, be sometime early next week (monday/tuesday). The reason its been quiet, is because I haven't had much to post
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I don't see why. Units based off of HYK's Modern U.S. Infantry look awesome in VBS1, and as it appears the graphical enhancements made in VBS1 are on par with those in ArmAss, its fair to say, once the head and such have been changed to suit, that the units will also fit in well. Though, this is neither the time, nor place, for such discussions.
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Can't you just Binarize them yourself? Cuts down a whole hell of a lot on the final PBO size too.
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No, from what I gather they're modern day era units.
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Not likely, the O.pbo.bak file is a BACKUP of the original UNMODIFIED O.pbo, so renaming it, effectively uninstalls the pack. However, the fact that the O.PBO file is SMALLER than the O.PBO.BAK file, leads me to beleive the PBO Patcher didn't successfully complete its task.
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impossible to make :/ Not it isn't, but it requires you're familiar with O2, Selections, the cfgmodels section of a config.cpp, and the cfgvehicles section of a config.pp. It uses the 'SetObjectTexture' command to alter the textures of various selections and is very complex. So for the ease of your own sanity, I'd simply suggest using different models.
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Do they AI handle ANY helicopter well? The number of times I've attempted a UH60 insertion into an LZ only for the AI to clip a nearby tree with the tail-boom, roll the Blackhawk and cause my squad and I to either bail as it slides down the slight incline and risk injury, or await the chopper to explode and die anyway. Anyway, the CH53s looks really good FK, I'll be giving them a good testing in a matter of minutes.
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Nice work Offtime. How about dusting up the wheels a little too. Driving over sand will soon cover the area around the wheel (not to mention the rest of the jeep) in sand etc.
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Thanks for the information Cornhelium. The longest script is 94 lines and thats the Assault-Rifle script. The rest of the scripts average out at roughly 30 lines, so I think, if any, the Assault Rifle script/crate will be the one to cause me issues. I will test them all later just to be sure, and have my testers (when it is issued for testing later today) test them, so I have a wider spectrum of results, other than from solely my computer, which I like to think is fairly powerful (Pentium 4 2.8GHz, 1.0GB RAM, GeForce FX 5900 XT 128MB).