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cornhelium

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Everything posted by cornhelium

  1. cornhelium

    Nasty Class 80' Vietnam PTF Boat

    Here's another little script for fully AI crewed Nastys. Say you wanted to crew one with Tonali pirates, for instance: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;crewnasty.sqs ;lets an AI drive the nasty class boat with all guns crewed ;place an empty nasty class on the map near the shore. name it boat1 ;on the shore nearby, place 5 men. name them man1, man2, man3, man4 and man5 ;man1 will be the driver of the boat. give him waypoints for where you want the boat to go ;BUT give the first waypoint a timeout of 30-60 seconds to give everyone time to get in ;in the init field for man1, paste this ; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â this assignAsDriver boat1; [this] orderGetIn true ;now for the gunners. place a trigger, can be set to once or repeated ;in condition field, paste this ; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â man1 in boat1 ;in activation field, paste this ; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â [man2, man3, man4, man5, boat1] exec "crewnasty.sqs" ;now when you start the mission, man1 should get into the boat, closely followed by the rest ;note the men can be grouped, partially grouped or not grouped ;start _gunner1 = _this select 0 _gunner2 = _this select 1 _gunner3 = _this select 2 _gunner4 = _this select 3 _boat = _this select 4 ~1 ;crew the forward gun as normal _gunner1 assignasgunner _boat [_gunner1] ordergetin true ~2 ;crew the bofors _bofors = nearestobject [_boat,"cwkPTFAftBofors"] _gunner2 assignasgunner _bofors [_gunner2] ordergetin true ;crew the port 20mm _port20mm = nearestobject [_boat,"cwkPTFPort20mm"] _gunner3 assignasgunner _port20mm [_gunner3] ordergetin true ;crew the starboard 20mm _starboard20mm = nearestobject [_boat,"cwkPTFstab20mm"] _gunner4 assignasgunner _starboard20mm [_gunner4] ordergetin true exit ...makes for some dangerous waters, though due to aforementioned dead gamelogic issues, you'll have to rely on your AI teammates to take it down Cheers, CH
  2. cornhelium

    Nasty Class 80' Vietnam PTF Boat

    Came up with a quick and dirty fix. I'm sure there's a more elegant solution, if you're not a total scripting noob like me I guess this'll work with the Huckins too: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;setnewflag.sqs ;replaces the default usa/soviet/vietnamese flag a flag of your choice when a specific unit ;gets in nasty class as driver ;place an empty nasty class on the map and name it boat1 or whatever you want ;place a trigger on the map ;set trigger activation to repeatedly ;in trigger condition field paste either ; player in boat1 ; or ; whateverunitname in boat1 ;in on activation field paste ; [boat1] exec "setnewflag.sqs" ;now when the player or specified unit gets in the chosen flag will set after a short pause ;default flag will show for a split second - don't know how to get around this ;also, gunner getting in after driver will reset flag to default ;script corrects this after a short pause ;note you can use custom flags placed directly in the mission's folder ;custom flag file must be a 128x256 non-progressive jpg _boat= _this select 0 ~0.05 _flag = "FlagCarrier" camcreate [0,0,0] _flag setFlagTexture "\flags\France.jpg" ;_flag setFlagTexture "custom128x256nonprogressivejpg.jpg" _flag setFlagOwner driver _boat _driver = driver _boat camdestroy _flag #repeat1 ~1 ?!(_driver in _boat):goto "exit" _gunner = gunner _boat ?(_gunner in _boat): goto "reset" goto "repeat1" #reset ~3 _flag setFlagTexture "\flags\France.jpg" ;_flag setFlagTexture "custom128x256nonprogressivejpg.jpg" _flag setFlagOwner driver _boat #repeat2 ~1 ?!(_driver in _boat):goto "exit" ?!(_gunner in _boat): goto "repeat1" goto "repeat2" #exit _flag setFlagOwner objnull exit What a classic addon. Definitely the Gentleman's choice for messing about on the water  Cheers, CH
  3. cornhelium

    Nasty Class 80' Vietnam PTF Boat

    Sorry to dredge up this ol' chestnut, Is there any way to stop the flag appearing when a driver gets in the boat? I know you can set a Soviet or Vietnamese flag by putting "flagsoviet = true"/"flagvietnam = true" in the boat's init box, but I'd like to use it with no flag at all, or specify another flag texture. Thanks, CH
  4. cornhelium

    WW3 WeaponPack Demo version

    sigh... Had a quick look in the config. The weapons aren't set up to take JAM mags. In the 'magazines=' section, they only have their own mags defined. So, where you'd expect to see: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> magazines[]={"GALIL_Mag","JAM_W556_30mag","JAM_W556_30HDmag"}; there's just: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> magazines[]={"GALIL_Mag"}; This explains helping_hand's picture. He can't pick up a JAM mag because the weapon isn't configured to take them. ...the guys have instead defined their own magazines but used JAM's sub-magazine-level values such as ammo (the actual bullet fired, its damage and stealth values) and recoil to make them. Hence the JAM dependency. I suggest simply adding the relevant JAM mags for the next release. The magazine classnames can be found in the JAM readme. As for the FN MAG, it's based on the BIS class MachineGun7_6Manual. The invisibility of the magazines on the inventory screen may be down to this entry: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> scopeWeapon = private; scopeMagazine = public; which should I think be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> scopeWeapon = public; scopeMagazine = public; Great models btw  Cheers, CH
  5. cornhelium

    WW3 WeaponPack Demo version

    Every single magazine that is in JAM2 is in JAM3 too, with no change to classnames or anything daft like that. I haven't got time to check this out myself, but I can't understand why it wouldn't work with JAM3. Cheers, CH
  6. cornhelium

    German GameStar slaps Armed Assault

    Hehehe, she may be 4 years older mate, but she's all the woman I need. Â And, with JIP, 64 players, streaming terrain, multiple gun positions etc, she's improving with age. As for the new dress, gamestar can keep it OFP 1.5 will do it for me. Cheers, CH
  7. cornhelium

    IDEA Games at E3

    That Blackhawk is dropping off troops in a pretty tight spot, and seems to climb away more steeply than in OFP. Makes me wonder if the AI's vehicle handling has been improved. Maybe just a fancy bit of scripting for the trailer. Anyway, impressive, most impressive
  8. cornhelium

    JAM Appreciation campaign design

    Hi Snake Man, Sounds great - I'm sure this will be another thoroughbred from the PMC stable! If you're planning to use any HD mags in the mission, there are some great scripts that swap dead units' HD mags for normal ones if a player goes to pick them up. OFPEC should have them when it returns. Nice idea to just use the JAM units & weapons - in theory they're just there to show addomakers how to add JAM compatibility, but they're great to use with Y2K3, EECP, FFUR etc because all unit/weapon/vehicle/optic models are inherited from the base config (excepting the mosin, rpd, sks, M14, M79 and AT weapons). Cheers mate CH
  9. cornhelium

    Afghan Mission Stinger

    Thanks The-Architect, Will definitely be giving this one a go, as soon as time allows. Some top-notch addons there. Good to see the VITAPC pack still in use Cheers, CH
  10. Wohoooo thanks Laser, The machine guns are especially beautiful Cheers, CH
  11. cornhelium

    PMC Ranger Path campaign

    Great work Snakeman, I enjoyed this campaign before - sure I'll enjoy it even more with the LSR Rangers Cheers, CH
  12. cornhelium

    JAM and CAVS

    Hi Vektorboson, Mmmmmmmmmm nice! Mounted PK, RPD, RPK, RPK-74, M60, M249 types, M240 types are all supported by JAM3. Just waiting for addonmakers to plug 'em in I know PUKF plan to use the M249 and M240 types for their mounted Minimis and GMPGs. As I see it, JAM covers munitions that can be used effectively by a single man. That's why mags weren't included for heavy machineguns (Kord, M2, DSHK etc) - a single man couldn't effectively use one unless it was mounted. These weapon types would fall into CAVS' remit IMO. Cheers CH Ps. Where do AT and MANPAD weapons come into all this? Well, as they're so reliant on Modelspecial, it's not practical to have them all coded into a .pbo such as JAM_Magazines. They'd all need model and modelspecial.p3ds and textures, making the filesize huge and meaning addonmakers couldn't use their own models. This is the main reason that Javelin, SMAW etc weren't added to JAM3. Better to have a database of standardised values for damage, speed, range, accuracy, vulnerability to countermeasures etc that addonmakers can refer to.
  13. cornhelium

    JAM and CAVS

    Hi guys, Quick suggestion for JAM4, or whatever it'll be called... * Proper recoils for the east Special Purpose mags (ie SP-6 heavy subsonic round as fired by Groza, AS VAl, VSS Vintorez). At the moment they use BIS "rifflesilenced" recoils, but they should probably have one of the JAM assault rifle recoils or a new one for the type. The relevant mags are: JAM_E9x39_20mag JAM_E9x39_20HDmag JAM_E9x39_20SDmag JAM_E9x39_20SDHDmag JAM_E9x39Sniper_10SDmag Cheers , CH
  14. cornhelium

    SJB Weapons Pack Released

    Great to hear the DMS rifles are gonna be in this pack. I still edit those into the description.ext any mission I tinker with. Something very satisfying about a takedown with a well-aimed "varmint" round. Cheers, CH
  15. cornhelium

    FFUR - Huge Release !!

    Hi Benus, I agree with the above points on the ACOG zoom and tinting on the Reflex, but otherwise these optics look divine Cheers mate, CH
  16. cornhelium

    WIP M4's Pack v0.9 Released

    Hi Monty, I couldn't reproduce this error. Are you sure you don't have an old version of the wip_m4a1.pbo hanging around somewhere? Cheers, CH Ps. The M4s are really sweet. The textures are very effective Pps. Nah mate, it's honey I think. Â Either that, or the world's smallest pint of Adnam's ale...
  17. cornhelium

    WIP M4's Pack v0.9 Released

    Hi guys, No, it's based on the v0.9 config. There is no reference whatsoever to WIP_M433_Grenade_Vest in the JAMmed config. Try removing the wip_JAM_m4a1.pbo and just using the wip_m4a1.pbo. Do you still get the error? Cheers, CH
  18. cornhelium

    JAM and CAVS

    Hi Hellfish, Hardrock is your man, he kindly hosted the forum on his gamezone.cz webspace - if you contact him by PM he might be able to help. Cheers mate, CH
  19. cornhelium

    JAM and CAVS

    Hi Hellfish, Great news! Here was my list of things left undone in JAM3: * Remington M24A2 mags - 10 round bolt action * Recheck W762_5mag (ie M24 series) muzzle velocity * Proper modern East bolt action mags. Eg for SV-98 * Incendiary and HE rounds for relevant sniper rifles * Ingram mags * Skorpion mags * UMP-45 mags with burst * Some SMGs ready-configured as pistols, using the JAM secondary SMG mags - Uzi, Ingram, Skorpion (anything that has a BIS model) * Consider splitting Uzi mags into Uzi, MiniUzi and MicroUzi with proper rate of fire for each. Current setup is this:        -Primary-slot mags have mean ROF of Uzi and MiniUzi        -Secondary-slot mags have mean ROF of MiniUzi and MicroUzi * Check out the burst mode on the AN94. It's taking 2 rounds off the ammo counter per burst, but is it doing 2 rounds worth of damage? Seems not to be. * Buckshot. Look into possibility of adding proper, scripted, shotgun ammo. * More Shotgun mag options. Make sure that East shotguns and things like the Jackhammer are covered. * More launched grenade options - White Phosphorous etc. * Cartridges: - proper size cartridges for each ammo type - make sure bolt actin rifles eject no cartridge - shotguns should only eject 1 cartridge per shot * Look into General Barron's stringtables idea for weapon models (see private forum - contact Hardrock about getting it re-opened) * Update all scripts eg rocketsmoke. * Consider embedding some third-party scripts in the JAM_Magazines.pbo eg HD mags swapout scripts. * Open up JAM as an online database of values (annotated with the rationale behind MV, damage, accuract etc)with names and filepaths for all sounds, scripts and inventory pics. Goal: will allow makers of exotic weapons/variants to configure new mags that are JAM "compliant" ie their values are in-line with JAM's. Cheers, and the best of British CH
  20. cornhelium

    JAM3

    Heya mate, The version of JAM_Vehicles.pbo that was in the original JAM3 download just had standard BIS armour values, but the CAVS team found it a convenient way to try out their values, and Termipete knocked up a CAVS version. It's only a tiny file and can be downloaded from the CAVS Homepage. Not really. There's not really any need to convert any JAM2 missions as all the mags etc are still there. There are only 2 possible issues: 1. The JAM_CAVS AT rounds aren't carried by the old JAM2 AT units. We left those units exactly as they were and "hid" them in the mission editor. If you wanted to "upgrade" a mission that uses JAM2 AT units (or units using JAM2 AT ammo eg. the BAS Tonal/Tangos), you'd have to either change the classnames of the units themselves, or rearm them with the new JAM AT launchers and ammo. The readme will give you all the unit, weapon and ammo classnames needed here. 2. JAM3 increased the muzzle velocities of all assault and sniper rifle "SD" mags to the realistic speeds of standard supersonic ammo fired with a suppressor. This makes them better to use at range, as you don't get the very arced trajectory of JAM2. They are also a bit more powerful. However, they're also a bit less stealthy to take account of the supersonic "crack" such ammo generates - extreme stealth missions might get a bit more difficult. The JAM2 values for SD mags were preserved in a new set of "SUB" mags, that simulate subsonic ammo. So, uber-stealth is still possible at the expense of long range performance and power. This is more something for addon makers to be aware of than mission makers, as all currently available addons such as BAS, Laser and Jackal's rifles only use the SD mags and are thus supersonic by default. Rest assured, the next releases from Laser and Jackal will be compatible with both supersonic and subsonic ammo. Missionmakers might want to add both the "SD" and "SUB" classes of mags to their description.ext, so the player can load up for all eventualities As far as converting vehicles goes, there's a list of classnames in the JAM3 readme. I'd have a good look round the CAVs site, and also through the CAVS thread  here. A very promising project. Cheers, CH
  21. cornhelium

    SF Weaponpack V1.0

    Sounds great Sgt_Eversmann, Will these puppies be JAM compatible? FYI, the appropriate mags would be: HK G36C + SD <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (single/burst/auto) JAM_W556_G36_30mag, JAM_W556_G36_30HDmag JAM_W556_G36_30SDmag, JAM_W556_G36_30SDHDmag, JAM_W556_G36_30SUBmag, JAM_W556_G36_30SUBHDmag HK 416 + SD HK 416 Carbine + SD <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> JAM_W556_30mag, JAM_W556_30HDmag JAM_W556_30SDmag, JAM_W556_30SDHDmag, JAM_W556_30SUBmag, JAM_W556_30SUBHDmag HK MP5s + SD Unsilenced <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (single/auto) JAM_MP5SAmag, JAM_MP5SAHDmag (single/burst/auto) JAM_MP5SBAmag, JAM_MP5SBAHDmag Attached silencer <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (single/auto) JAM_MP5SASUPmag, JAM_MP5SASUPHDmag (single/burst/auto) JAM_MP5SBASUPmag, JAM_MP5SBASUPHDmag Integral silencer <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (single/auto) JAM_MP5SASDmag, JAM_MP5SASDHDmag (single/burst/auto) JAM_MP5SBASDmag, JAM_MP5SBASDHDmag Knights Armament SR-47 + SD <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (single/auto) JAM_E762_30mag, JAM_E762_30HDmag JAM_E762_30SDmag, JAM_E762_30SDHDmag, JAM_E762_30SUBmag, JAM_E762_30SUBHDmag (single/burst/auto) JAM_E762_30SBAmag, JAM_E762_30SBAHDmag JAM_E762_30SBASDmag, JAM_E762_30SBASDHDmag, JAM_E762_30SBASUBmag, JAM_E762_30SBASUBHDmag M40 Sniper rifle <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">JAM_W762_5mag maybe Special verison of M14 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> JAM_W762_20mag, JAM_W762_20HDmag JAM_W762_20SDmag, JAM_W762_20SDHDmag, JAM_W762_20SUBmag, JAM_W762_20SUBHDmag Cheers mate, CH Ps. If you felt really adventurous and wanted to make an MP5K for the pistol slot, these would be the mags <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (single/auto, 15 rounds) JAM_MP5SA_Sec_15mag JAM_MP5SASUP_Sec_15mag (single/auto, 30 rounds) JAM_MP5SA_Sec_30mag JAM_MP5SASUP_Sec_30mag (single/burst/auto, 15 rounds) JAM_MP5SBA_Sec_15mag JAM_MP5SBASUP_Sec_15mag (single/burst/auto, 30 rounds) JAM_MP5SBA_Sec_30mag JAM_MP5SBASUP_Sec_30mag
  22. Aye, shame. Still a top-shelf addon though, nearly 3 years after release
  23. cornhelium

    JAM3

    Hi Nightkin, Yes, you have absolutely everything you need in that 13.3mb .rar file. * I think you might have an old version of JAM_Magazines.pbo and/or JAM_Sounds.pbo hiding in a folder somewhere. 1. First, I'd search my whole OperationFlashpoint directory and delete all copies of these two files. 2. Then, from the 13.3mb JAM3 download, just place JAM_Magazines.pbo, JAM_Sounds.pbo and JAM_Vehicles.pbo in your Res/Addons folder, or in a modfolder of your choice. However, if you put them in a modfolder (like @ECP), don't have them in the Res/Addons folder too. This will cause you problems, as the addons in Res/Addons are always loaded. As cobra@pulse said, the sounds are only used by weapons that fire JAM magazines. They don't replace BIS sounds. * Most popular weapons packs can use JAM magazines (eg. RHS, SJB, Laser), but will fire their own magazines by default. Exceptions to this are all BAS weapons and PUKF's rifles, which only fire JAM magazines. If you have a play with the following addons, you'll be hearing JAM sounds: BAS Delta/Rangers BAS Tonal/Tango pack BAS Tonali Special Forces PUKF DPM pack Or, just try out the "JAM Sound Demo" mission in the editor. Cheers mate  CH
  24. cornhelium

    ECP 1.085 Released!

    Hi nightkin, When placing a unit in the mission editor, simply find the "Skill" slider and slide it to the right. It's a little horizontal slider, towards the top right of the dialog box if I remember right. JAM3. Fully ECP compatible. >shameless plug< More info on JAM3 here. Don't forget to check out the alternative soundpacks. Cheers mate, CH
  25. cornhelium

    Indirect fire with infantry scripts

    GB strikes again - well done mate Cheers, CH
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