PsyWarrior
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Greetings, UPDATE: BETA: 3 released! Psychic Productions is proud to announce the Public BETA release of Project MCAR! Project MCAR is an attempt by a group of OFP enthusiasts to overcome one of the boundries of OFP editing: The inability to fire any kind of missile from 'Car' class units. MCAR is essentially a very complicated workaround, which simulates a guided missile launch from a vehicle. From the perspective of the player, he aims his turret at the enemy unit, presses the trigger and a missile launches. It guides itself to the target (even if the target is in motion), hits it, and obliterates it. The player has no idea what actually happened: He fired a machine gun bullet, which is 'caught' instantly by the scripting system, and removed. A missile is then created (along with particle effects, sound, etc.), and sent on it's way in the direction of fire. The system then checks to see what the player was aiming at, 'locks' onto it, and activates the guidance code to steer the missile to the target. The system instantaneously detects when the missile has hit it's target, explodes it, and the target is annihilated... The above is one possible scenario. MCAR also works with AIs, with anti-aircraft missiles, and comes with a selection of guidance codes, including: One based on the 9m32 AA missile, one based on the TOW 2A (self guided) and one based on the TOW 2B. We also have another set of guidance codes: The Realistic TOW 2A and TOW 2B, which allows the player/ AI to guide the missile to its target, simply by moving the crosshair. Terrain following missiles are also possible with MCAR, as shown with the standard TOW 2B. Project MCAR is now Multiplayer Compatible! Also theoretically possible: -MCAR with boats: Boats cannot fire missiles either, and there is no reason why MCAR should not work with these too. Untested at present. -Shells: Also possible, but with much less guidance. Better than an explosive MG bullet, at least. Main advantage is a better shell explosion, and the fact that the player can actually see a shell instead of just a tracer. -Grenade launchers: Same applies as above. -Direct fire, unguided missiles (like FFARS). MCAR's limitations: -Kills are not always recorded. Scripting has been added to enable kill recording, but it is not 100% successful. -BIS 'Crew' function does not operate with MCAR powered vehicles. We have included our own function to replace it: crew_mcar. Usage: [vehicle] call Crew_MCAR Returns crew of vehicle. Files: MCAR: BETA: 3 MCAR Manuals (beta) Demo Missions Beta 3 Extract to your addons directory, OVERWRITING the existing MCAR files. Mirrors: BETA: 3 - completely untested 7 day only mirror We're looking for more BETA 3 Mirrors! Anyone out there? Manuals - OFP.info Demo Missions - OFP.info Current Version: MCAR BETA: 3 Okay: Download, play, test and report back what you find. That's the idea. What do you like? What do you dislike? What needs to be improved? Please note that we are not looking for comments on the textures or modelling of the test platforms. Regards, -PsyWarrior -Psychic Productions / MCAR Project Manager Modification: Added mirrors. Modification 09/11/04: BETA: 2.5 released, thread updated. Modification: Added mirrors, courtesy of OFP.info Modification: Updated MP information, added 2.5.1 links Modification: Major release: BETA 3. Updated MP info and links.
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Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
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 -
Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
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 -
Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
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! -
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.
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Copy that. Look forward to hearing from you. -Psy|W
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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
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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.
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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.
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Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
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 -
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
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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
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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.
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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.
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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
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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
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hmmwv, you say that you created those textures in 5 minutes? That's pretty impressive. That kind of skill creating highlights and shadows (and of course, texture) takes years to develop. You could go far in the OFP community as a Freelance texture artist (there is always a demand for good texture artists, as there are very few of them) I wonder what you can create in a couple of hours... -Supr. Cmdr. PsyWarrior -Psychic Productions
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Absolutely. See my sig: Co-operation, not competition. Also agreed. Constructive critisism is always good, but critisism for criticism's sake is useless, and leads only to bad feelings, which is not what we need. Don't stamp too hard on anyone though, as Bobcatt's comment came from a misunderstanding of Fischkopp's post. When dealing with a multinational community, there are always going to be misunderstandings and comprehension errors. Even between english-speaking people, there are often misunderstandings... Careful, pappy boyington . You are relying on post counts as a meter of how long people have been in the community. My post count is something stupid like '12' , but that doesn't mean that I don't know anything about the OFP community. I have been around, in the background, since the beginning as well. @Fischkopp: Looking very nice, those Hummers. We (Oh, HateR_Kint, at least, since the rest of us are a little busy in RL right now ) are just working on getting the MCAR stuff working correctly, and are making good progress. We have run into a couple of..."small"...bugs, but nothing we can't fix given time. -Psy|W
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Greetings, FischKopp, have you had any success implementing the MCAR system for your TOW2b and Avenger HUMMWVs? I know that you were designing your own missiles, but does the core system function well with your addons? Also: It is theoretically possible to use MCAR with grenade launchers. There isn't currently a guidance code for it, but I thought you might like to know, in case this feature becomes available in a future version of MCAR... -Supr. Cmdr. PsyWarrior -Psychic Productions
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Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
This week's understatement... Footmunch was part of the original Dev team before MCAR became a PSYPROD affiliated project. Check the MCAR Credits... You could still use MCAR on planes if you wanted to. But it would require you to rewrite the guidance codes, and why would you want to anyway? -Psy|W -
Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
Greets, First, an update: While we've been playing around, adding lots of pointless cosmetic features (to fill in the time while the documentation and demo missions were finished), we've uncovered a whole pile of new bugs, including the dreaded car bouncing bug... That one at least has been fixed, but we have a few other things to sort out before we're in a position to release the BETA: 2.5. Bare with us... @Pappy Boyington: Again, in theory, it is possible. However, how the MCAR system would handle launching from fast moving aircraft, we cannot predict. We would need to write a new set of guidance codes to handle the fast movement speeds of fixed wing aircraft, or they would probably run into the missile, and destroy themselves... At the moment, experimenting with such a system is not one of our priorities, but we'll certainly consider it for the future. Of course, anyone else is welcome to look at this possiblity if they want -Psy|W -
Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
Okay, here's a status update on what the MCAR team is currently doing: We have eliminated many of the bugs mentioned above, and are currently working on demo missions and documentation. When that is ready, you can expect an update from us. Of particular interest to addon designers will be the documentation: It will hopefully eliminate many of your problems implementing the MCAR system. It also contains a section for mission editors, and Sa8gecko's explanation of the scripts and functions used in MCAR. There are currently three demo missions in progress. They will not be full quality "facile ground" grade missions, but they will show off the effectiveness of the MCAR test platforms in the right situations. They will not require any additional addons. -Psy|W -
Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
A couple of download mirrors for you: OFPNews Download OFP.Info FTP Downloads Many thanks to OFP.Info and OFPNews.com for mirroring for us. An additional note: At the time of typing, Project MCAR Beta: 2 is the No.1 download in it's category on both sites... Not to brag or anything -PsyWarrior -
Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
Strange. May be a compatability problem with the Black Eagle. I'll do some tests. Sounds like a problem with the Proximity fuse. If the missile gets close to you, but is not going to get a perfect hit, it explodes anyway. This does some damage but not nearly as much as a hit. One of our AA guidance codes will lead the target along the z plane (vertical), and so would stand a better chance of hitting you. All the guidance codes sets can be found in the BETA. -PsyWarrior -
Project mcar public beta release
PsyWarrior replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
Greetings, Thanks, everyone, for your response so far! We will be releasing a couple of demo missions showing the test platforms at their best shortly, hopefully along with the first version of the MCAR Manual, and any code updates. RE: Any HUMMWV Dying problems: HUMMWV Armour is not good, and the vehicles are designed to engage the enemy at long range. You may also want to 'distract' the enemy tanks by sending in some other units with a higher 'cost'. -PsyWarrior