Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Macser_old

Member
  • Content Count

    678
  • Joined

  • Last visited

  • Medals

Everything posted by Macser_old

  1. Macser_old

    Vix Stryker

    Hello, Atm the slat version uses D-scythe's script.Which detects whether or not the incoming round is an RPG.Depending on a random value within a range, the script decides on allowing a full damage RPG hit,or a hit from a less powerful version.Which is defined in the config. So rather than giving the "slat" stryker a higher armour rating.The script tries to make a hit less predictable,without making the vehicle "invincible". In vanilla OFP that can be anywhere from 1 or 2 strikes,up to around six.In my Experience anyway. But I think it still needs some testing. (Recent pics)
  2. Macser_old

    UNICON warfare for ofp.

    D@nte, Has your interest been re-kindled? Anyway,nice work.And good to see you back on this project.
  3. Macser_old

    Vix Stryker

    Hello, Sorry I've been takin so long with it,I've been busy with one or two other things.But the stryker's comin along nicely.It won't be 100% accurate,given limitations of the engine and the "car" class. But I think it's a decent enough attempt. Hopefully anyone with an interest in this particular vehicle will agree. I tried to keep the polycount roughly the same as the original, but bring up the texture quality.Although,I have added a bit,especially with the interior.Also,as you can see from Lamentin's pics the driver's hatch opens. Not just for "looks",but to give a better field of view.As the closed position is obviously limited.Of course,while it's open you run the risk of being shot.As you would expect. Macser.
  4. Macser_old

    Vix Stryker

    Hello Favonious,Lamentin, Seems the Stryker's quite a controversial vehicle.Some military analysts/journalists and a number of others obviously don't like it very much.But seeing as they don't actually have to go into combat in one,I'm personally inclined to take the word of the people who use/have used it on a daily basis. Anyway, I'll try to upload some work within the next few days.I've gone a bit further than I'd planned,so it's gotten a new paint job,top to bottom.Some areas of the mesh were tidied up/added also.Mostly subtle stuff. I made the driver hatch openable.So you'll get a wider field of view during quiet periods. Although the driver view won't be 100% acccurate,given the class limitations.But I think it works. I don't know if I could extend to doing any other variants than the ICV.But at the very least there'll be a basic template to modify.
  5. Macser_old

    Real Looking Island?

    Hello MilitiaSniper, Linker's island is definitely a nice location.But you are right about it being hard on a system.It's more suited to close quarters play with low visibility.At least on mid to low end machines. Mind you,OFP is still capable of slowing down even a very powerful machine,especially on a map like this,with high view distance.
  6. Macser_old

    Vix Stryker

    Hey Lamentin, One or two pics there I haven't seen before. They'll come in handy for reference. And as far as the launchers go,that's your call. Although I dabble in it,scripting isn't my strong suit. It'd be nice to have the smoke launchers actually work though.
  7. Macser_old

    Vix Stryker

    Hello D-Scythe,Lamentin, I agree that stuffing an addon with lots of scripting,is sure to reduce fps.But this one is only called on an incoming missile event,rather than running in the background.So it's not likely to cause problems with performance. I also think it's a good way of differenciating between a "standard" and "slatted" version,while keeping the base armor settings the same. And of course the Slat armour versus RPG round is fairly relevant.From what info I've read,that seems to be the particular reason for it's introduction on the Stryker.
  8. Macser_old

    Vix Stryker

    Fair comment guys, And I can't really argue with anyone on technical issues,or the Stryker's survivability. For my part I'll stick to trying to finish up the vehicle model as best I can. I think compromises can always be reached though, between believability and gameplay.
  9. Macser_old

    Vix Stryker

    I wasn't entirely sure how the HEAT warhead worked. The "jet" will make it to the hull anyway if it detonates? If it hits somethin inside,like munitions or fuel,that's where the destruction of the vehicle may happen. So I don't know if there'd be any point in adding more code. I think the script works pretty well considering how the RPG does what it does.
  10. Macser_old

    Vix Stryker

    No,it does what you said it would.Worked right out of the box too. Here's a question for ye though. Atm the script alternates between the possibility of a "dud" impact and a successful hit,yes?.Could a Detonation on the slats be a possibilty also?Where the round explodes,but doesn't make direct contact with the skin of the vehicle. Maybe throwing in another ammo class with slightly more punch to it.Could that be factored in? Without causing a headache of course. Or do ye think that might be overkill?
  11. Macser_old

    Vix Stryker

    That's a nice script D, Seems to be workin just fine.At least as far as I'm concerned.Nice addition. Don't know if I can be as quick with the cosmetics and geometry though. Btw,what values did you use for "hit","IndirectHit", on the RPGslat?Which I assume is "ammo" rather than "weapon"?
  12. Macser_old

    Vix Stryker

    Hello D-Scythe, That sounds like an excellent idea.Workin off the "incoming" EH?That'd sure make things interestin.Not knowin if the next round is the one that gets ye. I suppose this addon is pretty much open source atm,until Vixer says otherwise.So go for it.Good scripting can only make it even better. Speaking of scripts,does anyone know if DKM prefer you ask before using their suspension script?Or could it just be used giving due credit? Anyway,I'll continue with my side of things,and post the results for whoever's interested.
  13. Macser_old

    Vix Stryker

    Hello Chris, I believe that was the first draft I sent Lamentin. It's quite a bit different at this point.The changes I mentioned weren't in that version. It's in the process of being overhauled.Atm it now seats nine,aside from commander/Gunner and driver. The interior's a bit more stretched out,and a few details have been added.As well as the driver's station.Just needs some cosmetic attention,and some bits and pieces. The standard version takes about two direct hits, before goin out,while the slat version takes around three.
  14. Macser_old

    Vix Stryker

    Hello, I've made a few small updates,since Lamentin's last post. As it happens,I've modified the Stryker(slat armored) to take two RPG hits,being destroyed on the third strike.Had to add the hit-point lod,to up the armor level. Although between the second and third hit,some damage should result. Or,would destroying it on the second strike be more true to life? Also, If O2's measurement of weight is indeed Kilos,then I've increased mass to a more accurate 16,530. That's around 18.22 short tons.Barely moves when hit,if that's realistic.It does behave more like a heavy vehicle though.Brought the turning circle down a bit too,as well as top speed.So it's less of a "car" now. As I've said to Lamentin before,the only thing that may go unresolved is the gunner's viewpoint.That's both an engine and class specific limitation,afaIk. But the AI will still operate the 50Cal normally,at least. Other than that,I'll see about stickin a driver's station in.
  15. Macser_old

    Gun model prob

    Just go into Window->Named properties A small new window opens,but it may not have any values in there yet. This is where you enter "autocenter" with a value of 0. Here's a pic.See down on the bottom right, Where it says "Property name"?You can right click in there and add a new entry. With luck,that should sort the positioning of the weapon.
  16. Macser_old

    Gun model prob

    Try putting "autocenter" 0 in your View pilot lod.I'm not too sure if you need to do that in your Res lods,but try it anyway. You can see those settings when you open the named properties window. Under Window->Named properties. Top right of the O2 gui. That's for the "loaded" version of the gun. Deagle.P3d.
  17. Macser_old

    Canonfire :/

    Hello, @siQ You said you were using invisible targets. Did you use the dotarget and dofire commands to engage them?
  18. Macser_old

    Cockpit sound

    Hello, Have a look here.If you have any problems post back or Pm me.I think it may be what you're after. P.s In your case,you could just activate it from the init line of your vehicle.
  19. Macser_old

    Texture problems

    Does your model use textures from any folder other than the "so-shotgun" folder? That's maybe what Gnat was asking about. you can check your texture paths in O2 as well.Just go to window->Texture library,in the top right corner of the O2 gui.Then on the left you should see a list of your textures ,with their pathnames. If you used textures from another addon,other than your addon,your bro may not have it. If it's not on his machine he wouldn't see the textures. It could be something else,but check that out anyway.
  20. Macser_old

    Unit's dropping gun's?

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _solider ["DROP WEAPON", "", 0, 0, (secondaryweapon _solider)] Ok,well I don't think you can refer to a secondary weapon in that way.At least not to my knowledge. You also forgot the "action" command. You'll have to phrase it in the same way Sanctuary posted earlier. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _solider action ["DROP WEAPON","",1,1,"WeaponClassName"] Do you understand what's happening in that script? You're telling the unit to drop a "revolver"?.Then arming him with one,immediately afterwards.That script will execute very quickly too.As soon as he's dropped it,he'll be armed with the "other weapon". A script will only wait,when you tell it to.Otherwise it goes through each line without any break. Is that really the effect you're trying to get?
  21. Macser_old

    Unit's dropping gun's?

    I'm not too sure why using the weapon's classname is a problem. That is what you want to remove isn't it? What's the script look like?
  22. Macser_old

    Tutorial problem question

    Don't lose hope Sputnik.It gets easier. I'll tell ye what,either post the file for download again, or Pm it to me,and I'll tell you what's wrong. I use O2 on a daily basis,so I'm pretty sure I can sort it,whatever it is. Btw,does it have mass?And are the "Components" visible in the named selection window,while viewing the Geometry LOD?As in "component01".
  23. Macser_old

    Tutorial problem question

    That's exactly what you did,yes. I just had a quick look at it.
  24. Macser_old

    Tutorial problem question

    Eh,Sputnik it's not mapped.There's no textures actually assigned,that's all that's wrong as far as I can see.I've just looked at it ingame. To make sure you have textures assigned, bring up the "texture library" located under Window on the top right of the O2 ui. They should be listed on the left.With the path followed by the texture name.
  25. Macser_old

    Unable to open external viewer

    Happy to help,or at least try to help. I should've spotted that one earlier.Once you have it set up and running you eventually take those settings for granted. Well,as long as you're up and runnin,good luck with it. Macser.
×