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charon productions

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Everything posted by charon productions

  1. charon productions

    Star Wars Stormtrooper

    By the way, is there SW rebel addons too? So the Stormies have something to fight other than rabbits and sheep? :)
  2. charon productions

    DPICM Artillery Addon

    @NouberNou: You are right about the markers, in SP the player should know where he deployed the mines and in MP there is commanders to take care of that. About the mines vulnerability to shock you are also right, i just wanted to give players the chance to somehow neutralize a mine (if they even managed to detect it in the first place). Here a little demo of the artillery delivered mines : <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=1JF2FvitjfU&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=1JF2FvitjfU&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  3. charon productions

    DPICM Artillery Addon

    I will make sure that Arty+ will be compatible with Nou`s FDC that he is working on which is a great idea. The mines are fully functional now. Both the dropped anti personel mines and the anti vehicle mines will be evaded by the AI if they are lying clearly visible on a road, but deep in the grass the AI will not see them and not evade them. Can a single shot of an M4 make an AT mine blow up? Trying to figure out the right armor values for the mines, so they go off if a too close neighbouring mine goes off or if they suffer damage from other projectiles. I am also thinking if an area that has been mined should receive a map marker for friendlies warning of the mines or not ?
  4. charon productions

    DPICM Artillery Addon

    I have finished the models for Area Denial Artillery Munitions (ADAM) and Remote Anti-Armor Mine (RAMM) that are delivered by artillery. There is an issue with the anti tank mines. If the tank is damaged by the mine explosion then the crew just jump out with 0.3 damage value and continue their WP on foot ?! I am not sure if that is realistic. I could damage the crew more by script but maybe the damage is really limited to the vehicle only. Also the mines should be evaded by the AI when placed on a road, but hidden in the grass, they should not be detected. The AI evades them pretty much all the time because it just sees them as an obstacle. The complete removal of the GEO lod might help, need to test that. If there is people who would like to alpha test the artillery mod a bit, feel free to contact me.
  5. charon productions

    Star Wars Stormtrooper

    The Scout troopers look great ! Keep it up
  6. charon productions

    Game physics

    Ok i don`t wanna critize the game physics, but rather find a work-around for specific situations. What config parameter could i possibly use to make objects less bouncing around ? I have used 8000 kg weighting on a small object and still it bounces around half Chernarus when dropped from a plane. I am considering reducing the velocity in regular intervals by script, but maybe there is something that i have not considered? EDIT: That braking script does the job quite well, just tested it.
  7. charon productions

    Arma 2 Sound Modding 101.

    I have not yet seen anyone successfully edit vehicle sound destruction effects in Arma2, but i cant test all addons out there. Maybe its possible. What i meant is that you usually put the name of the outside class you are referring to in the type variable like with particle explosion effects that are defined in cfgcloudlets. type="name of your sound" Try that, see if it works.
  8. charon productions

    Arma 2 Sound Modding 101.

    You have to reference to your custom sound with type ="Name of your custom sound". You use empty hyphens.
  9. charon productions

    Mando Missile ArmA for ArmA 2

    Hey mando. This was just posted. In case you have not yet seen it and that there might be any variable in the missile config parent classes that (just in case) was not yet totally understood by you : http://community.bistudio.com/wiki/Weapons_settings
  10. @Tarmak: Are you not talking about radar? What you are referring to right now is a visual target recognition. Nothing to do with radar. You would have to edit the config of your gunner and lower the sensitivity to stop him from recognizing targets, but that would make him obsolete or like this: Wiki quote : That would stop him from targetting ANY targets by himself, he can still be ordered to do so. Not sure if he would however still report anything he sees. You need to test that.
  11. charon productions

    Arma 2 Sound Modding 101.

    I believe soundhit [] overrides all other soundhitXXX definitions that are more defined like soundMetalPlate1 etc.. So to have a diverse sound palette for the ammo, you probably would have to define all those subclasses. Check the BulletBase definition in the weapons config. There is even no entry in there for just "soundhit=", it might be inherited from the Bulletcore parent class and is mainly used for shell impact sounds that would sound (nearly) the same if on metal or leafs.
  12. charon productions

    DPICM Artillery Addon

    A little demonstration of the artillery delivered expendable jammers (AD/EXJAM) on the battlefield. The models and scripts work as intended. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=QfHZ39laaUw&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QfHZ39laaUw&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  13. charon productions

    sniper ai

    clocktower-dummy
  14. charon productions

    sounds.scope error message

    and what if you just scope=2 the whole config?
  15. charon productions

    sniper ai

    Look for clocktower script. It works great. Really sad that this even has to be scripted, but the sniper AI can`t make the individual decision to actually make the shot even if it knowsabout the target maximally.
  16. charon productions

    Bullet impact improvement.

    You would have to tweak the HitEffects class if you are not happy with the ingame ones. All particle effects ingame are designed for max FPS less for looks.
  17. charon productions

    DPICM Artillery Addon

    Yeah all shells have exactly timed incoming sounds now. The arty module was actually designed for it, but for some reason there were none added. It would be no problem to do 60mm rounds, just the actual mortar model would be needed. Was there something like that in Arma1 that could be ported? Even the 80mm rounds are very devastating, so 60mm could be more adding to the atmosphere without players dying instantly hehe.
  18. charon productions

    DPICM Artillery Addon

    @kju: You are right. I am adding custom sounds too, because the ingame artillery sounds are only "half" ;) Does anyone else also believe that the ingame Mortar HE damage and impact effects are way to "blown up" ? I think they look like heavy bomb impacts rather than mortar shell impacts. Have the idea to size them down to an accurate level. Also all HE in the game uses the same impact sound, which gives a wrong impression about the ammo strength. EDIT: I went ahead and did it and it looks much more closer to the real thing now. Demonstrates more realistic sound effects too: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=rqEgD1NFhmM&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=rqEgD1NFhmM&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  19. charon productions

    Arma 2 Sound Modding 101.

    @kju: Excellent post! Very helpful. Sounds.pbo reveals: and So any class MY_SOUND : Sound should work I just didn`t know that there is even a sound-vehicleclass as defined above.
  20. charon productions

    A discussion about cfgAISkill

    Are those decimals or can they be higher than 1 ?
  21. charon productions

    Arma 2 Sound Modding 101.

    Has anyone actually ever successfully created a soundsource with the createsoundsource command? I am not totally certain about the requirements of the config. It seems that it must be in cfgVehicles and not in a subclass cfgsounds, but then it has to be defined like a vehicle or inherit a vehicle class. Otherwise the engine prompts missing value errors. Then the question arises where the advantage of that command is, compared to spawning an object and having it "say" the sound.
  22. charon productions

    DPICM Artillery Addon

    @Lunatic: Thanks for helping. I am sure the russians manufacture their own DPICM munition though. Will ask some russian friends to do a cyrillic search for it ;) Just wanted to name the munition correctly in the config, maybe i`ll just keep generic names for now. Apart from DPICM submunition, there will be Artillery Delivered Expendable Jammers (AD/EXJAM) to disrupt enemy communications: 9M519 122 mm Radio-Jamming Unguided Rocket Projectile 3RB30 152 mm VHF radio-jammer cargo projectile D-20 XM867 AD/EXJAM low-cost, gun-rugged, broadband barrage transmitter Could be fun in MP, when suddenly your radio stops working and you have to track down the jammer to destroy it and bring up the comm again especially when clans are fighting with each other. Usually these jammers have a radius of 700 meter and battery life of 1 hour. Will make it something like 10 minutes for the game variant. Also working on an ECM protoype submunition that basically barrage jams radar-based ground vehicles in that vicinity. So it can be used to jam anti air enemy vehicles. First test are promising, the aa when jammed can not lock on any missiles or fire the cannons at longer ranges than visual (~1000 meter). If attacked by land vehicles they are however able to use their cannons effectively against ground threats. Test with 7 enemy aircraft: Jammed Tunguska: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=TQ1vvrbsahE&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=TQ1vvrbsahE&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Unjammed Tunguska (just for comparison): <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=2nnN-m0dRy8&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=2nnN-m0dRy8&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  23. Well whatever he is talking about it would necessitate a minimum scripting knowledge and a tweaking of the ingame artillery. It is close to impossible to have the batteries fire at the same time, so he would have to realize that with spawning the projectiles by script. But then the question remains why bother using the artillery module at all. The bomb spawning trick can be done without it, no big ballistics needed for that.
  24. Can you elaborate a bit more what you are after? It is hard to understand what you are trying to switch?
  25. charon productions

    help with Waypoint script

    Just override it brutely then! and then either domove the thing or add a scripted waypoint with addwaypoint
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