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Macser_old

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Everything posted by Macser_old

  1. Macser_old

    Vix Stryker

    Hello DiFool, It's hard to balance out armor values,and the effect of the anti-RPG scripts.But I think overall it turned out well. There's no way of creating something that everybody will like universally.So ye do your best to get it as close as you can to the real thing. I've read stories about a Stryker taking up to nine RPG hits and still being able to limp home.While others get taken out in a couple of hits. As it is without the slats,the addon can take about two hits before there's a high chance of it being disabled.And three direct strikes should destroy it.Of course the crew and cargo may suffer severe injury by the second hit. But there's nothing wrong with people adjusting some of the values,to suit their own tastes.Changing any one of them should have a noticable effect. If enough people have a problem with the durability of the addon,I'll gladly try to make the necessary changes. For the moment at least,Im going to leave it as is. Anyway,thank you for the reply,and the feedback. I hope your enjoyment of the vehicle hasn't been ruined. Regards. Macser.
  2. Macser_old

    Vix Stryker

    Ok,thanks Chris,I'll check that out asap. Sounds like a CfgModels entry might be missing. *edit* Well,I've had a look at the newer version,and it seems to be fine.So try that out,and let me know if the problem persists.The link's on the previous page of this thread.
  3. Macser_old

    Project Alien

    Hey Submariner, Long time no see.I got de-railed for a while there. Caught up in other things,including finishin up an unrelated addon. But we're back into it.I've had a few probs with the infantry on the uscmc side.It's being sorted out though.Got started on some armor as well.Have a Jackson M22 rollin around ingame, But I still have to get my head around makin the tracks run correctly.With regard to selections. Had to do some re-workin of textures too,as I recently ditched my old monitor.I didn't realise how messed up the colours actually were. If there hasn't been much in the way of pics,it's because I figure it's just annoyin people,lookin at stuff they'd like to have,but can't. So anyway,we're still here,and we're still workin. And good to hear from ye. And of course from Wolfbite and Pillage.
  4. Macser_old

    Vix Stryker

    Hello Pants, I've just tried the link and it worked fine for me. Maybe it was connection related.Try it again, if it doesn't work,PM me and I'll get a copy to you. How's that?
  5. Macser_old

    Doors in OFP

    Hello Doppe, Not sure if this will help,but try makin the door slightly bigger in the geo lod,than in the res lod. And as far as I'm aware,increasing an objects mass won't affect collision detection.
  6. Macser_old

    Vix Stryker

    Hello Gentlemen, @Lamentin Yeah,I guess a completely new version of the model would have to be done,inheriting from the Tank class. Even then it may be problematic.If can get round to it, I might see if it'll work.Sef lav 25s are basically tanks, although they're a bit "light".But they'd be a good reference point. @Sanctuary Thanks for the compliment.Much appreciated. It's definitely been through some changes,although had I more time to devote to it,I would've liked to make it more efficient.It's a bit messy in places. I used some of the original textures,as they were already mapped.I didn't want to do a complete re-work,as it would've taken too long.I thought it better to just get some work out there,while there's a little interest.
  7. Macser_old

    Vix Stryker

    Small update, I'm not too sure how version numbers work. So for the sake of keeping track,I just called it version 1.0. Vix_Stryker_V1.0
  8. Macser_old

    Vix Stryker

    Ok PanzerGrenadier,fair enough.No offence intended. There's life left in OFP yet.And as long as there's a community,even a small one,I'll be stickin around. --------------------------------------------------- And a little more news on the addon.After messin about with textures,modelling and scripts,my config skills got a bit rusty. Having got back into editing the Stryker's Cfg,I saw something I could change,which would definitely improve it.Although you still won't have any optics, The gunner position is now a viable "player" option. I've arranged it to rotate a full 360 degrees.As opposed to the limited range of motion currently available. And it was annoyingly simple too.
  9. Macser_old

    Vix Stryker

    I'm all too aware of the exodus,Bobcatt.But there's still one or two decent coders browsin the OFP end of the forums. The only real reason I'm still messin around with OFP, is because I like it so much.And I'm in no rush to leave it behind.Despite it's age,and many flaws,it's still one of the best games I've ever played. Anyway,if the "hatch gunner" never happens,it's not a big deal.It's just nice to have a bit of variety.As long as it works.
  10. Macser_old

    Vix Stryker

    Hello guys, @Blazin Atm the moment the unit is held in place by a single script,and a roadway lod to stop him from sinking through the hull.As you say,it's the pitch and bank that tends to spoil it.It wouldn't be as steady as [APS]Gnat's Arma version looks. It's quite flawed,but maybe a good scripter could come up with somethin to "lock it down" a bit. @Dkell3 Glad you like it.The FFur version was just an earlier build.Thunderbird liked the look of the model,but had a deadline to meet.Which is understandable. @Ase290406 Now,I'm not trying to be a smart ass. But I'm still not too sure what you mean. Are you referring to the texture quality,the mapping or the colour in general. Is it where the edges meet,that you're not happy with?Or something else entirely? --------------------------------------------------------- With regard to the "radio chatter".I've discovered a bit more about the way the engine deals with sound.Maybe it's already common knowledge,but it was news to me. The entry which most people think is decibel level, is as much to do with distance as volume.Outside of a certain range,it seems there's no real change in volume.So at say 70 meters,it could sound almost the same as at 5 meters.Which would explain people saying they can hear a low volume sample tens of meters away. Anyway,the new setting should be more subtle. You have to be right on top of the vehicle to hear it.But inside the sample plays at base level.
  11. Macser_old

    Vix Stryker

    Hello, The script I'm using is basically the one Wadi released called "MGCarry".As you can see from the video clip,it works to an extent.But I had to make some adjustments to the model in order to keep the soldier in place.It seems pretty effective rather than just looking good.The gunner will even toss out grenades when in range.He won't last long under fire though. There's 3 drawbacks that need to be lessened or dealt with,for it to be viable. 1.Turning to engage a target is extremely limited, So something like a "keycapture" script would be needed to overcome that.I think there may be one out there somewhere. 2.Getting hit,or being subjected to violent jumps can "dislodge" the gunner.Making them vulnerable to being smacked by the vehicle. 3.The addition of a roadway lod has a tendency to make the carrier vehicle slighty "bouncy".But I found it necessary to give the gunner a solid base. [Correction] (After removing the roadway,it seems it was the altering of the model centre which caused this. That's the model's geometric centre,not centre of mass.) But even with those problems,it still has potential. And I haven't tested it that extensively. If the Stryker does roll over,the gunner will most likely die,unlike a turret.Bearing in mind it's actually quite hard to flip.I know,because i've tried to do it many a time. Anyway,it was only an idea.But if Mcar were applied you could have yourself an Atgm.And derive the MGS from the Tank class.It'd mostly be a question of modelling them.
  12. Macser_old

    Vix Stryker

    Hello, The script I'm using is basically the one Wadi released called "MGCarry".As you can see from the video clip,it works to an extent.But I had to make some adjustments to the model in order to keep the soldier in place.It seems pretty effective rather than just looking good.The gunner will even toss out grenades when in range.He won't last long under fire though. There's 3 drawbacks that need to be lessened or dealt with,for it to be viable. 1.Turning to engage a target is extremely limited, So something like a "keycapture" script would be needed to overcome that.I think there may be one out there somewhere. 2.Getting hit,or being subjected to violent jumps can "dislodge" the gunner.Making them vulnerable to being smacked by the vehicle. 3.The addition of a roadway lod has a tendency to make the carrier vehicle slighty "bouncy".But I found it necessary to give the gunner a solid base. But even with those problems,it still has potential. And I haven't tested it that extensively. If the Stryker does roll over,the gunner will most likely die,unlike a turret.Bearing in mind it's actually quite hard to flip.I know,because i've tried to do it many a time. Anyway,it was only an idea.But if Mcar were applied you could have yourself an Atgm.And derive the MGS from the Tank class.It'd mostly be a question of modelling them.
  13. Macser_old

    Vix Stryker

    Hello, 1.The radio chatter. I had a feeling that might come up.The engine deals with sounds in an unusual way.It's somethin I find hard to combat.The best I can do is lower the overall volume or ditch it altogether. I'll tweak it down as low as I can get it,before doin away with it though. 2.Wheels slightly embedded. That's a side effect of the suspension being "spongy".I was trying to get the wheels to track the terrain a little better.So the land contact points were moved to accomodate it.I'll tell ye what,if there's enough complaints regarding this, I'll just pull it back a little.But I do actually like the feel of the vehicle on the move.So I'd rather not make the suspension too "hard". 3.The Back of the interior. Eh,I assume you mean the area around the door? I'll get right on it,and have a look.Although it's hard to get good pics of the interior from that angle. So I may have to make somethin up. While I'm here,does the lack of a gunner view bother anyone to the extent that it spoils the addon? Anyway,thank you very much for the feedback. One other thing,I don't know if it's worth pursuing, and I'm not sure if I'd have the time to sort it out. But I had been experimenting with a rear hatch gunner.It would probably need the attention of a good scripter,to make it a bit more solid.Atm it's somewhat unstable. Well,have a look anyway.It's similar in effect to GNAT's "Active cargo" scripts for Arma. Short clip (REAR HATCH GUNNER)
  14. Macser_old

    Vix Stryker

    Well, on the upside,I enjoyed workin on it.If only a couple of people get some use out of it,I'll be happy with that. Thanks for lookin in Bobcatt. Macser.
  15. Macser_old

    Vix Stryker

    Hey Bobcat, I've heard of Mcar,just never actually tried to use it on anything. I know some editing of the model would have to be done,that's not much of a problem.It's the application of the scripts that would get me.I'm not too good with 'em. It would make an ATGM version possible I suppose. I don't know,maybe Lamentin might be up for an attempt,but I'm not goin to volunteer him for it.
  16. Macser_old

    Vix Stryker

    Yeah,sorry, Looks like it's at full capacity at their end. Links in previous post updated.Needed to re-do it anyway,as I forgot to put the readme in the archive,as well as the PBO. Hopefully everything should be ok.
  17. Macser_old

    Vix Stryker

    Hello, We decided to put this out there.This is the last build I did of the Stryker. Although feedback is welcome,I don't know how much time I personally would have,to address any issues. But I'll do what I can. For anyone who's used the FFur version.This is very different. For a start the one in the FFur/SLX mod is a much earlier build.And it inherits from the tank class. Whereas this one inherits from the car class. Both have their advantages.Handling wise,I prefer the car class.It's a much more realistic feel overall. But the downside is the lack of a gunnerview. Which means handing weapon control to the AI. The tank class clears that up,but you pay for it in visual and handling terms.It essentially looks and feels like driving a tank.If there was enough interest though I could put one together. Anyway,take a look and tell us what you think. Hope you like it. Macser. VIX_STRYKER(Updated) Via RapidShare. VIX_STRYKER(Updated) Via Filefront.
  18. Addons: Vix_Stryker Updated (almost finished). Graa mod 3.0 for the crew. Arabia and Salang islands.
  19. Macser_old

    UNICON warfare for ofp.

    Those vehicles are lookin good D@nte. Nice work.
  20. Hello, I only recently noticed that the incomingMissile EH only responds to "dumbfire" rounds like the RPG, when fired by an AI unit.Whereas the player has to lock on to the target with a guided type. Anybody know of a way around this? It's for the Vix_Stryker update,and the EH activates a small script to counter RPGs specifically.As I said,it's fine with the AI, but as a player it simply won't execute. Could it be specified in the Incoming Eh line within the config? Any help would be greatly appreciated. Macser.
  21. Macser_old

    Incoming EH and the player

    Hey Sanc, I should've asked you first. We'll give it a go and see how it works out. It'd be nice to have MP compatability,but atm I'd settle for single play.If only to get the addon released a little quicker. Thanks for the reply my friend. Macser.
  22. Macser_old

    Project Alien

    Hey Sengir, Look,no problem.As much as we may like what we're doin,it occasionally has to take a back seat.Real life comes before any of these projects.Even if we take it semi seriously. Anyway,it's good to hear you're still interested in helping out.And the WH40K project is lookin great btw.Nice work. Macser.
  23. Macser_old

    Project Alien

    Hello Viper, It's movin slowly but it's movin.I realise there haven't been many posts recently,so people might be forgiven for thinking the project's vanished. But it hasn't. For me,I Just needed a break to do other things. But I intend to get right back into it. Macser.
  24. Macser_old

    .help needed

    Danny,that's more of a modelling question,I believe. As far as I know,making units facetex compatible, requires they have a "head" section which has been mapped for facetex textures. Obviously I'm open to correction,but i don't think what you want to do can be achieved within a config.
  25. Macser_old

    Vix Stryker

    @R0adKi11,Ase290406 and Leondus, Thank you for the kind words guys.Much appreciated. @Wilco, Yeah,it's gone through some changes.As it happens I'm almost done at my end.So it won't be too long before it's put back out there. There's still one or two minor things to be sorted.
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