Jump to content

PsyWarrior

Member
  • Content Count

    29
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About PsyWarrior

  • Rank
    Private First Class

core_pfieldgroups_3

  • Interests
    Well OFP, obviously.<br>Particularly: Flying and Sniping. And in the game too.<br><br>OFP scripting

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. PsyWarrior

    Project mcar public beta release

    Greetings, Jezz, Firstly, please check Sa8Gecko's 'BETA: 2.5 functions explained' thread here: Functions Explained Reply #14 contains some information about the HASL function PSY_MCAR_calcH.sqf However, if that isn't helpful, you could either wait for sa8gecko to reach here and give you an answer to your question, or you could Ask Sa8Gecko -PsyWarrior
  2. PsyWarrior

    Project mcar public beta release

    Thanks for your response, Ironsight. If you do try to implement MCAR into an addon, or even do some experiments, please feed back to us about the documentation. Please don't hesitate to get in touch with us, or ask Sa8Gecko if you have any questions or problems. -PsyWarrior
  3. PsyWarrior

    Project mcar public beta release

    We are pleased to announce the release of the long-awaited BETA:2.5! The BETA 2.5 fixes numerous bugs, and adds new functionality to Project MCAR. For full details, please see the Readme file. Here's a list of some of the most important changes or things you need to know: -[Despite what was said previously, MCAR: BETA: 2.5 is not MP compatible. We are looking for help here, if you know your way around MP editing, please get in touch!] UPDATE:As of the 2.5.1 patch, Project MCAR is now tentatively MP Compatible. Please test and feedback. -BETA version of documentation/ manuals added, for addon designers and mission editors. -TOW 2B 'Real' HMMWV added -Several new AA guidance codes introduced, and demonstrated on the Sa-9 Gakin. -Kill reporting added to some vehicles. Still not 100% reliable yet. -3 Demo Missions added, with one more on the way. -Code added to deal with savegame issues. -Misc. Bugfixes and upgrades This list is not exhaustive, but it gives you an idea of some of the things that have changed in this version. Files: The BETA: 2.5 files can be obtained here. Please use mirrors to download, when they are available. MCAR: BETA: 2.5 MCAR Manuals (beta) Demo Missions Mirrors: BETA: 2.5 - OFP.info Manuals - OFP.info Demo Missions - OFP.info Additional Information: For further information on the inner workings of MCAR, please consult these link for sa8gecko's (ongoing) attempt to document the BETA 2.5: Scripts: BETA: 2.5 scripts explained And functions: BETA 2.5 functions explained If you have any questions about the inner workings of Project MCAR, please do not hesitate to ask the Lead Developer, sa8gecko, here: Ask Sa8Gecko Enjoy the update, and look out for bugs... If you are an addon designer or modder, and you want to either update a released addon, a work-in-progress, or to create an addon based on MCAR: BETA: 2.5, please contact us, we would like to hear from you. -PsyWarrior -MCAR Project Manager EDIT: Mirrors added from OFP.Info - Thanks!
  4. Greetings, Psychic Productions is looking for talented scripters and specialists to join the Project MCAR team. Project MCAR is an attempt by a group of OFP enthusiasts to overcome the inability of 'Car' class vehicles to fire any kind of guided missile (or ordinance other than the standard machine gun bullet). Our first public release, the BETA: 2 can be found here, along with further information: http://www.flashpoint1985.com/cgi-bin....t=39838 We are looking for OFP editors to join our team. The primary vancancy we need to fill is that of a Multiplayer specialist as the MP incompatabilities of our current version of MCAR are the only things holding back a release of the BETA: 2.5. Role: MP Specialist(s) Primary Skills Required: Must have extensive knowledge of Multiplayer coding, for SQS, SQF and CPP. Secondary Skills: As with all members of the Project MCAR team, must have problem solving skills, must be trustworthy and motivated. Must also not be offended by sarcasm (particularly important ) . Notes: Knowledge of OFP editing outside MP would be advantageous, but not necessary to apply. Mathematical skills would also be a plus, but it's not important if your maths isn't brilliant (mine sure as hell isn't ) However, we would also consider applications for general scripters to join the team, if we believe you have something to add. You can apply through E-Mail (psyprod@spiers.tv), PMs on this forum, or on the PSYPROD forum. I will attempt to reply to anyone who applies, so if you don't recieve a response within a couple of days, I'm either dead, incapacitated, or your message hasn't got through. Send it again... Project MCAR is a Psychic Productions affiliated project - Co-Operation, not competition Thanks, -PsyWarrior -Psychic Productions.
  5. PsyWarrior

    COMBAT! HMMWV Pack Released

    Copy that. Look forward to hearing from you. -Psy|W
  6. PsyWarrior

    COMBAT! HMMWV Pack Released

    Greetings, Can someone in CBT please confirm the rear firing 'bug'? This is not a Project MCAR BETA: 2 issue, and it's quite likely that it will not be fixed by a code update. If this is not an intentional feature, then there is a problem in the implementation of the MCAR system, possibly the proxies are very slightly incorrectly placed. Rudedog, please contact us, and we'll see if we can isolate the problem. -Supr. Cmdr. PsyWarrior -Psychic Productions
  7. PsyWarrior

    Hawks BRDM-1 w/ AT-3 Sagger

    That's not a bad idea... Something like MCAR_ResFriendly? I doubt that friendly fire will be removed from MCAR, as that would mean that no missiles with friend-or-foe recognition could be built. We may build a couple of guidance codes with 'realistic' friendly fire built in. I guess I'll be contacting Hawk then... Although I first have to find some kind of contact details. Anyone know where Hawk can be reached? Actually, a skill based system would be perfectly possible, as you can easily check the skill level of a given unit, increasing or decresing the friendly fire probability depending on the skill. But we're not going to be doing anything like this for a while. After the release of the next BETA, the BETA: 2.5, we'll be looking at what goes in the next version, and it's possible that some kind of friendly fire system will make it in. Hopefully, there will also be an update for this addon fairly soon... -PsyWarrior EDIT: Found contact details for HAWK. I also found that the of.fpp.pl link contained the word 'BETA', perhaps explaining the texture issues/ bugs.
  8. PsyWarrior

    Hawks BRDM-1 w/ AT-3 Sagger

    Greets, As soon as I saw the words "Russian anti-aircraft vehicle", I was scrolling down to reply... But Bobcatt beat me to it The next version of the Project MCAR Sa-9 Gaskin will be much better that the current version, and we could be releasing in the next few weeks... I have to admit that I didn't know that Hawk (Not Spetznaz mod at all - don't know where I got that from) had made/released any MCAR powered vehicles at all... Kudos to them for getting everything working properly without our help or documentation. Although I do wish that they had contacted me, so that I could tell them about the MP and other problems and the imminent fix... -Supr. Cmdr. PsyWarrior -PSYPROD Command/ Project MCAR Pro-Tem Project Manager.
  9. PsyWarrior

    Project mcar public beta release

    Update! Although there has been quite a delay since the release of MCAR-BETA: 2, Project MCAR is still chugging along nicely, and we are nearing a position where we can release the next version of MCAR, the BETA: 2.5. Our Multiplayer compatability testing is proceeding well, and we have recently tentatively cleared the core system as MP compatable. Once we have the rest of the minor MP bugs sorted out, we just have to make a few modifications to the documentation, and get the demo missions together, and we will be in a position to release our update. On another note, we are also looking for another editor to join the Project MCAR team: Role: MP specialist Position: Join as PSYPROD Affilliate, Freelancer or Editor. Primary Skills Required: Must have extensive knowledge of Multiplayer coding, for SQS, SQF and CPP. Secondary Skills: As with all members of the Project MCAR team, must have problem solving skills, must be trustworthy and motivated. Must also not be offended by sarcasm... Notes:Other General OFP editing skills (outside pure MP) would be advantageous but not necessary for application. Mathematical skills would also be a plus, but it's not important if your maths isn't brilliant (mine sure as hell isn't ) If you think you would fit the bill, drop us an E-Mail on psyprod@spiers.tv or IM me on the PSYPROD forums (http://psyproductions.proboards21.com), or on the BIS forums. -Psy|W
  10. PsyWarrior

    FischKopp HMMWV

    Ah, I see. I've never seen this in SP either. You should ask HateR_Kint, he spends most of his time playing OFP at about 3FPS... I think that the FK HUMMWV firing bug is probably related to MCAR code, rather than to an original game bug. But it's something we will be testing for. -Psy|W
  11. PsyWarrior

    FischKopp HMMWV

    We've worked pretty hard to eliminate all the SP low FPS problems. You were there for most of it... Sounds about right... All MCAR MP problems are...features... At least, until a fix is released. We're working on it, Okay? -PsyWarrior
  12. PsyWarrior

    FischKopp HMMWV

    hitsqdzulu wrote: This could be a Project MCAR issue. Please register on the PSYPROD forums http://psyproductions.proboards21.com Or contact me via IM or E-Mail, so I can pump you for information . If you have access to a dedicated server, your assistance would be invaluable in ironing out the multiplayer MCAR bugs. Further to SCFan42's query: Did you actually see three lots of impacts, or did there just appear to be three missiles fired? Was there any other erratic behaviour? How many clients were there? If there are multiplayer bugs, we'll try to get those cleared up as soon as possible. We will then issue a fix to Fischkopp, if it proves necessary. Thanks, -Supr. Cmdr. PsyWarrior -PSYPROD Command.
  13. PsyWarrior

    FischKopp HMMWV

    Greetings, Well done FischKopp, great work! And congratulations on publishing the first ever MCAR powered final-version addons. Better than anything, this proves that advanced weapons on car class vehicles are no longer just a possibility - they are reality. I'll be downloading these as soon as my ISP activates my DSL connection... -Supr. Cmdr. PsyWarrior -PSYPROD Command, Project MCAR (pro-tem) Project Manager.
  14. PsyWarrior

    Fischkopp's hmmwv pack

    Well, who can remember everything... (Oh, the irony... ) If only we could get paid for OFP Editing... Actually, I'd be out on the streets by now, so maybe that isn't such a good idea... After you spend any amount of time around me, you get used to it. Eventually Until then, just assume everything I say is sarcasm... -Psy|W
  15. PsyWarrior

    Fischkopp's hmmwv pack

    That's a nasty cough you have there, freelancer... You should see someone about that. Anyway: Psychic Productions Studios is pleased to announce that: We Have Fixed the Hummvees (or at least, HateR_Kint has). Probably. The Fischkopp HUMMWVs should now work perfectly with the MCAR system, complete with Fischkopp's customised missiles. Fischkopp: If you have any more problems with the integration of MCAR that you are unable to resolve, feel free to contact us. -Psy|W EDIT: Dang. Fischkopp got there before me... More stuff: Optics: Conventional optics do not work on car class vehicles. The MCAR HMMWV TOW2a 'Real' has working optics (using a workaround). DePBO and examine them. Note that zooming optics are impossible on cars (at least for the moment). Avenger scripts: You could use any one of our AA missile guidance codes for that, as long as one of them is suitable for your needs. Try installing them in your vehicle, using our missile model to see how each one behaves. When you go to create your own Avenger missile model please remember to include the geometry LOD
×