# Yeltsin

Member

19

1. ## Anyone want to make me a....

Super Mega aswome Nuke tank, Like a death tank that is like 50 feet tall and like 100 meters squared?
2. ## Placing single weapons in a mission...

How do you place a single weapon in a map like when you drop a weapon in Operation Flashpoint Resistance? I searched the forum and I found a post about it but I confused me, can anyone help me out?
3. ## Anyone have a site that lists...

Anyone know of a site?
4. ## The physics of ofp

After concluding that airfriction was indeed modled in a nasty non-linear fashion in OFP, we had basically two options: 1) Numerically solving the diferential equation. 2) Train a neural net. As a diffeq solver would require long CPU time for each solution a neural net was the prefered the choice. The next step was to collect data. There are five relevant variables that are relevant: 1) Velocity (muzzle velocity of the shell) 2) Range (2D range between firing point and aim point) 3) Angle (elevation of the barrel) 4) Zdiff (difference in elevation between firing point and aimpoint) 5) Trajectory (Two possibilities: high angle solution and low angle solution). To get smaller, more accurate neural nets we decided to put velocity as an intrinsic property for each neural net. Here are some graphs of collected data: v0 = 600 m/s. Â X-axis: angle, Y-axis: rangeÂ¨ v0 = 300 m/s. Â X-axis: angle, Y-axis: zdiff, Z-axis: range The first graphs shows the data that was given to the neural net to train on. After a lot of work on the sampling routines we managed to get good data for the neural nets. The results were very good. With the neural net targeting system we have a system that hits the spot on any range and zdiff. The highest muzzle velocity we sampled was 800 m/s which gives a maximum range of over 32 km. This is how for instance the 500 m/s neural net looks like: After the release of the CoC Unified Artillery, I'll release the basic program used to test the nets as well as the data collection and neural net pack. It can serve as a simple foundation for anybody that wishes to play around with ballistics in OFP. oooooooohhhhhhh ahhhhhhhhhhhhh, look at the pretty charts
5. ## Placing single weapons in a mission...

ohhhhh ok, I get it, I never quite knew what the game logic was for but know I do, Thanks again Bosun.
6. ## Placing single weapons in a mission...

this was a great help but how do you make a weapon start off on the GROUND and not a table?
7. ## Placing single weapons in a mission...

Thanks alot man now Ill be screwin with this for hours! THANK YOU
8. ## Trains and editor

How about Trains that have like machine guns and stuff like the ones in WW2. Also, A hight adjuster in the editor (if there will be one)

When ever I tryed that addon, I couldn't play multiplayer
10. ## Better way to release new addons....

When I tryed it, it didn't work at all
11. ## Ofp2 set in vietnam

Id like vietnam but the thing is that its so complex and stuff, In the first OFP there was just like 1000 men on the island for each side, but in veitnam there would be like 100000 maybe? I don't know but it would be alot.
12. ## Squad sizes, what do you think

More then 12, maybe 18?
13. ## Will you buy ofp 2?

I dont pre order things but I will buy it soon after its release. right now im all hyped up about HL 2, which one do you think will be better, OFP2 Or HL2? HL2= Half-Life 2
14. ## Two commands for init field

the hight change command like in that site that made WW2 Bunker packs, they gave a command line for init field and it changed the hight of objects. AND I once had a command line that changed ANY Object into ANY object in the GAME!!! Does anyone know It because I was wondering if I could turn it into a weapon EXAMPLE: Having say, a woodFence that is actuly an AK-47.
15. ## Two commands for init field

ok, never mind this topic i found the stuff except the change object to other object
16. ## Two commands for init field

come on, anyone!?!?!
17. ## I need the command for....

were do you put the command line in the trigger menu? ok, i got it, its in activasion but HE WON'T DIE!!! i take it i need a code for deactivation to make him die, what would that be?
18. ## Weapons requests

My wish list 1. Chainsaw (For civilian resistance) 2. HAVE THE TURRETS HAVE RECOIL AND BOUNCE LIKE HELL DEPENDING ON ITS POSITION. 3. Shotguns that work like shotgun with the spread 4. M249 5. Bipods! that work 6. When bullet casings hit the ground they make REALISTIC sounds. 7. NAPALM!!!!!!!!!!!!!!!!!!!!!!!!
19. ## Vehicle and body physics/animations

When i bought OFP i thought that wehn you would get in an M113 that the door would open and you would go in... But I didn't see it, so could you guys make that more realistic? example: When you board the M113 your character opens the door, goes in and takes a seat or goes to the controls. Also, can you guys make the vehicles be able to carry other vehicles? Example: a jeep can go up a cargo plane and the actions menu pops up and has the option, "enter cargo plane in cargo-hold" so the plane can carry it to destinations. Also can the blackhawks (If there are any) have fast ropes like in Black Hawk Down for fast insertions. One last thing, can the bodies have some "Rag dall" physics? Example: Having some men geting out of a truck and one gets shot as soo n as he gets out, so he falls a few feet to the ground. Anyways thanks for your time if anyone working on OFP2 reads this and I hope you find it useful.
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