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Author Topic: NMMod  (Read 4525 times)

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Nulear_Man

  • Guest
NMMod
« on: 21 Jul 2004, 07:35:22 »
I Am Nuclear_Man
Few know of Me But I Like hard core weapons
So i got bored and made some addons that unfortuntaly are too powerful for this but some are realistic but most aren't

as i said i was bored

So ive Made Some addons that are so Strong Ais wont shot at them.
An Anti-Tank Rifle With a this cfgaAmmo
      Class NM_AntiTankAmmo : bulletSingle
      {
              hit=25000;indirecthit=5000;indirecthitRange=0.4;
      };
      Class NM_HEATAmmo : bulletSingle
      {
              hit=25000;indirecthit=5000;indirecthitRange=5;
      };
      Class NM_NuclearAmmo : bulletSingle
      {
              hit=150000;indirecthit=100000;indirecthitRange=100;
      };
      Class NM_SuperNukeAmmo : bulletSingle
      {
              hit=150000;indirecthit=100000;indirecthitRange=500;
      };
also i Added this with a Seperate addon
      Class NM_AtomBombAmmo : Timebomb
      {
              hit=5000000;indirecthit=5000000;indirecthitRange=56000;
      };

by the way ive aslo made some addons with this code
      Class NM_Destroyer : M2A2
      {
              armor=50000
      };
      Class NM_DestroyerInvincible : M2A2
      {
              armor=5000000
      };
      Class NM_DestroyerInvisible : M2A2
      {
              Camouflage=0; // cant be seen by ai
              audible=0; // cant be heard by ai
      };


well if you got an idea for a heavy weapon tell me i might be able to make it

Unfortuitaly i had to Copy my addons to this computer for my computer so i didn't get a chance to PBO them so Youll have to PBO them sorry but you can check out the Config Files

also The NM_Destroyers are Untested even By me
So is  the NM_Carrier.

The NM_Super Soldier (Uni) Doesnt Seem to be working
But i modified it a while ago so it might work now

Also i in abled the CarrierW (LST) to beable to move
its Fuel compacity was set to 0 (Thus it coulndn't move)

Ill get some Screen shots later

Dubieman

  • Guest
Re:NMMod
« Reply #1 on: 21 Jul 2004, 15:59:04 »
Um so where are the attachments? ???

Nulear_Man

  • Guest
Re:NMMod
« Reply #2 on: 21 Jul 2004, 22:22:05 »
hmmmm
Ill try again

DBR_ONIX

  • Guest
Re:NMMod
« Reply #3 on: 29 Jul 2004, 20:40:12 »
Err.. I'm slighly confused as to what this is.. ::)
I downloaded it, and it's a series of CPP files, not in a CPP or anything..
- Ben

Nulear_Man

  • Guest
Re:NMMod
« Reply #4 on: 30 Jul 2004, 01:03:59 »
i didnt get a chance to PBO it

Nulear_Man

  • Guest
Re:NMMod
« Reply #5 on: 30 Jul 2004, 01:32:28 »
ok i PBOed NM_ModPack_1, HAppy \|/

DBR_ONIX

  • Guest
Re:NMMod
« Reply #6 on: 01 Aug 2004, 12:01:51 »
Oh, right, I get it now
I wasn't sure if it was the configs of a mod or something (IE you were making new models for the stuff)
I coulda PBOed it, I just didn't know if I was supposed to ::)
I'll test it out in a sec
- Ben

AnarCHy

  • Guest
Re:NMMod
« Reply #7 on: 01 Aug 2004, 13:08:21 »
Well, this was interesting :)


Tested the "Mobile Destroyer" first. I liked the idea for flak, but why is there so much of it?

Don't get me wrong here.  I liked the flak, but everything else was too powerful, 'cept some missing .paa's on most of the vehicles and ammo

And I got an error with the boats, didn't read it at all, but it seemed to lock up everything but the MG on it.

It was...interesting.  Nothing better describes it than interesting.


I tried to see what the flak did to the planes, and boy did it work!  I shot down two su-25's and an A-10, and 4-5 cessna's!  Wow, I wouldn't really wanna be flying through this stuff.

I liked the AA launcher idea, the one where the guidance doesn't kik in until later.  And the guided one too, that was fun.

But anyways, it seemed a little powerful yes, but it might be fun if you made a mission outta this stuff.

Interesting,
AnarCHy


p.s. I flew a cessna thru some of it with the dofire command, and I couldn't get 3m into it before I exploded! and hope ya didn't mind me buttin in :P

Nulear_Man

  • Guest
Re:NMMod
« Reply #8 on: 02 Aug 2004, 06:32:43 »
ya i still got some bugs to work out

heres an updated version of NM_Mod (Find it in the Tags section under NMM)

it has so much ammo because flanks aren't very accurate and ment to explode in mid air (Direct hits are unlikely but Most of the Time fatal)

So here it is \|/

DBR_ONIX

  • Guest
Re:NMMod
« Reply #9 on: 02 Aug 2004, 14:57:20 »
Works nicely ;)
Apart from the missing item picture on the AA launcher
Not tested everything yet..
The Flak Launcher is amazing :D Is that all done in the CPP?  :o
Oh, and I like the BF Launcher thing (That blows you up when you fire it)

Gd work mate :)
- Ben

Nulear_Man

  • Guest
Re:NMMod
« Reply #10 on: 03 Aug 2004, 04:29:49 »
Yeah the Flank is All cpp no out side scripts, I fould out a While ago that when a Missiles thrust is gone and after a little while the missile will explode
Heres the config.cpp

   class AT3: Default {};  
   class CarlGustav: AT3 {};  
   class AA: CarlGustav {};
   class NM_Flank: AA
   hit=100;
   indirectHit=20;
   indirectHitRange=10;
   minRange=10.1;
   minRangeProbab=0.50;
   midRange=601.05;
   midRangeProbab=0.95;
      maxRange=1200;
   maxRangeProbab=0.30;
   irLock=true;
   airLock=true;
   laserLock=true;
      cost=20000;
   manualControl=true;
      maxControlRange=2000;
   maneuvrability=25;
   sideAirFriction=1;
   maxSpeed=100;

   initTime=0;
   thrustTime=1;
   thrust=70;

   sound[]={Weapons\at_launch,db-40,1};
   reloadMagazineSound[]={Weapons\at_load,db-70,1};
};

Thats How i did The Regular Flank, The other flanks just have a longer range (by More thrust and higher speed)

The BF (Back Fire) Rocket Launcher was made so if an enemy trys to use your Weapon, It blows up it their face  ;D  ;)

Nulear_Man

  • Guest
Re:NMMod
« Reply #11 on: 03 Aug 2004, 04:42:11 »
Yo You should try the User Mission (_NM_Manual Control)

After it starts push 0-0-3 To fire the Automated gun (A scripted Weapon Capable of Killing 270 Men in Under 15 Secs, or about a man every 0.06 secs)
or
Push 0-0-1 to bring up the Manual Control dialog Then in the edit box type any scripting comand and then Click the Enter box, it'll exec that command (Such as player setdammage 1)

Nulear_Man

  • Guest
Re:NMMod
« Reply #12 on: 03 Aug 2004, 05:27:44 »
Theres really no use for the Automated gun but its sure Fun to watch

DBR_ONIX

  • Guest
Re:NMMod
« Reply #13 on: 03 Aug 2004, 11:30:13 »
Hmm, what are the addons used in that mission?
Can you make up a version that doesn't use them? (I have the JAM stuff, but I wan't running the addon mod folder, as it takes a long time to load, so no addons, apart from you one to test it :P)

I tried editing the mission.sqm file, but it couldn't get it to preview, so I copied the triggers/gamelogics, and the scripts, and it wound work ::)

So you got a new addon version available? (Remeber to edit the sqm file to remove the refrences to the addons ;))

Sounds like a fun script ;D
- Ben

Nulear_Man

  • Guest
Re:NMMod
« Reply #14 on: 04 Aug 2004, 07:24:30 »
Ok fine
Heres the Redone Mission (Youll need to Add some Resistance To the Mission For the AutoMated gun to work), it may not work due to i Edited it out side of OFP (Edited the .sqm)