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kenoxite

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Everything posted by kenoxite

  1. kenoxite

    OFP Materials

    Trying to catch up with a lot of unanswered questions and comments. I've been quite negligent about that lately, sorry. I'm afraid I don't have the source videos anymore. They were quite big (several gigas) and I need all the hard drive space I can get. Yes, it seems the environment light is affected by the time of day or, to be precise, by the night filter used in OFP. I guess with DxDLL's option to disable it makes it more noticeable. That was more than likely caused by me not supplying texture paths for WW4 units and vehicles in this addon(s). They were previously only found in the WW4 Extended materials pbo. In this latest version I've moved them to ofp_matdef_addons1.pbo, so they are available without having to install EXT. @ ProfTournesol: Thanks. BTW I found a better way to manage huge amounts of textures. Select all the textures files found in the desired folder and Ctrl+Shift+Right Click, then select the option named "Copy path" or something along those lines. That will copy the paths for all the textures you selected. You can paste that somewhere, remove parts of the path to make them relative and start pasting them in the appropriate materials class. I used that for the latest batch of addons I added support to. PaNTool was still needed to check the textures themselves and make sure I was placing them in the correct class. @ All the rest: Thanks for the support!
  2. kenoxite

    OFP Materials

    Updated to v1.1! More info and download links in the first post. Changelog: v1.1 CHANGE: Vegetation now less reactive to lighting CHANGE: Updated template config with more and more extended comments CHANGE: Added some missing classes to template config CHANGE: Moved WW4 and Mi2 textures from ww4ext_matdef to ofp_matdef_addons1 NEW: More addons supported by ofp_matdef_addons1, including MAP, BAS, AEF and OFPL objects and a bunch of Vietnam era addons I've also created an installer, just to simplify the installation process even further. The mod is also now in moddb, although it's currently pending approval.
  3. This project is pretty much feature locked now, so there won't be any further significant additions (units or weapons) other than the ones I previously mentioned (maybe some more vehicle ports, but they are quite unlikely TBH). Further patches will and are focusing on bug fixing and polishing the existing stuff. About female units, there's really no female representation in the real armies this project focus on (US and russian military, middle east insurgency), not in combat roles anyway. There's quite a significant amount of females in the guerrillas of some countries. I agree that should be represented somehow (there's actually a female unit in the arctic insurgency), but that would be part of a related but external project (so, not main EXT, but another related one).
  4. > Cargo ability You might be able to bypass this by creating a vehicle with only a cargo LOD and move it along with the AT-AT via a setpos loop. This might cause other problems, but should theorically work quite fine. > Class restriction with mass Similarly, maybe you could just keep the geometry LOD of the AT-AT empty and use another, invisible, vehicle with proper mass and inheritance just for collisions. That vehicle would be setposed along the AT and would work as an external geometry LOD. The problem is this might and probably will create problems with AI pathfinding, as the AT will always be "stuck" inside that vehicle. This is a similar problem found in, for example, grass addons. In that case destroying the grass on spawn seems to fix it, but I'm not sure this trick would work with the proposed invisible vehicle/geo LOD companion. > Land contact: Have you tried setting the vertices of the feet and legs to "Keep height (fence)"? AFAIK this only works on static objects but, hey. > Geometry issue with dead units This is probably the easiest to solve. You can just delete the vehicle when destroyed and replace it with a destroyed model. As long as the dead animation is always the same noone would ever notice.
  5. kenoxite

    OFP Addon request thread

    WW4 already replaces the vanilla units with WW4 ones. So, just by installing and loading WW4 you can play the original campaigns (Cold War Crisis and Resistance) using those units without any further tinkering. If you also want to change the weapons you can use this. Just note that those weapon replacements will affect gameplay and will probably break missions (such as units engaging sooner due to increased engagement distances of WW4 weapons). Currently there's no similar replacement using WW4 Extended units and there's no plans on my part to release one.
  6. Thanks again for the report. Replace AH1Z_A1.pbo (in WW4_EXT_VEH) with the one found here: https://www.mediafire.com/download/vg0lys2966qftjw/AH1Z_A1_EXTv1_fixed.7z
  7. Well, an inherited tank (or any other armor type class) with a soldier simulation should move as a soldier, not as a tank. But, by inheriting the class of an armored vehicle it might solve the problem with mass. The only drawback is all the hassle of creating this new hybrid class, but you could just copy/paste the BIS Man class and change the appropriate parameters.
  8. Just a shot in the dark, but regarding the problem with mass: have you tried making such units inherit, say, the tank class, but use the soldier simulation? (simulation = "soldier"; )
  9. Excellent stuff, Maczer. Thanks for the explanation.
  10. You can check this document I've been working on, where I deal with the ironsights feature among other things. Not that the document is a work in progress. As I mentioned before, this feature works by switching your current weapon from an scoped to an unscoped one, and viceversa. It works similarly as how the zeroing works.
  11. Assigning global variables to dynamically spawned infantry isn't as straightforward as it is for vehicles. In this case, you need to assign the global variable for the given unit in the init parameter of the createUnit function. Such as: "soldierWB" createUnit [getPos player, group player, {troop2=this;<any other code to be executed on init>}]. See the third example found here: https://community.bistudio.com/wiki/createUnit But, if all you want is to rebuild your squad with fresh units every time you run this script and it's for single player all you'd need to do is something like: ; Delete current units {deleteVehicle _x}count ((units player)-[player]); ; Spawn new units "VTE_armywrto" createunit [getPos player, group player]; "VTE_armywmedic" createunit [getPos player, group player]; "VTE_armyw" createunit [getPos player, group player]; "VTE_armywmg" createunit [getPos player, group player]; exit; There's really no need to use as many global variables as you're currently using. While global variables are extremely handy they have some memory cost (as its value must be stored through the whole mission) and there's also a limit in OFP for the total amount you can have before a saved game gets corrupted (about 40 IIRC). Alternatively, you could try implementing the spawning system Zulu1 suggested. It might save you some time and, if you check its code, offer you futher insight about spawning and scripting in general in OFP.
  12. I haven't dealt with multiplayer code for a good while. I know that a properly named marker does work for infantry units, but I don't remember if it worked also for vehicles in OFP. I assume it would work for vehicles manned by players. You should also create and edit the description.ext file for this to work. See: https://community.bistudio.com/wiki/Description.ext#respawn For singleplayer you can use a marker as the spawning location (just set it's type to "Empty", so it's hidden on the map) or a unit, object or game logic. Something that returns getPos or getMarkerPos properly. You still need to create a script for the spawning itself, though, something similar to what you have already. Like: "jeep" createVehicle (getMarkerPos "westVehRespawn")
  13. That error just means that you have already assigned the hel1 global variable to another unit or object, most likely one manualy placed in the mission editor. Change hel1 to another name (say, hel2 or helo1) or delete the name of the other one. As a general rule, global variables must be unique and unit/object names count as global variables.
  14. You're using both a global and a local variable to refer to the spawned vehicle. Local variables will work only in the scope of that script. Once the vehicle has spawned and the script ended, the _hel1 variable is deleted. As you seem to want to delete the spawned vehicle the next time the script is called you should change the scope of the _hel1 variable to global by removing the preceding underscore, so it turns "hel1". So, a working version of your script would look like: deletevehicle hel1 ~0.1 hel1 = "VTE_uh1a" createvehicle getpos he1 hel1 setdir 90 ~0.1 exit The main visual cue to detect the scope of a variable is to check if it has an underscore or not. Global variables don't have a preceding one, local ones do. More info here: https://community.bistudio.com/wiki/Variables#Namespace
  15. @JdB: Thanks for all the mirrors. No vampire will escape from my watch now!
  16. Patch 1.0.2 released! More info and download links on the first post. Changelog: v1.0.2 Logics and scripts FIX: Fixed invisible targets not resetting properly CHANGE: Added back explosion sound on destruction of vehicles. CHANGE: create_dummy script now uses the new spawner classes Vehicles FIX: Non-scoped view of Chinook gunner corrected FIX: T-90 Export can now be engaged by enemies FIX: M113 gunner turret will now turn to engage threats FIX: BMP-3 Export vehicles now use proper export base classes CHANGE: Disabled option to turn in and out for drivers of wheeled APCs (Stryker, LAV) CHANGE: Driver is now the commander of all land vehicles where there’s a gunner but no commander CHANGE: Edited the retracted position of the A-10’s landing gear so it doesn’t clip or not as much as it did before. It still doesn’t close properly, but the effect should be less noticeable. CHANGE: Increased armor value of BMP-3 so it’s not engaged by 50cal weapons CHANGE: BMP-3 now equipped with 6 Arkan missiles (previously 6 Bastion). BMP-3 export now equipped with 4 Bastion missiles (previously 6 Konkurs) CHANGE: M113 export now use shielded version. Non-shield model removed. Weapons FIX: Fixed ammo assignment for Steyr and FAMAS CHANGE: Vehicle weapons that used the GAU hit sound now use normal bullet hit sounds. This seems to reduce the performance hit in some PC builds. CHANGE: Reduced minimum engagement distance for TOWs from 500 to 200m CHANGE: Increased damage of Arkan missiles CHANGE: Normalized manoeuvrability and inittime values of all missiles CHANGE: Changed ironsight view of Steyr
  17. kenoxite

    WW4 Extended: Cold War

    Patch 1.0.2 released! More info and download links on the first post. Changelog: v1.0.2 Infantry FIX: Wound textures should now be visible for all infantry units Vehicles FIX: BTR-80 and T-72 no longer overwrite Russian army equivalents
  18. Glad to know the patch worked for you. Also, thanks again for the thorough testing and reporting. Anything vs Abrams: It's not the threat level but the fact that Abrams are basically immune to anything you can throw at them other than a T-90, air vehicles and some missiles. For a vehicle to engage another it must possess weapons able to deal enough damage to hurt the enemy vehicle. In the case of the Shilka, its rounds can barely tickle an Abrams armor, so the AI doesn't even bother about opening fire. Anything vs T90: Same case as with Abrams. The only vehicle that can kill for sure a T90, apart from another T90, is an Abrams. And, while a T90 will usually lose against an Abrams due to its reduced fire rate (but they both have roughly the same armor values in EXT), the T90 is almost invulnerable to air vehicles and missiles in general thanks to its Shtora defense system. Note that this only applies to AI. A player can use any weapon against any vehicle, regardless of the power of the rounds used or the armor value of the target. Due to the nature of OFP/CWA damage system, a player can destroy almost anything with any weapon given enough time and ammo. You could eventually kill an Abrams with a Makarov if you're very, very, very patient. Vulcan vs T80: See above. While the T-80BV isn't an M1A2 it's still quite the beast, so most vehicles won't bother to engage it. Shilka vs M240: The Shilka can stop up to 7.62mm rounds, so it doesn't bother with the M240 as it knows it can't hurt it (but, again, a determined player could). I've increased all the tripods threat level against vehicles anyway, but only Kords and NSV will be actually engaged by them. 50cal vs Shilka and BMPs: None of those vehicles can stop 50cal, so they will be engaged and killed by weapons using that calibre. With that said... 50cal vs BMP3: This particular vehicle should be protected from that round. I've increased its armor value so 50cal weapons ignore them. M2 stand up Geo LOD: I don't use a custom version of that weapon/vehicle, so what you see is the vanilla behaviour (vehicles can drive through a static M2 in vanilla OFP too) Bradley TOW: The minimum distance to engage targets with a TOW is 500m. Placing the target at that distance or further away should allow the Bradley to engage the vehicle (be it an export Abrams or a T90). I've reduced the minimum distance to 200m anyway, as engagement distances in OFP are usually quite short. Fire rates depending on presence of player: This is idd due to how the OFP/CWA engine works. The presence of a player in a group (be it infantry or vehicle) modifies the behaviour of the AI. It's just one of those "OFP things". BMP3 AI weapon selection: There's little that can be done about this, particularly with vehicles such which have dozes of weapons available such as this one. In general, AI will use the optimum weapon while considering damage of the weapon vs armor of the target, plus allowed engagment distances of such weapons and other "minor" factors. It seems reload time isn't one of those, or it's so minor that it's generally neglected. As for the 2A42 specifically, well, the AI will use it but only after it has fired the more powerful weapons. And the AGS30 will be used once the 2A42 has been depleted. Anyway, with such an overkill array of weapons at its disposal, the BMP3 can stand on its own even with the current AI weapon selection order. Please, test this patch. It includes all the mentioned fixes and tweaks so far: https://www.mediafire.com/download/wfmbtfuhhomcbj8/WW4_EXT_VEH_patch_RC2.zip EDIT: I've updated the patch to include a couple more fixes and tweaks: BMP-3 Export vehicles weren't using the export parent classes (so they were basically the same as the normal BMP3), the BMP3 is now equipped with Arkan missiles instead of Bastion, and the export version with Bastion instead of Konkurs (but just 4 of them), the damage of the Arkan missiles has been increased so it's similar to a TOW2A (it's supposed to be designed to kill modern tanks equipped with ERA), and normalized inittime and manoeuvrability for all the missiles. The updated patch uses the same link as before.
  19. kenoxite

    FlashRig V1

    This looks like something that will come very useful eventually. Thanks for sharing! BTW, when you mention "You'll need Blender 2.73,or anything post 2.69" you just mean Blender 2.69 or later, correct? Or does that "anything" refer to something else?
  20. kenoxite

    WW4 Extended: Cold War

    There was the same problem as with the materials: the texture paths weren't updated. Use this patch to have wounds visible again. I'll release a proper one this weekend which will include this and any other fix for bugs reported during this week: https://www.mediafire.com/download/wn4g7scaf9atan6/WW4EXT_CW_patch_RC1.zip Thanks for reporting!
  21. Actually, the performance problem with gatling guns and autocannons seems to be indeed related to the hit sounds (thanks, Maczer!). Check this provisional patch, where the GAU hit sounds (which are used by the affected weapons KayvaanShrike mentioned) are replaced by normal WW4 bullet hit sounds: <link disabled, use the newest patch found in the post below> . The zip file also includes all the fixed previously mentioned.
  22. Thanks for taking the time to provide such a thorough report. Stryker gunner: For wheeled APCs to work as expected (like a car, not like a tank) the gunner must be placed in some weird places and to be invisible in any view other than the cargo one. The position of the gunner in the strykers is more forward than in the LAV, so the driver can sometimes see his feet depending on the angle the gunner is turning. It's just a minor visual glitch and you should only notice it when you have the hatch open as a driver. Chinook gunner: Non-scoped gunner view fixed. T-90 Export: It seems the problem was this line: LaserTarget=1. I added it to differentiate it from the base T-90 which has it disabled due to the Shtora shenanigans. Although LaserTarget=1 is inherited by the All subclasses (so almost anything in OFP), setting this to true there caused all the problems you mentioned. I don't really know why that line caused a problem when placed there (the BIKI doesn't help here), but it's fixed now. M113: The cause was setting hideProxyInCombat to false, which didn't allow the gunner to turn (and turn in). It was set this way to avoid the gunner being invulnerable, which is a glitch inherited from BIS M113. This invulnerability was particularly apparent with the versions of the M113 without shield I made. I finally didn't include that version of the M113, but forgot to revise and enable hideProxyInCombat again. It's fixed now. Gatling and autocannon performance drops: I'm not sure of what's happening here. I set all that ammo to non-explosive (so it doesn't generate explosion and smoke effects on hit) precisely to avoid this scenario. The only exception is the GAU8, which does have explosive ammo but it generates way less bullets than in previous versions. Apart from that, I personally have absolutely no FPS drops when firing any of those weapons, even with all effects enabled (tracers, bullet cracks, etc). Are you using exclusively WW4 2.5(+patch) and WW4 Extended 1.0 (+patch) for these tests? No other addons or edits? Anything that could affect these results? Test this patch to make sure the problems with the t90 and m113 are solved in your end: <patch link removed, use the one in the post below> To install it, just overwrite the content of the WW4_EXT_VEH folder with the files found in the linked one. Apart from the mentioned fixes I've included a couple other tweaks: disabled the turn in action menu option for all drivers of wheeled APCs, made sure all vehicles with with a gunner and no commander (including the M113) have the driver set as commander (so you as driver can now assign targets to the gunner and issue fire/hold fire orders).
  23. You can issue the fire order through your "Fire" key (left ctrl and left mouse btn by default) to work around this. About the targetting, it's mostly fully automated. Even if the AI isn't deliberately aiming at a target, the missile itself will if the target is inside it's tracking radius. And even if you target something far away but there's another target closer to the vehicle, the missile will chose the closest. For those unaware, in OFP/CWA only infantry and armor can shoot missiles. To create a vehicle such as a TOW HMMWV (a car that shoots missiles) you must manage the whole firing and guidance process through scripting. In this case, EXT uses the MCAR engine. As with anything scripting related, that engine is limited to the available scripting commands, which are very few compared to later ArmAs.
  24. kenoxite

    WW4 Extended: Cold War

    The latest patch included a glitched binarized version of the DBDU unit. I also forgot to redirect in EXT material definitions pbo the BDU, KLMK and other textures used now only in CW. I've updated the patch with a fixed version of the mentioned unit. It also contains a new pbo that includes material definitions for the CW units. Download link is the same, but you should download the file again if you did so before this post. @JdB: Thanks again for all the mirrors. Could you please reupload the fixed patch, please? Sorry for all the hassle :)
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