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cornhelium

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Everything posted by cornhelium

  1. cornhelium

    MAAM: Mutually Accepted Ammo & Magazines addon

    Hi Folks, Well - here is a summary of all the points and suggestions that have been raised so far. May I suggest that we all follow on from this list and number our own comments and ideas as we post them please? That way, there will be a fairly ordered, comprehensive "to do" list to work through. I'll gather the new comments together every couple of weeks into the list. Thanks  OK - here goes: #1. Avon suggested creating MAAM inventory pics to replace the JAM ones. (p1) #2. xela89 suggested using mathematical formulae to calculate OFP values based on real ones, and Discalc by DKM to calculate dispersion. (p1) #3. Scrub suggested a workflow and final approval process for handling the changes. (p1) #4. Scub suggested a selection poll for the community to vote on changes. (p1) #5. Avon provided the MAAM files in a non-AMORE format. (p1) #6. Avon suggested using the MAAM/AMORE format to produce easily installable soundpacks [getting a nice one together myself  ] (p2) #7. Keycat suggested increasing the size of jam_smokeblock.p3d, so that smokegrenades are more effective at blocking the AIs' view. Avon agreed to incorporate this change if no-one objected, then said that this is an external file and users can change it themselves if they wish. (p2) #8. Raidor suggested rebalancing the values for East weapons. Avon requested more specific values, and asked what the consequences might be for existing addons using JAM/MAAM. (p2) #9. Killswitch detailed how to add ECP compatibility to MAAM. Avon incorporated changes into MAAM 1.1 (p3) #10. SelectThis suggested getting input from the community rather than just opinions. (p3) #11. DeadMeatXM2 stressed that the core issue of JAM (that the same config file must be used  for MP compatibility and thus JAM cannot be tailored to everybody's tastes), cannot be avoided. (p3) #12. Avon stated 2 goals of MAAM: 1. to introduce new ammo & magazine types 2. to modify existing config definitions as long as they are required & accepted by the player and addon communities. (p3) #13. Uzihayu-IDF suggested that the original BIS sounds be used where they are authentic, instead of large custom files (authentic=BIS M16, BIS AK47, BIS M60, BIS M14 Sniper). (p3) #14. Uzihayu-IDF offered real-life sounds for Silenced Uzi, Regular Uzi, LAW Reload and M249. (p3) [DONE - MAAM 1.3] #15. Pappy Boyington named America's Army M16, M24, M82 and M249 sounds as good, but their AK sounds as bad. (p3) #15. Pappy offered an M2 .50cal sound. (p3) #16. SEAL84 suggested using PUKF's script to drop expended LAWs, rather than unrealistically reloading the tube as in OFP. (p4) #17. Avon suggested adding realistic one-shot LAWs to MAAM, in addition to keeping the current reloadable LAWs so that existing addons/missions won't be affected. (p4) #18. Calm_Terror noted that IRL the US does not field any reloadable, man portable AT weapon. (p4) #19. Calm_Terror suggested tweaking the hit values on AT weapons. (p4) #20. Calm_Terror noted that IRL the AT4 is not used for AA. (p4) #21. Calm_Terror suggested adding secondary MP5 and UZI ammo to the existing primary ammo. (p4) #22. SEAL84 suggested Earl's weapon models to replace the existing BIS ones. (p4) #23. SEAL84 suggested adding the RPK-74 and M249 to MAAM, and using Earl's models for both. (p4) [DONE - MAAM 1.3] #24. SEAL84 suggested using some other models: Laser's M16/203, Inq M24, Earl's M240(?), King Homer's M1911A1 & M82A1, DanAK47's M14. (p4) #25. Pappy Boyington noted that the Y2k3 mod replaces the default BIS weapons with INQ's weapons, so MAAM uses these too when Y2K3 is running. (p4) #26. Pajama requested that MAAM be kept as plain as possible with no custom sounds, weapons or units unless necessary. (p4) #27. ShinRaiden suggested splitting the config.cpp into smaller, separate files that could be included in AMORE, to make editing more manageable. (p4) #28. ShinRaiden asked if there was a potential problem with the AMORE content in MP. Eg. could cheats install loud sounds for silenced weapons and flourescent MP5SD textures in their client-side AMORE, so that other players can't sneak up on them? (p4) #29. Pappy argued that one-shot LAWs/AT4s would make gameplay much too hard when tanks show up. (p4) #30. Avon agreed that #27 was a good idea. (p5) #31. Avon asked ShinRaiden if MP validation could technically include checking for non-pbo files in a fixed folder location, with reference to #28. (p5) #32. Avon responded to Shinraiden's concerns on #28, saying that eventually everything might have to go back into a single .pbo file. (p5) #33. DeadMeatXM2 noted that the RPG AP, RPG AA and RPG ALL versions of the various manportable rockets are the exact same warhead in terms of blast radius, hit damage etc. Only the way that AI uses them is different. Ditto for the LAW and AT-4 #34. SelectThis noted the difficulties of agreeing on AT and bullet damages, and suggested that any changes discussed should be illustrated in .cpp values so they can be compared to other OFP weapons on a like-for-like basis. (p5) #35. Calm_Terror suggested changing the name of the AP RPG to something other than "PG-7VR". (p5) #36. Calm_Terror suggested increasing the damage values of AT weapons, with a config entry example. (p5) #37. Avon asked BAS why the damage values for all AT weapons is the same in the JAM config. (p5) #38. Pappy Boyington suggested increased damage values for the AT4, with config entry example. (p5) #39. Calm_Terror suggested that the PG-7VR (AT) should have a much higher hit damage that the OG-7 (AP). (p5) #40. Calm_Terror suggested that the PG-7 should have larger blast radius than the AT-4, but that the AT-4 should have longer range. (p5) #41. SelectThis argued that high damage values for AT weapons, would make fighting in tanks unrealistically difficult, citing the effectiveness of armour in Najaf as an example. (p6) #42. Avon stated that, with reference to #28, the use of external AMORE files should not be a problem after all, as the server checkfiles command can be made to check all files in fixed folders. (p6) #43. ebns72 suggested MARPAT or Inq/AA sounds for the final version. (p6) #44. ShinRaiden posted some developments on the splitting up of the config.cpp as mentioned in #27. (p6) #45. Avon suggested expanding the MAAM concept to tank rounds and ground/air-launched missiles. (p6) #46. Calm_Terror offered lobo_ammo and lobo_airammo for the precise purpose Avon outlined in #45. (p6) #47. Avon recapped on the goals of MAAM, leaving the outcome of the project in the hands of the community: 1. Discussion and agreement on existing defintions and, if necessary, their modification. 2. Same for new defintions of ammo types not yet defined. 3. Inclusion of defintions for armor, vehicle and aircraft munitions. For example, this would guarantee that a Hellfire's attributes will potentially be the same, no matter which addon fires it. 4. Making optional addon files that interface existing popular addons to these ammo/magazine standards. (p7) #48. Avon stated that if such serious changes are made and appreciated by the community, BAS will allow this to become a fully backwards-compatible JAM3 (p7) #49. Ironsight stated that the Bushfires mod will use MAAM. (p7) #50. Cornhelium suggested using a different fire sound for the JAM_W556_30mag, since it is generally only used by M4/CAR-15 types which sound slighty different from M16s IRL. (p7) [DONE - MAAM 1.3] #51. Pajama suggested adding some of the weapons/mags from Resistance that were not JAMmed already, such as the skorpion and bizon, stinger and SA7. (p7) #52. Calm_Terror suggested different mags and sounds for bolt-action sniper rifles and semi-auto sniper mags. (p7) [DONE - MAAM 1.3] #53. Pajama suggested adding mags for 32 MAC10 and 5.7mm (P90). (p7) #54. Cornhelium suggested separate reload sounds for each default MAAM weapon. (p7) [DONE - MAAM 1.3] Cheers, and very good luck to the brave souls who take this lot on! Cornhelium
  2. cornhelium

    OFP2 - Rainbow Six

    Hi, I agree that the CQB AI needs improving, but don't think that Raven Shield is the place to look for better AI Â Â The really nice thing about RvS is the weapon animations. I hope BIS really pour some love into the individual weapons for OFP2, with different reloading and holding anims for each one. The fact that you can swap out mags quicker if you have a round in the chamber, and the animation is altered accordingly, is really nice. I love SpecOp9's idea about the in-game customisation idea too. You could select accessories at the mission start screen (Silencer/supressor/bipod/sights/flashlight/camouflage etc.), then take 'em on and off in game, complete with cool anims! I know the anims are a whole heap of work, but if they start with a fairly small weapons set for the release, then things can grow from there. Â
  3. cornhelium

    Favorite Missions Topic

    Mission name: The Taxman Author: Ebud Brief description: Infiltrate a village with your SEAL team and assassinate a VC Infrastructure collaborator. A great change of pace and setting. Use the Hush Puppy pistol and exercise stealthy team tactics. The balance of difficulty is spot on - you get enough breathing space to set up a good infiltration and retreat, but when things kick off you really need to move quick. Unsung Sky pack2 and/or Dxdll highly recommended for getting the most out of this mission Download the full 4.5mb mission from Avon's MOM: http://www.theavonlady.org/THEOFPFAQ/mom/taxman.htm Requires Sebnampack 2.http://www.theavonlady.org/THEOFPFAQ/mom/nampack2.htm
  4. cornhelium

    Horse with rider

    OMFG!
  5. cornhelium

    Us colonial marines

    Wow - these look superb. Great going Manticore! Cheers, Cornhelium
  6. cornhelium

    The New USMC MOD

    Hi 408 & NZXShadows, Do you know what will become of NZXShadows' beautiful AH-1W? The beta is just about my favourite chopper - will the final version make it to release? Cheers and good luck, Cornhelium
  7. cornhelium

    Bayonet Fight in OFP1

    Always great to hear about the ROC mod Cheers, Cornhelium
  8. cornhelium

    F14 Tomcat Footmunch & TomiD

    Footmunch & TomiD strike again! Great work
  9. cornhelium

    A sound mod for OFP,anyone like to try?

    Got it. This is really nice. Great work Chammy! Cheers, Cornhelium
  10. cornhelium

    A sound mod for OFP,anyone like to try?

    Hi, I can't d/l this addon - I get a "site maintenance" message. Can anybody mirror the file please? Cheers, Cornhelium
  11. cornhelium

    MAAM: Mutually Accepted Ammo & Magazines addon

    This seems to work fine. I just introduced a new file to JAM_Sounds and called it M4Fire2.wss, then pointed the config for the "M4/M4HD" mags to that file (See exact text below - this is in JAM but should work the same in MAAM if you change the tags): """"""""""""""" """"""""""""""" """"""""""""""" //M4 Single, FullAuto class JAM_W556_30mag: M16 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine = "30rd 5.56 Mag"; shortNameMagazine = "30rd 5.56 Mag"; picture="\JAM_Magazines\pics\JAM_556x45_30rdMag.paa"; count=30; initSpeed=874; drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1}; modes[]={"Single","FullAuto"}; class Single { ammo=JAM_West_556x45_Single_Bullet; multiplier=1; burst=1; displayName="5.56 Semi"; dispersion=0.0002; sound[]={"\JAM_Sounds\sounds\M4Fire2.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=1; recoil="JAM_556x45_RifleRecoil"; autoFire=0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo=JAM_West_556x45_Auto_Bullet; multiplier=1; burst=1; displayName="5.56 Auto"; dispersion=0.0008; sound[]={"\JAM_Sounds\sounds\M4Fire2.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=30; recoil="JAM_556x45_RifleRecoil"; autoFire=1; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; uiPicture="ivojak"; canDrop = true; }; //M4 HD Single, FullAuto class JAM_W556_30HDmag: M16 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine = "30rd 5.56 Mag HD"; shortNameMagazine = "30rd 5.56 Mag HD"; picture="\JAM_Magazines\pics\JAM_556x45_30rdMag.paa"; count=30; initSpeed=874; drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1}; modes[]={"Single","FullAuto"}; class Single { ammo=JAM_West_556x45_Single_Bullet; multiplier=1; burst=1; displayName="5.56 Semi HD"; dispersion=0.01; sound[]={"\JAM_Sounds\sounds\M4Fire2.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=1; recoil="JAM_556x45_RifleRecoil"; autoFire=0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo=JAM_West_556x45_Auto_Bullet; multiplier=1; burst=1; displayName="5.56 Auto HD"; dispersion=0.02; sound[]={"\JAM_Sounds\sounds\M4Fire2.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=30; recoil="JAM_556x45_RifleRecoil"; autoFire=1; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; uiPicture="ivojak"; canDrop = true; }; """"""""""""""" """"""""""""""" """"""""""""""" """""""""""""" Now the 30rd S/B, 30rd S/B/A and 20rd S/A mags still use M4Fire.wss and M16Burst.wss, but the 30rd S/A uses the new M4Fire2.wss, so ->M4/CAR15 types sound different from M16/SA80 types.<- Think I'll run with this and add in some more reload sounds, like ->distinctive reloads for M60/240, PK/RPD, AK, M16, M4, M14, M136.<-
  12. cornhelium

    MAAM: Mutually Accepted Ammo & Magazines addon

    Ah, curse my meddling. I'd introduced that file myself Still, I might give it a go. Will report back if it works out. To get things a bit more manageable, how about I work through the thread and post a summarised list of all comments and suggestions so far? That way, when someone adds a new suggestion they can either number it themselves or I can go through every now and then and add the last 10 suggestions to the list. Then, if/when it comes to getting the final package together, there'll be a fairly comprehensive list to work to. Cheers, Cornhelium
  13. cornhelium

    MAAM: Mutually Accepted Ammo & Magazines addon

    Hi, Digging in the JAM config I think I've found a small missed opportunity: The 5.56 Burst magazines use the following files from JAM_Sounds for single shot and 3 round burst: M4Fire.wss M16Burst.wss ...there is a file M16Fire.wss that seems to go completely unused, while M4Fire.wss is shared for both M16 and M4. The 30 round single/burst and 20 round single/auto (ie. M16A2 and M16A1) mags could be edited in config.cpp to use these files instead: M16Fire.wss (for single shot, and auto on the M16A1) M16Burst.wss (for burst on the M16A2) ...then M4Fire.wss would be used exclusively for the 30 round single shot/full auto mags, and the M4Fire.wss itself could be swapped/edited. -> The point of all this would be to give us M4/CAR15s that sound different from M16s. I believe they're supposed to be a bit louder due to the shorter barrels?<- Food for thought anyway. Cheers, Cornhelium
  14. cornhelium

    Marine assault pack

    Sorry mate, it was Mako who did the important fixes - I only fixed a typo in the bulletfly section and don't know how to add weapons Cheers, Cornhelium
  15. cornhelium

    Marine assault pack

    I reckon JAM/MAAM are just coming into their own in fact. Laser, Hyk, PUKF, Frandsen, Combat, Edge and BAS etc all use JAM, and you really see the benefit when an M4 or PK mag is just an M4 or PK mag, no matter who comes to the firefight Hopefully with Avon's MAAM initiative, the community can do some tweaking and get a setup that everybody's OK with, then AFAIK BAS have given permission for JAM to be updated to match this. Personally, my JAM_Sounds.pbo is a mix of sounds from E&S (AK47), FDF (M60) and BIS (M16/M4), and elsewhere (PK). It would be great to see some user edits on the new BAS Classic site, like an America's Army soundset, Counterstrike soundset etc Anyway, back OT with these wonderful Marines Cheers, Cornhelium
  16. Oh, I love the hi-vis stuff! This is great TomiD, thanks The Phantom is really finding a good home in OFP
  17. cornhelium

    Joint ammo and magazines (jam)

    Tks MOM One more question - I'd like to make a version where the tracers are near-transparent, just for my own personal use. Can anybody point me to the lines I should alter please? Many thanks.
  18. cornhelium

    Marine assault pack

    Tks Avon
  19. cornhelium

    Finnish Defence Forces Modification 1.3

    Hi, I was just wondering about bullet fly sounds in the FDF mod. There's a typo in the config files for JAM and the MARPAT magazines that prevents the bullet whiz from sounding, which I've fixed for my own personal use. Seeing that I don't hear bullets flying when playing FDF, I was wondering if there might be a similar problem, or whether it was a design decision not to include them? Cheers, Cornhelium Ps. Fantastic work on the Desert pack  Edit - No problem with the FDF bullet fly sound. It's just very quiet
  20. cornhelium

    Marine assault pack

    Hi there! Over in the A&M: Discussion thread I posted about an error in the JAM2 config which causes flying bullets not to sound. Well, the exact same error is in the c8xmag.pbo. Here's how to fix it: Unpack c8xmag.pbo . In the class CfgAmmo section of Config.cpp, find this section: soundfly1[]={"\c8xmag\soundhit\fly1.wss",0.031623,1}; soundfly2[]={"\c8xmag\soundhit\fly2.wss",0.031623,1}; soundfly3[]={"\c8xmag\soundhit\fly3.wss",0.031623,1}; soundfly4[]={"\c8xmag\soundhit\fly4.wss",0.031623,1}; soundfly5[]={"\c8xmag\soundhit\fly4.wss",0.031623,1}; soundfly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound fly4",0.2,"soundfly5",0.2}; Now, paste this in over it: soundFly1[]={"\c8xmag\soundhit\fly1.wss",0.031623,1}; soundFly2[]={"\c8xmag\soundhit\fly2.wss",0.031623,1}; soundFly3[]={"\c8xmag\soundhit\fly3.wss",0.031623,1}; soundFly4[]={"\c8xmag\soundhit\fly4.wss",0.031623,1}; soundFly5[]={"\c8xmag\soundhit\fly5.wss",0.031623,1}; fly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound fly4",0.2,"soundfly5",0.2}; Close and save the confi.cpp, repack the pbo and use it. You should now hear flying bullet sounds when they come close to you. Cheers, Cornhelium
  21. cornhelium

    Joint ammo and magazines (jam)

    Hey! I've just found something that was broke in JAM, causing the flying bullet sounds not to sound! Unpack JAM_Magazines.pbo[/]. In the class CfgAmmo section of Config.cpp, find this section: soundfly1[]={"\JAM_Magazines\soundhit\fly1.wss",0.031623,1}; soundfly2[]={"\JAM_Magazines\soundhit\fly2.wss",0.031623,1}; soundfly3[]={"\JAM_Magazines\soundhit\fly3.wss",0.031623,1}; soundfly4[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1}; soundfly5[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1}; soundfly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound fly4",0.2,"soundfly5",0.2}; Now, paste this in over it: soundFly1[]={"\JAM_Magazines\soundhit\fly1.wss",0.031623,1}; soundFly2[]={"\JAM_Magazines\soundhit\fly2.wss",0.031623,1}; soundFly3[]={"\JAM_Magazines\soundhit\fly3.wss",0.031623,1}; soundFly4[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1}; soundFly5[]={"\JAM_Magazines\soundhit\fly5.wss",0.031623,1}; fly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound fly4",0.2,"soundfly5",0.2}; VoilÅ•!, repack the pbo using MakePbo and the air is alive again with the sound of flying bullets. (I've personally borrowed some bullet whiz sounds from Goldmember's old mod and renamed them fly1.wss -> fly5.wss - JAM firefights are now even busier!) Ps. The fly1.wss->fly5wss sounds are in the JAM_Magazines/soundhit folder (tks STT!). Gotta go Gump  Pps. Same deal for the MARPAT Marines! Alter the config in the c8xmag.pbo in exactly the same way for the same result Â
  22. cornhelium

    Falklands mod progress

    Great news about the Harrier Might there be a version with rockets too? Not sure if this is even realistic on the Sea Harrier, but CAS in the Harrier is just so much fun. ...while you're at it, how about one with the excellent Cluster Bombs from the Hudson & Pennywise F/A18? Cheers, Cornhelium
  23. cornhelium

    Dynamic USMC mission

    Hi Toecutter, I've just got this working and it's great fun. I'll post some more comments over the next few days. Cheers, Cornhelium
  24. cornhelium

    Unscripted war

    Same here, any news Thru? Cheers, Cornhelium
  25. cornhelium

    Dynamic USMC mission

    Thanks Toecutter & Mr. Burns. I'll give this a go at the weekend. Cheers, Cornhelium
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