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Pvt_Parts

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About Pvt_Parts

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  1. My appologies, but I was not subscribed to this thread. Two things: a) I never fully finished the modifications (SLA are left out from some features), and it probably needs tweaking. I spend most of my ArmA time fiddling with the mission editor, scripts, and inspecting/learning/fiddling with other people's configs/scripts/missions, so I have not tried it out much (maybe 30-40min with BLUFOR). On top of that I am as depressed as ever (no "plans" though), with my mania far from being under control. Playing and tweaking are escapes to cope, but sometimes I don't have the focus to concentrate on it. b) I'd have to get the other author's permission (of the other grenadier mod). As well as NWD's permission for releasing an addon to his ballistics addon (undoes his change to the 40mm launch speeds). According to the response in this thread, manycontent authors don't even like you talking about making changes to their stuff. I encourage you to remind/harass me once a week about it (by PM, not posting). If not, I probably will never get around to it. (Much like tweaks I made for Project Reality singleplayer) Right now I am going to focus on playing, but hopefully I will get to it within 1-2 weeks. By then 1.09 final may be out, and then I will have to wait for NWD to make an update, and then I make any needed update, and then... @HeinBloed: Thanks for the permission. Of course I'd give credit. If released, I will likely include URLs to the original addons as well.
  2. This is a great addon. If possible, it would probably be better if the optics and the pouches were separate pbo's. I use your optics because I don't want to have to spend dozens of hours honing a skill that a real grenadier would already have. (Don't you have to qualify before being issued a m203?) S63_GrenadierPack is another good addon pack that improves in a different way. It adds smoke grenades and HEDP rounds. I actually combined both addons (for personal use. Don't worry, I'm not distributing it) to have it all together. I also made my own mod that adjusts 40mm speeds back to 80 (NWD_Ballistics changes it to 76, which messes up your sights), makes multi-flare pouches (2,3, or 5), and "fixes" the duration of flares. After trying many different combinations, I was happiest with the following (its probably not realist, but it actually makes the flare usable). If fired directly up (or near it), it lights the battlefield for 50sec and extinguishes before landing. Angles less than 45deg get unrealistic though (shoots to 300m, then falls for 20-30s). The AI (when forces with "fire" scripts) seems to usually aim at +45deg in my observations. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class F_40mm_White : FlareBase { airFriction = -0.000000700; timeToLive = 50; sideAirFriction = 1; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class FlareWhite_M203 : CA_Magazine { initSpeed = 200; ammo = "F_40mm_White"; count = 3; }; I just started messing with editing a few weeks ago, so I'm sure this could be improved and made more realistic. I didn't edit the opfor weapons yet though. I don't even know where to find information on the real flares (blufor or opfor). Hopefully you can improve the flare idea and incorporate it into your addon (don't bother mentioning me, I didn't do anything). Perhaps you could work with "Mike 'Spectre-63' McMahon" to make a combined one. Good job.
  3. Pvt_Parts

    Realistic Ballistics

    Thank you! I didn't realize that. That will come in handy. I still wish the search system was better though; especially since I never seem to search a forum with the right keywords.
  4. Pvt_Parts

    Realistic Ballistics

    I'll have to check for free calculators, or simplified equations that I can plug into a simple PERL or even C++.NET program. I imagine ballistics information on non-civil ammunition (silenced bullets, military specialty sniper rounds, etc) is very difficult to find. It would seem that trajectory information (instead of the actual parameters) could be just as viable then. I first plan on fixing (for personal use only) several addons that have overwriting EventHandlers (changing them to use EEH1.1). As well as anything else needed to get them to work together. Then, provided I still have the determination and interest, I'd like to return to tackle this for my own use, as there are some weapon packs that would allow interesting scenarios (M25(SD), m14, P90, 1911, uzi) but looked like they used custom ammo (maybe I saw incorrectly). If I make any future progress, I will PM you; what you'd do with it from there is up to you. Great work nonWonderDog! All your addons seem very useful. @everyone: Are addons applied in the order listed on the command line (so that three can override two, which can override one)? plaintiff1 responded to this last question below, and I thanked him via PM.
  5. (Not quoted in original order, but in the order of responses coming to mind after reading) !?!!? Umm... That is the whole purpose of the Extended Init EventHandlers; to prevent multiple addons from overwriting eachother. It says so right on the page. Maybe you meant to link to a page that said patch 1.08 changed the behavior to chaining them instead of overwriting them?? (I did not see such a thing in the list of changes). There are still a lot of addons out there that do not use the Extended EventHandler addon; and that is the main reason for wanting to tinker with the files. I wanted to make them compatible. That is obvious. It would be a variation of the original. Unless incorporated by the original authors as an update, I would not think they'd be used for anything buy SP and coordinated coop. I've already read about how the Extended Fired EventHandler has it own set of problems that often need to be coded around. Most of the inits would probably be straight forward though. Got it. Unless every original author (nested several layers deep for some mod-of-a-mod-of-a-mod-of-a-mods) for the files authorize it, I will keep the compatibility fixes to myself. To avoid ruffling any feathers (thats not sarcasm, I mean to avoid irritating/angering anyone), I would not even talk about how (meaning the summary of the steps taken) I fixed them.I've read about people wishing a standard could be started (of using addons like EEH1.1, etc) to keep addons behaving well together. I even read threads about developing unified ammo configurations that are ballistically correct (like NWD's mods). That would make things much smoother. By the way: In reference to overwriting, I know that it is happening, because activating certain combinations of addons make seemingly unlrelated features of other addons stop working. (Yes, loaded by itself it works.) Thank you for your answer. -------------------- On the 'net, my "tone" of writing is often mistaken as sarcastic or mean. This post was meant respectfully, polite, and of a calm tone. This statement will hopefully reduce the misunderstandings.
  6. I searched "sharing modified" and "sharing configs" and did not see anything looking relevant. If this was already answered please inform me the keywords to search by, or the links it is at. --------------------- I noticed there are quite a few mods that overwrite eachother's eventhandler entries. I just "cracked open" the PBOs for all the mods and addons (is there are difference between mod and addon?) and began looking at how I could implement the Extended Event Handler with them. If I am successful in converting them, is it considered acceptable to share the config.cpp file (or a patch file of it) alone? Or would I have to get permission from the author first. Mind you, I would attempt to contact them with the changes either way. To clarify, I mean that it would be as follows: <first mod's name n ver>\<PBO name>\config.cpp <second mod's name n ver>\<PBO name>\config.cpp I'd state reference to the original author and release thread when possible. I ask what may be a stupid question to some, because I have noticed some people release standalone modifications of others works without stating if they got permission, and people praise their work. I've also seen posts where people condemn them. (Not just this forum, but others sites that also come up in google). Thank you for taking the time to read my question.
  7. Pvt_Parts

    Realistic Ballistics

    I tried reading the first 6 pages thoroughly, and skimmed the remaining. I also noticed a lack of "Search in this thread" for the forums. Therefor, I apologize if someone asked this already. Just let me know (and optionally the page or date its from). There are several mods that add new weapons to the game, and I was interested in modifying (for personal use, unless I'd get permission, of course) those mods to be ballistic-ally in line with this mod. I'm not trying to get you, NWD, to do it for me. However, I am wondering what, in summary, would I have to do to bring them to "NWD standards". I have a background of some experience; with programming and scripting, and have dabbled with Jedi Knight scripts and Battlefield2 scripts/configs. In 1997 I even used to study saved games in a hex editor to make my own saved game editors in Pascal. I have been studying the games files and online command references for about 2 weeks and they seem easy enough to understand/edit (SQS is a little "weird" though). If online, where do you get your ballistics information? What are the class types I'd edit (are the ballistics defined for the muzzle, the ammunition, or both)? If anyone else can answer (or point me in the general direction of where it has been answered) I'd appreciate it.
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