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1
Arma3 - Single Player Beta Testing / [SP] Up to No Good
« Last post by h- on Today at 16:08:00 »
Author: h-
Version: 1.0

Required Addons:
None.
Although Marksman DLC owners get some DLC specific stuff (new ghilies, new sniper rifle), but not required..

Mission Description:
"We have a target to go after, codename Ouranos. We will proceed to one of the OPs to observe Oreokastro, find the target and take him out using a precision artillery strike.
It is imperative that we stay hidden until the arty shells hit. If our positions are compromised we will be in trouble.
Which we will be anyway once the target is down.."

Features:
  • Your main target is in randomly chosen building (chosen from 3 possible)
  • All enemy patrols outside the main target town are randomized (use no pre-set waypoints)
  • A lot of the other enemy presence is heavily randomized
  • Some AI specific behaviours enhanced (not too artificially, just hightening the engine's own features)
  • Absolutely awesome robot-speech spoken dialogue..  ::)
  • ..

DOWNLOAD

ChangeLog:
Version 1.0: init



This was meant to be a first mission of a sniper/sabotage campaign (something like 5 missions long) which I never really got off the ground. The mission was made back in the day A3 was still in Alpha phase but the release of the Marksmen DLC rekindled my interest in this thing. The mission I mean, pretty sure the campaign will not happen..
This is my first publicly released mission in like a decade so be gentle.. :P

Should probably mention that if you're a rivet counting fanatic this mission is not meant to be some epitome of realism..

If you for some reason want to use some scripts/functions/code from this mission file structure, ask first (mainly because I have not written them to be used anywhere else so for example MP compatability is nil, also they may not be bug free, they're not commented/some headers are outdated..).
You are not in any circumstance allowed to upload this mission or any part of it (original or modified) to Steam Workshop or any other hosting site.
2
Thanks 4 a tip, looks like it's JAM normal<->HD mags predecessor...
3
OFP - Addons & Mods General / Re: Purpose of "*n" mags in SEB2 pack-?
« Last post by Lenyoga on 20 May 2015, 13:35:28 »
Less dispersion ... maybe just for testing purposes?
4
OFP - Addons & Mods General / Purpose of "*n" mags in SEB2 pack-?
« Last post by SoldierEPilot on 19 May 2015, 17:40:55 »
Sample from "\sebnam_wp\config.cpp":

Code: [Select]
class sebsks: Riffle
{
scopeWeapon=2;
scopeMagazine=0;
displayName = "Simonov SKS";
displayNameMagazine = "SKS- Mag";
shortNameMagazine = "SKS-";
model="\sebnam_wp\sebv_sks";
modelOptics="\data3d\optika_ak47.p3d";
picture="\sebnam_wp\w_sks.paa"
optics = true;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
initSpeed=735;
magazines[]={"sebsksmag","sebsksmagn"};
modes[]={"Single"};

class Single
{
ammo = "BulletSingleE";
count = 10;
multiplier=1;
burst=1;
dispersion=0.0175;
sound[]={"Weapons\AK74Single",1.000000,1};
displayName = "SKS-";
soundContinuous=false;
reloadTime=.20;
ffCount=1;
recoil=sniperSingle;
autoFire = false;
aiRateOfFire=1;
aiRateOfFireDistance=450;
useAction = false;
useActionTitle = "";
};
canDrop = true;
};
class sebsksmag: sebsks
{
scopeWeapon=0;
scopeMagazine=2;
count = 10;
picture="\sebnam_wp\m_sks.paa";
canDrop = true;
};
class sebsksmagn: sebsks
{
scopeWeapon=0;
scopeMagazine=2;
count = 10;
displayName = "SEB Simonov (SKS)_N";
picture="\sebnam_wp\m_sks.paa";
canDrop = true;
modes[]={"Single"};

class Single
{
ammo = "BulletSingleE";
count = 10;
multiplier=1;
burst=1;
dispersion=0.0002;
sound[]={"Weapons\AK74Single",1.000000,1};
displayName = "SKS_N";
soundContinuous=false;
reloadTime=.20;
ffCount=1;
recoil=sniperSingle;
autoFire = false;
aiRateOfFire=1;
aiRateOfFireDistance=450;
useAction = false;
useActionTitle = "";
};
};

Any ideas?
5
Arma2 - Addons & Mods Discussion / Re: ARMA2 Texturing Tip
« Last post by VXF-VOLT on 13 May 2015, 04:44:22 »
This thread has some helpful texturing tips and I thank all of you for the insight.

Is there an Arma 2 step by step texturing tutorial ?

Thanks.
6
Arma2 - Editing/Scripting General / Re: Camera go to next scene
« Last post by savedbygrace on 12 May 2015, 03:36:48 »
I'm not seeing your #loop label. Also, Have you tried placing the condition within parenthesis?
Code: [Select]
? (man1 distance man2 <=5) : goto "nextscene"
7
OFP - Addons & Mods General / Re: Function pack
« Last post by SoldierEPilot on 02 May 2015, 22:31:38 »
I am working on big and fast stringtable-based weapon database
to allow  get weapon scope, check if weapon is silenced or not,
get available magazines and grenades and so on.
Here is weapon packs and mods list from my HDD:

weapon packs - already in database
===================================
JAM3 (JAM_Magazines.pbo)
ORCS team east weapon pack (ICP_rfwp.pbo)
ORCS team east rocket launchers (ICP_rpg7.pbo)
Laser's west weapon pack  (LSR_uswp.pbo)
Laser's east weapon pack (LSR_rfwp.pbo)
INQUISITOR's weapon pack (INQ_WeaponPack.pbo)
United Kingdom army weapons (ukf_ukweps.pbo)
Code Blue weapons (CB_WEAP.pbo)
Norwegian army weapons (NOM_Weap.pbo)
SJB west weapons (SJB_TOSM4_cpp.pbo)
Red Hammer Studios weapon pack
marine assault pack (C8X_russ.pbo, C8X_usmc.pbo, C8Xmag.pbo)
Diemaco weapon pack (kmmdiemaco.pbo)
Mailman's (Red Force team) east weapon pack
Hoyt's east weapon pack
The HK & German Special Forces Addon (TheHKPack.pbo)
French weapon pack (OFrP_Armes.pbo)
Turkish Union weapons (TU_Weapons.pbo)
WW3_Weapon.pbo
some Taiwan Workshop mod stuff
weapons from FFUR+SLX mod  (@ffsx85)
DDAM mod
Crime City weapon pack (CC_WP.pbo)
BD_GrenadePack.pbo
HINaddons.pbo

===================packs to add
KEG weapons
danGuer.pbo
wse_west.pbo
jamdiemaco.pbo

mods already added
==================================

@WWII mod
@WGL5 mod
Liberation 1941-1945 mod
Battle Over Hokkido mod
@WW1 mod
PACIFIC WAR mod - mainly Up_ww2.pbo
Conflicto de Malvinas mod
@VTE mod
@WW4 mod v.2.5
China army weapons (@VME_PLA\addons\VME_PLA_ADDONS.pbo)
BAS Tonal (TonalRedux\Addons\BAS_OPCPP.pbo), BAS_TSF, BAS_Weap
Silent War mod (swmod\addons\SWWeaps.pbo + pkm.pbo)
Bundeswehr mod
Colonial Wars Mod
===============================mods to add
@RCWC
@SH3
Half-life 2 addon pack
@I44mod
@SEB2
@CSLAII
swissmod
@SFP
@huntmod
LostBrothers mod
FDF
==============================

The question: what popular or just good-looking
weapon packs / mods would you recommend to add?
Links will be very handy.

And another question not to create separate topic:
how to contact with @WW4 team?
8
OFP - Editing/Scripting General / Fast "indexOf-free" skill system
« Last post by SoldierEPilot on 26 Apr 2015, 22:55:12 »
I'm glad to introduce a set of sqf scripts to realize RPG-style skills in OFP.

The system uses property names defined in stringtable.csv and
fractional part of unit ratings as a keys for skill names and units.

2 demo missions requires DASH_library 2.0 (for syntax demonstration only).
The last one, "skill system in action.Intro",  needs no addons at all.

The system itself is independent and consists of 1 function module "skillSystem.sqf",
all properties must be defined in stringtable.






9
OFP - Editing/Scripting General / Re: Additional EventHandlers
« Last post by SoldierEPilot on 18 Apr 2015, 12:34:52 »
Even in old Battlefield 1942 shot range affects direct damage from projectiles.
The formula is:
Hitpoints = MaterialDamage * DamageMod * AngleFalloff * DistanceMod

DistanceMod = minDamage + (1-minDamage) * (distToMinDamage - distance) / (distToMinDamage - distToStartLoseDamage)

BF community sample: for a shotgun pellet hitting at, say, 50 meters:
distance=50
minDamage=0.5
distToMinDamage=80
distToStartLoseDamage=40

DistanceMod = 0.5 + (1-0.5) * (80 - 50) / (80 - 40) = 0.875
(87.5% of the full-power hit which is occurred at ranges<40)

In OFP shots from, say, Kozlice at 5 and 105 meters are equal in power as I know.
Muzzle velocity value from config.cpp has no deal with direct damage too.

So if people want to implement some damage-modifying scripts -
here is a demo of new hit-detection system, which detects
weapon, muzzle, mode or magazine, ammo and initial position of bad boy who made this hit.

I also removed property system elements to provide maximum simplicity and performance
and optimized the scripts to work even faster in CWA.
P.S.
If someone also need to know projectile hit angles - just say a word...

--EDIT--
Hit system updated in 3 variants.  One of them combines data from 3 event handlers: shooter's "fired" EH,
victim's "hit" and "dammaged" EHs. BF 42 features are not implemented yet.
10
Arma3 - Single Player Beta Testing / Re: [SP] Breaking Golden Dawn v 1.2
« Last post by deltadeel on 18 Apr 2015, 08:52:33 »
a new link my friend for the mission?thanks :)
PS:I found it on the workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=272658170&searchtext=breaking+golden
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