OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Eviscerator on 12 Mar 2003, 11:21:30

Title: Ballistic Addon Studios Update Thread
Post by: Eviscerator on 12 Mar 2003, 11:21:30
I thought I'd make this thread as others were seen to go offtopic, so feel free to discuss any of our addons in here, or ideas for them and we will post updates into this thread (and also onto the website of course).
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 12 Mar 2003, 13:29:34
OK, so first up is a retextured M249, i personally both modelled and textured this (i started learning to texture a few days ago, the previous M249 used the same model), this will probably be in an update to the deltas/rangers (of course along with a retextured M249 SPW), the only thing left to do is the rear sight and the LOD's of course, but there hasnt been much news from us lately so just to show we are still working:

(http://www.concept-5.com/ballistic/images/Eviscerator/m249.jpg)


(doesnt have any fancy BAS graphics at the bottom yet, as i have no idea how to do that, im sure there will be news on this later on with fancy graphics etc)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Raptor-Man on 12 Mar 2003, 13:34:29
 :o :o :o

It looks very very nice.
Title: Re:Ballistic Addon Studios Update Thread
Post by: STGN on 12 Mar 2003, 14:14:37
many or "frew" polys looks very nice.
STGN
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 12 Mar 2003, 14:41:29
many or "frew" polys looks very nice.
STGN

Same as in the Ranger/Delta pack :P Which is many, but the LOD's will be quite low, as now im learning to texture i can replace faces with a texture...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 12 Mar 2003, 15:02:38
yeh, textures can "suggest" faces. A high quality texture makes the model look more detailed than it actually is.

For example, look at the screenshots from Marfy (MarfyArt) of his Panzerkampfwagen IV. Without such highly detailed tuxtures (and with good shadows) the model would not look near as good and detailed as it does now. So texturing is something to put a lot of work in.

Looks very nice allready Evi!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 12 Mar 2003, 18:41:04
Picture updated with fancy BAS graphics, and textures completed.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 12 Mar 2003, 20:05:08
How is the MH-60L doing are we getting close ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 12 Mar 2003, 23:07:55
I'm waiting for thoes too  ;D I what some MH60L, DAPs, PaveHawks, what ever you call em I want'em!  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 13 Mar 2003, 10:07:25
I would say closer... we are working very hard on the addons atm, and there will be a lot coming your way soon :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: darthvinny on 13 Mar 2003, 17:18:21
We are hearing soon for litarally a couple of months now. Not that i 'mind', but maybe you could tell us what you are working on (i.e. textures, model whatever).
Title: Re:Ballistic Addon Studios Update Thread
Post by: max on 13 Mar 2003, 19:52:51
Will we see some progress screenshots of the (A)MH-60L DAP soon?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 13 Mar 2003, 19:55:58
Yes
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 13 Mar 2003, 23:02:38
I've seen the pictures of the new RACK system for the rangers on your site.
Now, I do remember me starting a discussion about the rack system some time ago(before the release of the original pack), but you said that you would use a ALICE-like gear. Nice to see you'll change to the RACK; will make the pack (even) more realistic.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 17 Mar 2003, 22:24:40
he BAS;

some background info / suggestions (on your new version of the Delta/Ranger pack).

Rangers Weapons;
I have a book about the Rangers (from 2001) and I have not seen a single picture of a M4 with reflex or ACOG sight. All m4's were equiped with red-dot sight. Now, this may have changed a bit in two years (and I'm sure that the choise of optic is also based on the mission), but you might consider making a m4 with red-dot sight.

Also intersting to add is the Stoner SR-25 7.62mm self-loading rifle (I think it is sometimes called the special purpose rifle). This a very nice rifle for short-medium range sniping. (it was introduced to the rangers around 2001)

On the grenadelauncher. Could you use an ammo-system as in the SEB NAMpack 2 m79 thumper??; A grenade "bag" (like a magazine with very slow reload). Most grenadelaucher guy's will have 2 small "bags" (there not bags, but I can't explain how they look. For more info on the parts of the rack system, look at www.blackhawkindustries.com) of three rounds 40mm grenades. This will make a more realistic (if somewhat powerfull) soldier.

On the M240. You've added a ammo box to the underside of the gun. The gun ejects shell casings from the bottom of the gun; right where your ammo box is!! If you want to us an ammobox, try using one based on the british one: It's a 100rnd box placed on the side of the gun. For an example look at the FN-MAG (which is the same as the M240) made By Matthijs (mods.kmarns.net)

Rangers sniper;
I think you've allready seen the great work being done by Suchey on the USMC pack (if not; www.digitalgrenade.com). He has a wonderfull sniper model. Perhaps you can ask him for permission to use his model for your rangers. It's probably the most accurate snipermodel in the game. It won't even be a major job; you only have to retuxtere the
arms and the hat (and maybe some parts of the front torso) to standard woodland pattern (it's in MARPAT on suchey's model.) The rest can remain the same.

I hope you will do something with this (especially the sniper).
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 17 Mar 2003, 23:38:43
Rangers Weapons;
I have a book about the Rangers (from 2001) and I have not seen a single picture of a M4 with reflex or ACOG sight. All m4's were equiped with red-dot sight. Now, this may have changed a bit in two years (and I'm sure that the choise of optic is also based on the mission), but you might consider making a m4 with red-dot sight.

Also intersting to add is the Stoner SR-25 7.62mm self-loading rifle (I think it is sometimes called the special purpose rifle). This a very nice rifle for short-medium range sniping. (it was introduced to the rangers around 2001)

Ill answer what i can:

Firstly the 75th rangers now have the ACOG Reflex as standard issue, the aimpoint went out of fashion as soon as these more 'open' sights came out, though the aimpoints were used a little for nighttime operations (although the eotech 551 is now replacing it there), we originally did have an M4 with Aimpoint but removed it due to reality and file size reasons.

Onto the SR-25, we do have one made and plan on introducing it to the next update. However its not sometimes referred to as the Special Purpose Rifle, that title belongs to this baby:

(http://www4.aixgaming.com/opend/albums/album18/c_spr05.jpg)

(Seen there mounted with just about every attachment under the sun, the object just to the left of the foresight is the Eotech 551, which is becoming very popular among SF)

The M4 SPR is as accurate as an M24 out to 800m and we have taken this rifle into consideration, you will have to wait till release to find out if we make it, but there will be one more sniper rifle going in that hasnt been mentioned that is in production at the minute.

One thing to bear in mind is that two years is a long time in the SF world, a lot of new products are introduced and become popular/unpopular. Also books may have been made even earlier than stated...so basically, dont worry about telling us technical info we know most of it already and up to date from our man down in fort benning (home of the 3/75th rangers)

And yes, having 'grenade bags' or something similar was mentioned, but there wasnt time to implement it before release, there were a lot of things we wanted to add but didnt get the chance...

And i believe vixer has plans to redo/texture the M240 as i have done with the M249, so that problem should be fixed then...
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 18 Mar 2003, 00:49:37
STGN has a pretty good SPR
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 18 Mar 2003, 16:14:26
oke, Evi.

thanks for replying and the info. I didn't know you had a guy in fort Benning. Guess he knows more about the rangers than some guy from the Netherlands ;D


I'll just wait untill the release to see what weapons are new.

Title: Re:Ballistic Addon Studios Update Thread
Post by: Strangelove on 19 Mar 2003, 01:16:36
Struth... the optics are getting bigger than the weapon, almost.
Title: Re:Ballistic Addon Studios Update Thread
Post by: earl_laamanen on 19 Mar 2003, 07:59:28
I heard that the contract with Trijicon was running out, not to be renewed, so in the next few years we would actually be seeing more Aimpoint M68's.  A replacement is being sought for (ECOS enhanced combat optical sight) would be a 1-4x variable zoom optic (cover both the reflex and 4x ACOG jobs).  The Leupold model (CQ-T) that meets those specs has met with some very unfavourable reviews though.

I think the SPR that was shipped to Afghanistan (150 rifles?) is done - they've upgraded the program already to the SPR-A (for Alternate) and most importantly it has a new 2-8x40mm Leupold scope and a number of other minor changes.

Quote
Current optics provide Close Quarters Battle (CQB) capability or the ability to improve target-hit probability at longer ranges, but not both. The ECOS will combine those capabilities in one optic. The SOPMOD Program is not seeking alternate sources for the current ACOG 4X (NSN 1240-01-412-6608) or ACOG Reflex sights (NSN 1240-01-435-1916), rather is interested in sources of COTS/NDI versatile, multi-function day optics with illuminated reticles for limited night use

This is from a 2001 US Navy solicitation on behalf of SOCOM, you can read more here, but copy and paste the link because the brackets mess it up.  It's not very exciting anyway.

http://www.fbodaily.com/cbd/archive/2001/02(February)/21-Feb-2001/asol020.htm

If you do make an SPR (-A) I hope you put a variable scope like Leupold's 2-8x40mm because it's so useful in OFP to have a rifle with optics good for short and long ranges.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 19 Mar 2003, 10:41:38
Would it be possible to swich between scopes??
This is what I mean;

When you go to scope/zoom mode you first see the HOLO-sight (or any other CQB sight) and when you press zoom (+) you swich to the sniperscope (after that when you press - , you swich back to the HOLO sight.

If this is possible it would make a great feature for the SPR as on the picture above. I really hope you will make a rifle like this one. I think the seals were/are equiped with it in the Philipines (or however you spell this), so it would be nice for your seals pack
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 20 Mar 2003, 23:03:35
Sorry BAS, but I just keep posting questions. I hope you don't mind.

On the repelling from the MH-60L;
In the other topic you allready said it would be an option somehow. Now, I've seen the SP/MP support pack and the repelling script in it. It looks great, but has two little drawbacks;

first;
The bird "turns" during repelling. I hope your birds won't do this. I'm not sure if this is something that can be solved, but I'm sure that snYpir can give you an answer on this.

second;
The rope hangs from the center of the chopper (this has been done so on the MH-47 you repell through the opening). Will your bird have the rope in the correct position (on the side)? Or even better; could you have the bird support TWO ropes (one on either side of the chopper) so that two soldiers repell from the chopper at the same time (You might want to let the guy on the second rope start a little later, so you won't see two guy's repelling EXACTLY on the same time). This would be the ultimate repelling script. (please, please, please)

The SP/MP support pack uses the Battle Over Hokkaido Mod's rope and rappelling animations. These ones are the best I've seen. I hope you will use these ones in your addon (it also saves you some time, since you don't have to make them yourselves).

I can't wait untill you say "it's done"  ;D ;D ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 21 Mar 2003, 00:35:03
Okay, this may be a little old, but in the Delta pack, there isn't an M4SOP GL ACOG, is this on pourpouse, or was it not done or what cause I'd really like an ACOG scope on the M4 M203  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Garritos on 21 Mar 2003, 01:30:12

Heya BAS i may be a little outta the loop but i have two questions...

will you be updating the desert weapons with more detail??  I'm not fond of the current textures and I use the excellent black versions through "addweapon", when using desert rangers in missions.

I am also interested in using the rangers as normal army infantrymen.  I have imported current patches but when i use the setobjecttexture command, they appear HUGE on the shoulder of the soldier (like the effect when you add default flags).  any tips on how to get the patches down to a normal size like the ones included in the pack??

again forgive my ignorance if these points have already been brought up.  and as always keep up the great work in keeping this game fresh for many of us long time community members.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 21 Mar 2003, 10:39:31
I think BAS won't mind if I answer this one, Garritos;

On the Desert weapons;
They are updating the weapons pack as we speak. On the other topic they posted that they didn't really like the detail of the desert versions textures aswel. They will be redone.

on the patches;
check the readme. I think is says the format of the patches. If I'm not mistaking it's in 64*64 pixels (but I can be wrong). You might try to make the actual patch smaller (let's say 40*40) and leave the rest of it without colour. This should do the problem. (you just make the icon smaller and place it at the center of the [orignal size]patch). I asume this is how BAS made their patch.

I hope this will help you out.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 21 Mar 2003, 11:03:11
A quick question is the helmets the rangers are wearing are they meant to represent the Delta Boy Helmets or the standard infantry helmet??? ??? ??? ???

Please reply ASAP
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 21 Mar 2003, 11:46:05
Ok Guys.... answer time:

@Cpt. FrostBite

It may be possible to switch scopes with scripting, however, i dont think that we will be making any effort to implement this.

Regarding Rappelling, we are working with SnYpir and some other scripters to produce the best, most accurate scripts for this possible... (and we have had fastroping and rappeling animations for quite a while, so we will be including ours in the pack)

@PunkerSXDX

This was on purpouse for the time being, we MAY include something in the update, nothing confirmed as of yet.

@Garritos and Cpt. FrostBite

We are indeed updating the weapons at the moment, a new and highly improved version of the Delta?Ranger pack will be available soon.

Regarding the parches... we have tracked this down to how the game deals with setobjecttextures. We will be upgrading this feature on the next release so that all of the included patches will work correctly with the soldiers. But in the mean time, as Cpt. FrostBite said, ensure that your textures are in 64*64 size, feel free to use any of the patches from the pack as templates.

@Coporal_Punishment

There was a huge issue about this during Beta phase, the helmets are the new infantry standard issue MICH/TC-2000 Helmet.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 21 Mar 2003, 23:31:15
@Dead Meat, I have .gif and .jpg files of various Unit Patches old and current and other Insignia (I.E. Jump Wings, Combat Infantryman awards, etc. etc.) if you guys at BAS are interested in adding even more patches to your inventory of available Patches feel free to contact me.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 22 Mar 2003, 13:58:35
Thnx for the rapid replay DeadMeatXM2 but i was thinking this the other day would BAS release the pre-2000 standard US helmets so i can use the addons in personal missions to dipict standard US troops.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 22 Mar 2003, 14:05:45
Oh yeah this web site may be useful to you if you have not yet found it.

It contains the unit patches of every division in the US Army. Hopefully this is useful to BAS ;)

http://www2.powercom.net/~rokats/div-today.html

it contains everything from
infantry division patches to cavalry and amour patches.

and these ones are the major commands such as special forces groups and army groups

http://www2.powercom.net/~rokats/todaycoms.html

the following one is skill badges

http://www2.powercom.net/~rokats/todaybadges.html

I know its highly wrong to do so but will the BAS be making default troops i mean the game doesn't only revovles around SF groups??? ??? ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 22 Mar 2003, 17:20:39
We did make "default" troops, the "Soldier" units that come with the pack, they come with customisable arm patches so you can make them whatever you want, and they are just called "Soldier" so that you can fit any loadout.

Currently the arm patches come out a bit blurry, but that will be fixed in the next update (no time frame at this stage)

Regarding the helmets: shape wise, while not identical, the tc2000 that we used for the Rangers (the Delta have the lower profile TC 2002) is not too different from a PASGT, especially with a cloth cover over them, they both have a "fritz" type profile.

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 22 Mar 2003, 22:18:45
just wondering have you started on the Marine project?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 22 Mar 2003, 23:37:56
yes that was our first project, we are mostly working on the spec op things atm
Title: Re:Ballistic Addon Studios Update Thread
Post by: SpclFrcsSnpr on 22 Mar 2003, 23:59:21
Well at any rate keep up the good work!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 23 Mar 2003, 00:42:47
yea its just the im really looking to getting my hands on the the Super Cobra. D:
Title: Re:Ballistic Addon Studios Update Thread
Post by: CrunchyFrog on 23 Mar 2003, 03:45:25
On your site, you written that your a gonna make some choppers used by the marines, but... Are you gonna use some marines to use them?
Title: Re:Ballistic Addon Studios Update Thread
Post by: BlackDeath on 23 Mar 2003, 07:53:04
Evis you could get Domocles who i believe is in the Army as i to look at his March 2003 soldiers magazine which shows some airborne and rangers and the most common sight used is the m68 even nowadays :-)
-Blackdeath
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 23 Mar 2003, 09:57:33
On your site, you written that your a gonna make some choppers used by the marines, but... Are you gonna use some marines to use them?
i dont think its needed that BAS makes Marines as Sucheys marines will do
Title: Re:Ballistic Addon Studios Update Thread
Post by: Raven on 23 Mar 2003, 10:56:45
Hi

A question, sorry if this has been asked before (I did do a quick search). On the subject of the soldier with the changable arm patch, I'm trying to use them to do an international counter terror unit for my players, much like Rainbow 6. In the readme you say you can use the flags within the game as the patch, I've tried this, but they are little to big for the arm, is there anyway to change the scale of the flag that you know of so it fits the arm.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 23 Mar 2003, 11:49:10
Quote
We did make "default" troops, the "Soldier" units that come with the pack, they come with customisable arm patches so you can make them whatever you want, and they are just called "Soldier" so that you can fit any loadout.

I know you guys made the arm patch which can be changed to the 10th divsion, 75 divsion, 82nd division and 101st divsion but what about the regular less known troops such as the 1st Infantry division, 24 Mechanized Divsion. You can't put 1st division arm patches on these models because have different load outs. What I was suggesting was that BAS should make a addon which replaces the BIS default US troops because they rightnow look really wierd when I have infantry supporting BAS rangers you can see the quality difference.

Only remember I am only suggesting I know you guys have alot on your plate and i'm in no way i'm not mocking your addons.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 23 Mar 2003, 18:39:38
any chance of an A10? just been watching them in action over Iraq in the grey scheme, then i look at the one in CWC :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 23 Mar 2003, 20:44:16
@Monkey Lib Front - No plans for that for the foreseeable future...

@Coporal_Punishment - Also no major plans for this for the foreseeable future...

@Raven - This is one of the issues being fixed in the update.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 23 Mar 2003, 21:28:00
oooh, its been a while - hey lads, been in hospital for a couple of months, but im back with a vengence...

been keeeping a tab on the ballistics website... been a while since ive seen some new stuff, but im hoping this lack of updates means that you are all busy working on new stuff, and patches.

good luck lads, its awesome stuff so far.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 23 Mar 2003, 22:17:13
Hey, Messiah, why were you in the Hospital?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 23 Mar 2003, 22:22:31
well slightly off topic....

crashed my car on the motorway, 100mph into back of another car, then into crash barrier, spin a few times, crash into barrie again.... not nice....

ended up with 2 broken / shattered legs, broken arm, ribs, whiplash - brusing etc... kidna painfull... just started walking again, not good.

but hey, ofp and BAS have kept me going, keep up the good work lads!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 23 Mar 2003, 22:33:33
dangness that must ave hurt.

btw will BAS be making any enemy for d-boys and rangers to go against ??? ??? ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 23 Mar 2003, 23:26:45
Quote
I know you guys made the arm patch which can be changed to the 10th divsion, 75 divsion, 82nd division and 101st divsion  

Wouldn't these be the main divisions supporting the Rangers
Title: Re:Ballistic Addon Studios Update Thread
Post by: kikill on 23 Mar 2003, 23:26:59
it's going particulary annoying to see the same questions posted...even if i'm not in any mod...
 maybe you should make a few search before asking. you know what i mean
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 23 Mar 2003, 23:40:25
sorry to hear the messi......hope your on the mend! and just be glad it wasn't 101mph! could have been a lot worse  ;)

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 24 Mar 2003, 08:05:24
Yallz at BAS should add the 3rd Infantry to that list, cause they be kickin ass in Iraq right now  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 24 Mar 2003, 10:20:14
Quote
been keeeping a tab on the ballistics website... been a while since ive seen some new stuff, but im hoping this lack of updates means that you are all busy working on new stuff, and patches.

Ahhhh *breathes a sigh of reliefe* you can allways rely on the veterans to bring some sense into o thread... anyho, as I said to ya last night mate, I hope you gets better soon!

@Coporal_Punishment

We won't, but Red Star Studios and Bibmi are...

@PunkerSXDX

We allready have mate ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 24 Mar 2003, 11:44:10
lol, veteran is deffinatly the word.... 2 years coming up - lol - im an old codger round these parts  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 24 Mar 2003, 14:04:15
Evis you could get Domocles who i believe is in the Army as i to look at his March 2003 soldiers magazine which shows some airborne and rangers and the most common sight used is the m68 even nowadays :-)
-Blackdeath

Why would he need to? he works in Fort Benning, home of the 3/75th Rangers, he can just stick his head out the window and ask them which is the most used sight.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 24 Mar 2003, 14:25:58
LOL  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Raven on 24 Mar 2003, 17:55:47
@Raven - This is one of the issues being fixed in the update.


Thanks for the reply DeadMeatXM2
Title: Re:Ballistic Addon Studios Update Thread
Post by: SilentEcho on 27 Mar 2003, 04:03:12
so how's the progress on all these foxy projects????? ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 27 Mar 2003, 14:44:17
yep, it was (again  ;)) time for this question.
since we havenÂ't heared anything from you guys, those addons should be really close to release now, right?  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 27 Mar 2003, 20:08:56
*Cough*

sorry, able to view alot more i think was intended.

*Cough*

Title: Re:Ballistic Addon Studios Update Thread
Post by: Strangelove on 27 Mar 2003, 21:28:17
Got enough guns on that puppy MLF?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 27 Mar 2003, 23:24:55
Wish it was mine

not my work, its Tigersharks
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 28 Mar 2003, 05:25:21
Out of curiosity have you people finished the SOG pack and if you havn't when will you start your next pack which I believe is the marine pack ??? ??? ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 28 Mar 2003, 10:25:22
That fast attack vehicle looked great (to bad you removed the link)

Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 28 Mar 2003, 10:54:08
btw its BAS i think or Tigersharks

but i removed it cause you could see more than you should have if u do a little digging ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 28 Mar 2003, 10:59:47
(http://www.strike9.com/file.aspx?path=/Nathan_Smith/fullsize/Capture_072.jpg)

here you go i have hosted it instead.
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 28 Mar 2003, 11:19:45
 8)
i cant wait for that
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Mar 2003, 11:39:36
We don't condone hacking MLF... it will only end up with you having ...[pause] problems...

anyho... we [BAS] are not making an US Marines, but we are making helicopters and Vehicles for them. We are going to be supporting Sucheys Marines, as not only are they 100% up to date, but they are highly accurate too.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 28 Mar 2003, 12:53:26
We don't condone hacking MLF... it will only end up with you having ...[pause] problems...

*Ahem* http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?s=3e84362c57e7ffff;act=ST;f=54;t=26797
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Mar 2003, 15:27:51
I was more referring to

Quote
i removed it cause you could see more than you should have if u do a little digging
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cplme on 28 Mar 2003, 15:46:06
Ok if your not using the marines cos you going to support Sucheys marins is the same for the commanche you are wanting to make are you just going to support DKMs Commanche????
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 28 Mar 2003, 17:12:31
Ok if your not using the marines cos you going to support Sucheys marins is the same for the commanche you are wanting to make are you just going to support DKMs Commanche????

no we make a Commanche ourselves...

about the marines.. we wont make any sucheys are very good
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 28 Mar 2003, 17:34:01
We don't condone hacking MLF... it will only end up with you having ...[pause] problems...

anyho... we [BAS] are not making an US Marines, but we are making helicopters and Vehicles for them. We are going to be supporting Sucheys Marines, as not only are they 100% up to date, but they are highly accurate too.

Er when did i hack, i removed the link when i discovered it, sorry maybe i should host the other pics i saw, er no i wont because i aint like that.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 28 Mar 2003, 23:21:25
Foregive me if I ask you but is there a reason why so much of what BAS make so "classified" to the public.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Mar 2003, 23:49:26
yes MLF, we appreciate that :)

simple answer Coporal_Punishment:

1) It stops people asking "when will *insert addon name here* be done?"

2) It stops people stealing ideas (you have to admit it is nice to pioneer things that no-one else has done/been able to do)

3) For both of the above reasons it reduces the pressure on us, as we aren't constanly being hounded about addons that may only be in initial development... afterall they didn't build rome in a day...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 28 Mar 2003, 23:55:26
well, BAS said that some people complained that they posted new things to early and that thay had to wait forever for them to be released. So BAS changed policy (As the US just did in Iraq; they started using a well-known and effective way af attack; CARPET-BOMBING, Yes, finally) and post pics of their thing when it is almost finished.

They don't want the whole shit-load of posts either. It would just put more pressure on the team.

On MARINES;
Suchey's marines are VERY high quality. So that's why they support it by making for example the UH-1N.

On the Comanche;
They announced it, so they'll make it. (they never annouced making marines). DKM made the Comanches in a different colour scheme, so they wouldn't have a comanche that looks just like ones mde by others

Title: Re:Ballistic Addon Studios Update Thread
Post by: Hellfish6.2 on 29 Mar 2003, 03:51:56
I'm happy to hear that you guys are supporting Suchey's Marines. Is there any word on cooperation with Earl's weapons?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Strangelove on 29 Mar 2003, 11:21:28
Not sure about the Comanche. The DKM one is more or less perfect but I for one haven't used it in a mission as it's future tech and ain't in service  ::)

Understandable that you'd want to complete it, however, if work has already been done.

Now, if you really wanted to press our buttons, you'd trump Klink and squeeze a Harrier out before the Falkland's Mod...  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 29 Mar 2003, 12:30:34
Not sure about the Comanche. The DKM one is more or less perfect but I for one haven't used it in a mission as it's future tech and ain't in service  ::)

Understandable that you'd want to complete it, however, if work has already been done.

Now, if you really wanted to press our buttons, you'd trump Klink and squeeze a Harrier out before the Falkland's Mod...  ;)

why before falklands mod... we could also co-operate with falklands and reskin to a USMC version maybe but we dont have time for making future plans we are busy enoug now  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Strangelove on 29 Mar 2003, 13:18:47
Aye.

Well, given that Klink did a US version of his Skyhawk anyway I would have thought he'll do the same with the Harrier.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 29 Mar 2003, 16:08:46
Yeah hopefull klink would do the same as he did with the skyhawk, release it in Marine colours.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 29 Mar 2003, 20:34:36
as far as i know, the harrier is only gonna be released with the mod.... or thats what ive heard... so would only be in UK colours.... maybe klink has changed this idea...

and anyways... the Harrier the uk used in the falklands is an older version of the current marines GR7 version.... lots of changes and some noticable changes...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 29 Mar 2003, 21:12:05
correct. The nose is very different.

But, please people; this is off topic.
This is still the BAS update thread, not the BAS possible-addons-suggestion thread. I'm sure they appreciate suggestions on their current project, but suggestions about an completely new project is not something to be discussed in this topic (and I don't think that's what they want to see. They're bussy enough with their current line of projects). Keep in mind that their working on a whole shit-load of projects right now.

Title: Re:Ballistic Addon Studios Update Thread
Post by: SpclFrcsSnpr on 30 Mar 2003, 01:36:01
I was just trying to get some new anims for an addon that I am making, and I went to the official forums to see what they had. I found a thread that has the config in it, and thats just what I needed, and there it said that I should look at th config of the MH-47 so I go and de-pbo it and look at config but I didn't find the CFGMoves section. Then I goto the site and find the download link isn't there. I went there cause I figured that I had an outdated version of the MH-47. But my problem is that when the guys get in as cargo they just look as if the are gettin in when they are supposed to be sittin. I will try to solve this but help is appreciated. The guys circled are supposed to be sittin
Title: Re:Ballistic Addon Studios Update Thread
Post by: SpclFrcsSnpr on 30 Mar 2003, 06:13:58
I figured out my problem. I feel so dumb. I just had one of the anims written wrong.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 30 Mar 2003, 14:58:17
I also figured out the reason why they aren't sittin. Well they are BAS delta and we all know how alert BAS delta is they don't want to be caught of their guard sitting down ;) ;) :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: aimpoint on 30 Mar 2003, 16:13:51
hi every1
just sumin bas might want to consider  ;)
ive read several places that the NIGHT STALKERS us m68 aimpoints on the pintal mounted miniguns on there mh47 & mh60 so thats sumin else u could put on the O and u could have personal weapon e.g a m14 :D and gunner sitting on the side on the mh60 like u did on the littel bird sure sum1else has said that b4 o-well and lastly R u guna put the new NIGHT STALKES helmet on the new pilots if u dont know wat the hell they r i can get u a pic but im sure u already know about them  :)
AIMPOINT
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 31 Mar 2003, 04:59:58
looks like BAS might have some decent competition in the MH-60 category...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 31 Mar 2003, 05:55:41
Hopefully they will but I doubt it I mean BAS have tricks up their sleeves.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 31 Mar 2003, 13:30:29
competition???????????????????
No I don't think it will even come close to the model of BAS. BAS RULES!
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 31 Mar 2003, 23:53:42
Wher'd You Get that Hawk?
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 01 Apr 2003, 01:32:20
it came from a polish site...so I couldn't really see a release date...they also seem to be workin on a USAF Pavehawk and USN Seahawk.....I'll be glad when the community can get their hands on these...they've been long wanted....here's the site..

http://www.of.fpp.pl/

and look near the bottom of the page they look GREAT  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 01 Apr 2003, 23:23:01
Btw are these people using TJP (Tiger Shark and Jelly Belly Production) skins

(http://www.of.fpp.pl/images/pics/news/ph2.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 01 Apr 2003, 23:28:54
they do look awfully similiar.... and whatever happened to jellybelly?  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 02 Apr 2003, 00:05:34
thats what we would like to know.... he just dissapeared :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 02 Apr 2003, 00:27:21
u dont think... ummm... well... he was an armed bouncer  :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 02 Apr 2003, 04:02:41
He May be, I got an Idea, lets start a world wide search, we'll run through the forestes yelling "JELLYBELLY!?", "WHERE ARE YOU?" then we'll find the def paratrooper and ask him, then he'll say "Jimmy Ryan?", "No No No, James Frances Ryan".  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 02 Apr 2003, 05:28:01
my brother watches that movie so much it aint funny i hate it
but yea what did happen to jellybelly....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 02 Apr 2003, 12:10:24
Well the only person who would most probably know is most probably Tigershark lets ask him

question to Tigershark- Where is Jelly belly
Title: Re:Ballistic Addon Studios Update Thread
Post by: Lancer on 03 Apr 2003, 00:12:58
Hey, just curious, is the BAS team doing any work on the OH-58 pack??

I can't wait for those to be released.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 03 Apr 2003, 00:28:07
Yes we are... its in the FINAL stages now, and will be out "sooner" than the usual "BAS Soon"  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Lancer on 03 Apr 2003, 00:39:51
 ;D WOOHOO!!

I'm in the process (well about to be) of making a campaign, and they would be such a great part of it!

Thanks for the quick reply, that made my day!

However, the people are never satisfied..I know I'm not supposed to ask, but its tearing at my soul, Sooner means..weeks? days? hours?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 03 Apr 2003, 00:43:47
lol - after the probems that occured prominsing certain deltas in an acual time scale.. i think xmas was promised, and they came out january... so BAS dont wanna be tied down by dates...

and hey, this means they wont rush, or make poor addons - and think for a while... if they miss a posted deadline, then can u imagine how many emails they get asking 'why isnt it out yet' etc... just takes pressure off their back.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Lancer on 03 Apr 2003, 00:46:55
I had a feeling I'd get a negative reaction from that question, sorry.

I have no problems waiting..
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 03 Apr 2003, 02:15:10
Well I think April would be a great month for us I think this month BAS is gonna explode in postive meaning I think 4/5 addons shall be released this month cant wait ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 03 Apr 2003, 12:31:11
The natives are growing restless!  ;) ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 03 Apr 2003, 19:17:04
hmmmm, well lilty, they shud be more excited about Project UK Forces  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 04 Apr 2003, 00:03:54
I don't know if this is classified or not but what are the current Projects BAS is working on? if it's classified, just say "I'm not disposed to discuss such, events should they exist or otherwise", I think it would be really cool if BAS went all Spec Ops on us all secret and stuff, it would be kind of fun any way...  ;D

P.S. On the Jellybelly subject, I don't think TS even knows, but Maybe we'll find a James Fredrick Ryan, who knows...  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 04 Apr 2003, 00:12:07
www.concept-5.com/ballistic

ever looked at the nav bar on the left hand side? not so much of a secret to be fair ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hellfish6.2 on 04 Apr 2003, 04:42:56
Hiya

I know it's probably really early and you guys have already thought of it, but I want to write this down before I forget.

If you should chose to do Green Berets (on top of the SEALs, Delta and Rangers that you have or will be doing) I would like to request that you make one set as a kind of "covert" group, with the troopers wearing a mix of civillian and military gear. I think we've all seen the pics of the SF guys from Afghanistan wearing baseball caps, cut-off DCU pants and Soviet-style AK-47 ammo pouches. I'd like to see something like that.

So, you could have a 12-man A-Team in one grouping in standard woodland camo, another grouping in DCUs (though Delta and SF look remarkably similar... maybe this is totally unnecessary) and then another group in "Covert" skins:

Team leader will have an M-4, OD green pants, an LBV with a US Army brown t-shirt underneath and a New York Yankees baseball cap.

Radio operator will have standard BDU pants (unbloused, of course) with a khaki hiking shirt, AK-47 chest pouches and a DCU boonie cap.

Weapons sergeant will have dark blue jeans, woodland camo top, LBV, and a patrol cap.

and so on...

And, of course, all should have Oakley wrap-around sunglasses.  ;)

Just ideas, guys. I think a good blend of DCUs and woodland BDUs with civillian gear amongst the group will allow these guys to look fashionable in any battlezone, from Everon to Afghanistan to Iraq and even the runways of Paris and Milan.  ;D

A good reference, which I'm sure you've all seen, is www.militaryphotos.net (http://www.militaryphotos.net). The Op Enduring Freedom section has a whole album of US SF and Delta and CIA guys wearing clothing like I described above. A lot of the pics I've seen of SF types in Northern Iraq show them wearing similarly mixed uniforms.

If you guys pull this off, I promise you that I'll make a nifty mission invoving a Trabant, three SF guys, a laser designator and a whole lotta fun. Smokey and the Bandit won't have anything on these guys.  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 04 Apr 2003, 07:09:19
Its against the Geniva convention to wear civilian clothes and fight. That's why special forces were asked to shave because they didn't look like the US militrary.
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 04 Apr 2003, 20:17:19
umm...yeah...special forces in afghanistan been wearin civies clothes until VERY recently...just look at some of the photos taken....especiallythose that are supposed to be  Delta and SAS operators...and the reason they were asked to shave is because the conventional unit commanders they sometime operated with on patrols were complaining about them not looking like soldiers and conventional units wondering why they had to shave. thas why they had to shave it had nothing to do with the geneva convention.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Marsuitor on 04 Apr 2003, 21:47:34
Read a quote by some Sassie who once said, "shaving is for parades and banquets, nothing which has anything to do with fighting f...ing wars!". I'll have to agree on that, and i also think the above idea sounds great! :)
Hope it gets done.

MMB
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 05 Apr 2003, 01:09:37
BAS where is the Kiowa Warrior guys it says on wesite of yours release date 04-04-2003 but no download ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 05 Apr 2003, 01:40:21
yeah I saw that too...maybe their doing a late and sooo not funny april fools joke...
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 05 Apr 2003, 01:54:14
If it is a april fools joke guys you missed 1 april  ;D
Ok now for real I saw a picture of the Seals on ofp.at it says you guys in beta phase I think you guys have some addons finished but want to release a whole together(please say yes)
Hope the beta phase goes well so there are no big bugs in beta and you guys release quality addons ;)
I really cant wait for the MH-60L and the Seals pack this 2 would be the BOM ;)
And 1 more thing I hope you guys decide to make a Aircraft Carrier too there seems no one to make one you guys have quality BEST models so you guys can make one you will make everyone happy with it but it is up to you guys ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 05 Apr 2003, 02:00:21
I think it's funny!  ;D

But the Geneva Convention also says that Medics should wear arm bands with the Red cross on it, then they won't be shot, however most countrys don't really recognize the Geneva convention therefore the Red Cross becomes a target, that was how things happened in Japan during WWII so US Medics don't wear arm bands any more.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 05 Apr 2003, 03:09:07
Funny after I said that the seals picture was over at ofp.at the picture has been removed ;D
What was wrong with that BAS guys ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 05 Apr 2003, 03:12:33
Was it not supposed to be seen ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 05 Apr 2003, 03:38:41
over here it's still the 4th (canada) ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 05 Apr 2003, 03:56:54
Guys, check again, the link is working.  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 05 Apr 2003, 03:59:06
The .zip file does not seem to work, but the .rar and the demo missions are valid.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 05 Apr 2003, 04:12:21
You probably caught us mid-upload chomps... wander over to the site and grab the official download of the pack ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 05 Apr 2003, 04:50:40
You probably caught us mid-upload chomps... wander over to the site and grab the official download of the pack ;)

Heh heh, just got back from playing with them (I downloaded the .rar instead).  Very nice job, guys, as usual!  ;D  The green, unarmed version was a nice touch.  The mission was great (fun introduction  8) ) but while I was looking around for the forest camp my Apache wingman ran into me :P .

Just a quick question... why are the choppers loaded with three FFARs per pod by default while the pod textures shows seven tubes for them?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 05 Apr 2003, 05:03:04
Just used the smoke rockets at night, nice!  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 05 Apr 2003, 05:36:38
You answered your own question there Chomps  ;D

Add up the Illum Rockets, the Smoke Rockets and the FFAR, and there you have it. One loaded bird.

cheers mate, thanks for the encouraging comments!
oe
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 05 Apr 2003, 12:41:18
im having problems blowing up the coms centres.... seems the apache doesnt have enuff rockets / i cant get the buildings to explode... the rockets hit their mark, but 8 hellfires for 2 buildings doesnt seem to work....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Sweetheart on 05 Apr 2003, 14:22:21
Just a question, how can the .rar file be such a smaller download then the .zip file??
I just thought you guys would know.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 05 Apr 2003, 14:58:49
Funny after I said that the seals picture was over at ofp.at the picture has been removed ;D
What was wrong with that BAS guys ???

Are you sure you didn't get mixed up with the Tales of War navy seals
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 05 Apr 2003, 16:48:54
Just a question, how can the .rar file be such a smaller download then the .zip file??
I just thought you guys would know.

It has better compression, im not sure how/why but it seems to do the job :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 05 Apr 2003, 17:38:33
I noticed the smoke and dust scripts on the helicopter, do you plan to add these to the Chinook and Littlebird if and when they are updated?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 05 Apr 2003, 17:46:11
yes we do  8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SilentEcho on 05 Apr 2003, 17:52:08
Once again great addons BAS!!!! Is anyone having a problem with getting a a "no sound entry error" when they fire the first smoke ffar????? Every time i shoot one it says that, i click ok, then it doesn't do it anymore  :-\ Thanks again for this really great addon!

echo
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 05 Apr 2003, 18:03:28
You probably need 1.91, i have it and have no error messages at all...
Title: Re:Ballistic Addon Studios Update Thread
Post by: SilentEcho on 05 Apr 2003, 20:00:59
hmmmmmmm i do have 1.91.....any other addons that you think might be causing that???
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 05 Apr 2003, 21:01:30
Try the updated version ;)

Check the kiowa pack thread :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SilentEcho on 05 Apr 2003, 21:38:30
Yep that did it. Thanks!

echo
Title: Re:Ballistic Addon Studios Update Thread
Post by: KevBaz on 05 Apr 2003, 22:10:07
i also get the no sound error..........
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 05 Apr 2003, 22:25:54
have you got the new version kev? should have solved that error
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 06 Apr 2003, 01:10:29
Are you sure you didn't get mixed up with the Tales of War navy seals
No it was BAS Seals I saw the picture and some news but after I said that there was a Picture of it at ofp.at 1 hour later booooom removed ???
Really weird and look no BAS member says they were not at ofp.at I was not drunk only a little stoned but I saw them damn if I had taken a picture of it to my HD I had showed it to all of you  they looked really nice a picture of seals, zodiak(why no machinegun mounted zodiak BAS ???), A Seahawk and some terrorists.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 06 Apr 2003, 01:13:35
No it was BAS Seals I saw the picture and some news but after I said that there was a Picture of it at ofp.at 1 hour later booooom removed ???
Really weird and look no BAS member says they were not at ofp.at I was not drunk only a little stoned but I saw them d**n if I had taken a picture of it to my HD I had showed it to all of you  they looked really nice a picture of seals, zodiak(why no machinegun mounted zodiak BAS ???), A Seahawk and some terrorists.

yes no machinegun on it... but something better wait and see  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SpclFrcsSnpr on 06 Apr 2003, 01:35:26
AHHHHHHH! Now I can't wait. You know i could ask a stupid question but I already knoe the answer ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Donnervogel on 06 Apr 2003, 01:45:14
Blubb

http://ofp-zone.gamesurf.tiscali.de/The_bas_interview.html

It seems that you were too stoned ;) Wrong site.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 06 Apr 2003, 02:19:32
Blubb

http://ofp-zone.gamesurf.tiscali.de/The_bas_interview.html

It seems that you were too stoned ;) Wrong site.
Damn now I go crazy BAS was it on ofp.at too the picture or not I saw that same picture on ofp.at please say you are right or say hey stfu you was stoned out :P ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 06 Apr 2003, 02:21:04
The shotgun on the terrorists the seals everthing looks beatifull can't wait vixer you live in NL right me too give me your adress and I come to your house and steal your PC than I have all the stuff ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 06 Apr 2003, 03:12:27
They said they are releaseing a knew MH-47 the problem now is that these addons would be better then the default choppers not that i'm complaining
Title: Re:Ballistic Addon Studios Update Thread
Post by: PFC_Mike on 06 Apr 2003, 06:54:00
DAmn...I'm printing that UH-60 pic and going off to take care of business... ;D :o

The helos are what BAS does best. I can't wait for the Blackhawks.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hellfish6.2 on 06 Apr 2003, 10:05:10
Those Mercs look like they could be Green Berets from Afghanistan, like I requested a little while ago. I assume these guys are going to be on the Resistance side, though.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 06 Apr 2003, 10:32:38
Will the Zodiacs have costum seating positions cause that will look cool yet only one person can fire at one time
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 06 Apr 2003, 10:58:04
(http://ofp-zone.gamesurf.tiscali.de/SEAL2.jpg)

is that what i possibly think it is? HALO kit seal?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 06 Apr 2003, 13:51:20
The shotgun on the terrorists the seals everthing looks beatifull can't wait vixer you live in NL right me too give me your adress and I come to your house and steal your PC than I have all the stuff ;D

*Vixer hides his project HD with secret projects* :P

I live in Tilburg
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 06 Apr 2003, 14:57:43
Dam BAS are really defining the OFP standard hopefully OFP I stuff is compatible with OFP II
Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 06 Apr 2003, 19:53:10
Messy - first of all, I am not commenting on any projects we at BAS are/have undertaken for OPSEC issues.

Just commenting on that photo, what you're seeing is VBSS 'kit', as you put it.

cheers
oe
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 06 Apr 2003, 20:10:16
ok... errmmm... 'we can neither confirm or deny the prescene of special forces'  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 06 Apr 2003, 22:07:35
Or BAS for that matter  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: SpclFrcsSnpr on 07 Apr 2003, 00:04:39
Just wonderin If you guys started on the uh-1n yet cause if not I got a model for ya. Looh here for pics http://www.ofpec.com/yabbse/index.php?board=12;action=display;threadid=8274 (http://www.ofpec.com/yabbse/index.php?board=12;action=display;threadid=8274)
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 07 Apr 2003, 02:33:29
1 questino to BAS those man that I said terrorist are those terrorist or anti terror team cause terrorists dont care bags like soldiers ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 07 Apr 2003, 05:13:11
1 questino to BAS those man that I said terrorist are those terrorist or anti terror team cause terrorists dont care bags like soldiers ???

They also eat Human flesh, Kill children, and butcher Puppies  >:(  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Nazul on 07 Apr 2003, 13:05:28
BAS, love the delta/ranger units but 1 problem i have. in single player missions more often than not i have 1 unit draw his pistol and only use the pistol. Toadlifes-operation lojack2 i had the SAW gunner run the whole way with his pistol, i could do nothing to get him to use his MG again.
today i tested a BHD beta mission , my sniper drew his silenced pistol and proceeded to shoot at hostiles 200m from him. has any one else had this problem? i have no other problems with opflash.
Title: Re:Ballistic Addon Studios Update Thread
Post by: tankieboy on 07 Apr 2003, 14:27:11
Yes I have this prob to and usaly have to go to the gear screen and get him to drrop the pistol and get it again so he switches to primary weopan.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 07 Apr 2003, 14:34:01
But are pistols used ofter cause today I was watching sume 3rd infantry division boys clearing some ex-militrary base everyone had rifles apart from the officer who was holding a beratta.
Title: Re:Ballistic Addon Studios Update Thread
Post by: tankieboy on 07 Apr 2003, 14:52:01
Then remove them from the squad loadout before you start your mission.

I find them to be a pain when AI comes accross a close 50m or so enemy he takes to long to switch to pistol especialy if he does it 2-3 times! he just winds up dead.

They are usefull as backup, however there is always enougth weopans on the battlfield!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 07 Apr 2003, 15:29:23
Just wonderin If you guys started on the uh-1n yet cause if not I got a model for ya.

We have our own modellers, but thanks for the offer.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 08 Apr 2003, 04:17:30
Then remove them from the squad loadout before you start your mission.

I find them to be a pain when AI comes accross a close 50m or so enemy he takes to long to switch to pistol especialy if he does it 2-3 times! he just winds up dead.

They are usefull as backup, however there is always enougth weopans on the battlfield!

and ya know what drives me nuts, is an enemy will sit there with his gun and blast the shit out of my team before I finaly have to deal with him my self! but my guys run around with pistols (but only the machine gunners) and get blasted straight up!  >:(
Title: Re:Ballistic Addon Studios Update Thread
Post by: Grendel on 08 Apr 2003, 07:22:19
Great work on the delta/ranger's and littlebird :D  was wonderin if u could please (pretty please) make a heavy sniper (anti-material) unit to include in an upcoming update.  A suggestion would be a Mcmillan bolt action style (Delta likes Robar's .50) rifle using MK 211 MOD-0 .50 cal Armor Piercing/Explosive Incindiary Tracer rounds (also known as the Raufoss MP-T). Have actually seen this round penetrate the turret of a T-62 used as a hard target!  Also (not that I'm asking for a lot or anything ::)) a Ghillie suit that actually looks realistic would be cool as hell!  Keep up the outstanding work!!!
Title: Re:Ballistic Addon Studios Update Thread
Post by: tankieboy on 08 Apr 2003, 11:14:59
To the BAS Crew.

My last posts have seamed negative. Let me set the record strait, I dont have the time to start modeling myself and have nothing but respect for you guys and what you have turned out thus far.

Keep up the good work and thank you all for your time and effort.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Sweetheart on 19 Apr 2003, 14:44:04
Just have to say.. the pics on the site look great guys!!!!!!
Keep up the excellent work!! ;D :D :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 20 Apr 2003, 16:43:26
The Hummer you guys are releasing how many versions will you have i.e. would you guys have a roofless Hummer, a 50.cal hummer etc. and can you release them in woodland cammo to cause many addon makes who make armed Hummers fail to make a woodland hummer.
Title: Re:Ballistic Addon Studios Update Thread
Post by: UK_SKA_RULES on 20 Apr 2003, 17:10:45
http://www.fas.org/man/dod-101/sys/land/hmmwv_imgw_002.jpg



How about a Hummer with that colour scheme?  I didnt even know you were making one but Coporal_Punishment said so.  Yodle Yodle Yodle Yodle.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 20 Apr 2003, 21:54:02
UK_SKA_RULES - Great avitar btw.......ofp.gamezone.cz

nice pictures there

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 20 Apr 2003, 22:05:37
for now we release it only in desert color sceme... offcourse that has a reason you will hear about soon!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Maurekk on 20 Apr 2003, 23:58:04
does BAS will release an own Island with desert colour sheme?? ithink its nearly finished because on your pictures we can see this island.  am right or am i right?

 8) 8) 8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 21 Apr 2003, 01:11:38
I am guessing the same thing... something having to do with a desert island of some kind, or perhaps a major addon-maker merger.  8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 21 Apr 2003, 02:23:59
http://www.fas.org/man/dod-101/sys/land/hmmwv_imgw_002.jpg



How about a Hummer with that colour scheme?  I didnt even know you were making one but Coporal_Punishment said so.  Yodle Yodle Yodle Yodle.

Yeah that's the woodland cammo, the OFP Hummer tried to dipict that colour scheme but Flashpoint Texture Artists really screwed up.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 21 Apr 2003, 04:25:12
I think BIS did okay, the HMMWVs in the game look like all the ones I've been in, (but thoe's HMMWV belonged to a Idaho Army National Guard Company in the 116th Cavalry Brg. but the're the same thing just unarmed)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 24 Apr 2003, 07:50:09
Noticed the knew status bars on the projects BAS are doing I just have 2 questions

i) the status bars only in 25% repititions i.e. 0%, 25%, 50%, 75%, 100%

ii) are these the only projects you are doing.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 24 Apr 2003, 15:20:47
Quote
i) the status bars only in 25% repititions i.e. 0%, 25%, 50%, 75%, 100%

Erm, is that a question?

Quote
ii) are these the only projects you are doing.

No, there are a few projects not listed on the homepage that are being worked on, however, any projects on the homepage with no percentage bar are not being worked on...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 24 Apr 2003, 17:32:04
Ah, about that first question, if you are wondering what they mean, you can use this as a rough guide:

0-25% = Research
25-50% = Modelling
50-75% = Texturing
75-100% = Scripting, CPP, Beta testing

We will also be replacing some of the 100%'s with 'Completed' to reduce confusion...
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 25 Apr 2003, 01:14:30
May I sugest that rather than put Completed, put Pending Release for thoes addons that aren't out but "Dangerously Close"  ;) and Complete should surfice for the ones that have been released i.e. Kiowas, Little Birds etc. etc.  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 25 Apr 2003, 02:22:30
Actually i believe the plan is, that once it gets to the final stage of development they will be changed to 'Classified' :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 26 Apr 2003, 16:31:13
Just thought i'd share some fancy image lovin with you guys :D

(http://www.concept-5.com/ballistic/images/deadmeat/lbinsertion.jpg)

(http://www.concept-5.com/ballistic/images/deadmeat/littlebirds.jpg)

(http://www.concept-5.com/ballistic/images/deadmeat/promo.jpg)

(http://www.concept-5.com/ballistic/images/deadmeat/convoy.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 26 Apr 2003, 17:43:59
some1's had too much time with animation  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 26 Apr 2003, 17:46:27
some1's had too much time with animation  ;)

1st:  :moon: :booty:

2nd, they (the ones infront of the Hummer) aint mine (The ones on the LB are) ... they are from the battle over hikaido mods anim pack (the one with the fastroping)  :tomato:
Title: Re:Ballistic Addon Studios Update Thread
Post by: Donnervogel on 26 Apr 2003, 18:29:54
bah thats cruel. I want that hummer. I am waiting for a nice (more or less bugfree) armed hummer since the release of OFP.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mav on 26 Apr 2003, 18:42:15
dm, if you read this soon-ish, sign onto msn and be a dear

ta

PS

lukin goooood!

Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 26 Apr 2003, 22:38:03
 ;D
cant wait
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 27 Apr 2003, 00:49:43
Nice looking shots there, guys!  I am getting this feeling that you have a rather large project in the works that you aren't talking about yet.  That's good.  ;)

Anyway, not really news, but the slot for the SOAR pilots is prepared on the BAS download page, which really does not mean anything more than we already know.  http://www.concept-5.com/ballistic/download.asp
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 27 Apr 2003, 01:39:34
sup BAS..whatever happened to those wallpapers yall made from your Delta/Ranger addons? I was looking for em and can't find em anywhere..thanks in advance
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 27 Apr 2003, 06:08:42
That's Frucking Amazing Man!  :D I'm Diggin the animations, they look like the ones in Ghost Recon (you know in the team selection... never mind) are the trucks part of the HMMWV pack? or are thoes old.

P.S. I have a half baked Idea That I expect to be Shot down with a "the engine says no" or a "that's now Realilistic" but try making an Armed 5ton, but like the Little bird with an M4 sticking out the window, I donno, I know BAS is booked until 2103, but it'll be cool none the less  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 27 Apr 2003, 11:50:23
Blimey... you guys are getting more astute!!!  ;) :-*
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 27 Apr 2003, 18:21:46
Having a gun sticking out of the window would be cool, especially if the 'gunner' had a custom sitting anim, like sat side-saddle in the cab
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 27 Apr 2003, 21:54:17
suggestion:
how about adding a flaregun (sidegun) and/ or smokegrenades (that can be fired through a grenadelauncher) to the deltas/rangers/soar pilots?
Title: Re:Ballistic Addon Studios Update Thread
Post by: PV on 27 Apr 2003, 22:53:47
Vixer: do you have proper humvee sounds?  I have a set if you need them.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Apr 2003, 20:19:47
Just a little update for you.

In light of some "issues" we have had recently, we have now intorduced a "Bug Report Form" for you guys to inform us of any bugs that we may have missed during beta testing...

Anyho, be wise, use it, as ANY other form of bug report (either via email, msn, irc or here in the forums) will be IGNORED.

All in the effort of making our, and your, lives that much eaasier and nicer  ;)

Cheers guys and gals
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 28 Apr 2003, 20:49:35
cool idea about the bug report forum ;)
This is a question to BAS not a request or bug report ;D
Will you guys add the same thing to the MH-60L like in the MH-47E while you are in cargo and tell the pilot to hold and than walk in the MH-60L and shooting would be nice if you guys add it  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Loki on 28 Apr 2003, 22:19:01
do you guys think you could add in a "rotate" command for when the helo is in the holding position? because several times, I have wanted to use the helo for support, but i could just never get him to situate himself in the right position to cover my squad. Like on the Intercept demo mission, It would be nice for the minigun to cover the south, while i snipe out the back to the east, but i cant get him to hold his position like that to where it can be done. a 90 degree left/right option would be a welcome addition, I believe.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 28 Apr 2003, 22:23:46
That's Frucking Amazing Man!  :D I'm Diggin the animations, they look like the ones in Ghost Recon (you know in the team selection... never mind) are the trucks part of the HMMWV pack? or are thoes old.

P.S. I have a half baked Idea That I expect to be Shot down with a "the engine says no" or a "that's now Realilistic" but try making an Armed 5ton, but like the Little bird with an M4 sticking out the window, I donno, I know BAS is booked until 2103, but it'll be cool none the less  ;)

HMMWV pack?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 28 Apr 2003, 23:51:17
That's Frucking Amazing Man!  :D I'm Diggin the animations, they look like the ones in Ghost Recon (you know in the team selection... never mind) are the trucks part of the HMMWV pack? or are thoes old.

P.S. I have a half baked Idea That I expect to be Shot down with a "the engine says no" or a "that's now Realilistic" but try making an Armed 5ton, but like the Little bird with an M4 sticking out the window, I donno, I know BAS is booked until 2103, but it'll be cool none the less  ;)

Why don't you make a 5 ton truck with a .50cal chucked on the top.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 29 Apr 2003, 00:43:45
HMMWV pack?

You know the one you're doing with Project Lavos or what ever, did I miss something or did you?  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 29 Apr 2003, 11:54:09
Why don't you make a 5 ton truck with a .50cal chucked on the top.

wait and see  ;) that also answers the question of punker kinda
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 29 Apr 2003, 14:32:17
may we know how the new mh60l model is comming along?
its current development status (75%) = model finished, texturing and coding right now?  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 29 Apr 2003, 17:27:09
may we know how the new mh60l model is comming along?

No, we are keeping tight lipped about projects in development, you have the progress tabs to give you a rough idea, other than that any details/screenshots will come from the Project Leader/Ballistics Homepage
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 29 Apr 2003, 18:46:31
Hello,

We noticed something and was hoping you can help us out... (don't know if this is a bug or not)

MH-47 Add-on

1. Is it possible to place vehicles into the cargo hold of the helo without doing it yourself?

As you can see from the below post and from reading your Read Me from the add-on it gives the indication that we have to be the player but nothing about doing the following

vehicle1 moveincargo vehicle2 (doesn't work)

but

player1 moveincargo vechile2 (works)

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=9128 (http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=9128)

Any ideas?  ???

IW
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hesus on 29 Apr 2003, 19:02:08
Try to type the sript in the init field of the vehicle, it wont work otherwise I'm afraid.

[this,player] exec {\BAS_Cargo\loader.sqs}; this animate [""cargoswitch"",0.5]
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hesus on 29 Apr 2003, 19:08:08
As I said before you have to do it through the inti field. I just tried it and it works.

[chooper, player or empty vehicle] exec "\BAS_Cargo\loader.sqs"; this animate ["cargoswitch",0.5]
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 29 Apr 2003, 19:19:46
Thanks for your help... I passed it onto the other thread and we will see the results when the player logs back on  

:cheers: IW
Title: Re:Ballistic Addon Studios Update Thread
Post by: B-2-0 on 29 Apr 2003, 22:29:16
Ok, thanx to Hesus, we found out we can init a jeep into the MH-47E, but this same command doesn't seem to work for the KLR .  (Due to them being in the crate??)

IW de-pbo'd the crate script, here is the result:

---------------------------------------------------------------
Code:
_proxy = "BASCargoCrate" createvehicle [0,0,0]
_invisguy action ["GETOUT", _helo ]
deletevehicle _invisguy
~0.5
_proxy moveincargo _helo

deletevehicle _cargoobj

~1

_bikecount = 0
#looper
? (_helo animationphase "cargoswitch2")==0.1: _bikecount = 1
? (_helo animationphase "cargoswitch2")==0.2: _bikecount = 2
? (_helo animationphase "cargoswitch2")==0.3: _bikecount = 3
? (_helo animationphase "cargoswitch2")==0.4: _bikecount = 4
? (_helo animationphase "cargoswitch2")==0.5: _bikecount = 5
? (_helo animationphase "cargoswitch2")==0.6: _bikecount = 6
? (_helo animationphase "cargoswitch2")==0.7: _bikecount = 7
? (_helo animationphase "cargoswitch2")==0.8: _bikecount = 8
? (_helo animationphase "cargoswitch2")==0.9: _bikecount = 9
? (_helo animationphase "cargoswitch2")== 1: _bikecount = 10

? (_helo animationphase "cargoswitch2") == 0.05:goto "Paradrop"
? (_helo animationphase "cargoswitch2") == 0.15:goto "LAPE"
? (_helo animationphase "cargoswitch2") == 0:goto "unload"
~1
goto "looper"
 
---------------------------------------------------------------------------

Anyone know how to make the KLR start in cargo?

Thanx in advance :thumbsup:

*Was also wondering if ammo crates can be stored in cargo and dropped also* ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 29 Apr 2003, 22:41:41
Even thought this is only a glimps of the full Crate.sqs what caught my attention what a little bit up you can place a player into the cargo hold by typing...

player1 moveincargo helo1

Hesus expalined how to place a jeep into the cargo hold... and as you see above

_proxy moveincargo _helo

How do we fill that crate?  :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hesus on 29 Apr 2003, 23:51:40
Well guys, I haven't checked this yet, but I suppose you do it analogical.

[this,player] exec {\BAS_Cargo\Crate.sqs}; this animate [""cargoswitch2"", (this animationphase ""cargoswitch2"")+0.1];this animate [""cargoswitch"",0.05]

this = the chopper; player = the player on the klr or the empty klr

All the commands are in the config.cpp in th bas_mh47E_185 pbo
Most of you probably know that aleready. Cheers
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hesus on 29 Apr 2003, 23:57:59
[mh,klr] exec "\BAS_Cargo\Crate.sqs"; mh animate ["cargoswitch2", (mh animationphase "cargoswitch2")+0.1]; mh animate ["cargoswitch",0.05]

Works perfectly  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 30 Apr 2003, 01:01:18
Did you see adout loading/dropping ammo crates? is that possible
Title: Re:Ballistic Addon Studios Update Thread
Post by: B-2-0 on 30 Apr 2003, 19:04:42
Hesus, u are a star man my friend!  Thanx for your time!

BUT there is still an unanswered question mate......How do we get an ungrouped chopper to paradrop the jeep/crate of KLR's ???

Now this may prove dificult as u would have to give the chopper pilot the command to hold steady then to drop the cargo.

Once again, thanx for your time Hesus :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: B-2-0 on 30 Apr 2003, 22:56:26
Hmmm....i didn't get chance to test the KLR crate code before i made my last post.  I have tested it now and the crate starts off in cargo but it is ejected after a few seconds!

Anyone know why ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hesus on 30 Apr 2003, 23:05:44
1. Make a "move" waypoint to the place you want to drop the cargo
2. Add "mh animate ["cargoswitch2",0.05]" in the activation field of waypoint

And that's all I suppose...

It's really quite simple. Just copy the command strings from the config.cpp.
They are defined under "class useractions"
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hesus on 30 Apr 2003, 23:10:08
BTW make sure you add the "mh animate ["cargoswitch",0.05]" in the init field when adding cargo, because it keeps the cargo inside the chopper
Title: Re:Ballistic Addon Studios Update Thread
Post by: B-2-0 on 30 Apr 2003, 23:20:51
The KLR still moves out of cargo after a few seconds.

Here is the init line:

[mh,klr] exec "\BAS_Cargo\Crate.sqs"; this animate ["cargoswitch2", (mh animationphase "cargoswitch2")+0.1]; mh animate ["cargoswitch",0.05]
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hesus on 30 Apr 2003, 23:38:53
Yeah I noticed it also right now. But I think it does work when you're near to the chopper. I think it's worth asking BAS right now, they know the anwser.

That's my last post for today, promise.  :-X
Title: Re:Ballistic Addon Studios Update Thread
Post by: drepamig on 01 May 2003, 16:39:37
First off, I must say everything you've done that I've seen is truely amazing. Thank you!

Second, have you guys ever considered redoing (if it's even possible... I'm new to the OFP scene so I don't even know if one already exsists) the night vision goggle model? The "stock" one definately look like it's from 1985.

Also, as someone mentioned earlier, it's frustrating trying to the helicopters to go where one wants them to be. I was curious if it'd be possible to put a "commander" position, like that of a tank, into the helicopter, then have the ability to order the helicopter forward, and turn in certain directions, etc.

Also, is it possible to add the ability to call for extraction and/or force landing on the Little Bird?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 01 May 2003, 17:16:15
Second, have you guys ever considered redoing (if it's even possible... I'm new to the OFP scene so I don't even know if one already exsists) the night vision goggle model? The "stock" one definately look like it's from 1985.

Also, as someone mentioned earlier, it's frustrating trying to the helicopters to go where one wants them to be. I was curious if it'd be possible to put a "commander" position, like that of a tank, into the helicopter, then have the ability to order the helicopter forward, and turn in certain directions, etc.

Both tried a while ago, and both not possible/feasible for addons, new NVG's are only possible by editing the games files, and ofp wasnt built for commanders in helicopters so when on the ground the pilot would ignore the commander, and when flying he would spin uncontrollably.
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 01 May 2003, 20:20:43
just curious:
are the seals going to have a swiming/diving ability like the new coc divers?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 01 May 2003, 22:02:08
just curious:
are the seals going to have a swiming/diving ability like the new coc divers?

You'll have to wait and see
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 02 May 2003, 00:27:48
You'll have to wait and see

*yawn*
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 02 May 2003, 07:47:20
SO are you going to release the seals in seal groups or will they be released as a seal pack
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 02 May 2003, 09:04:15
Quote
SO are you going to release the seals in seal groups or will they be released as a seal pack
Im pretty sure it says on thier news page they will be released by teams which makes sense
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 02 May 2003, 11:48:33
First I'd like to say that BAS is the finest addon studio there ever was and will be. You guys have surpassed BIS. Keep up the good work. Second, are you planning on releasing any kind of insertion/extraction Special Ops boat with the SEAL addon?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 02 May 2003, 11:53:26
We're gonna keep saying it until it sinks in

You'll have to wait and see
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 02 May 2003, 14:46:17
Lol, I don't care if you have to kill me afterwards, just tell me! It's worth it! :) (Don't worry, I won't ask anymore questions)
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 02 May 2003, 18:32:19
Lol, I don't care if you have to kill me afterwards, just tell me! It's worth it! :) (Don't worry, I won't ask anymore questions)
Stop asking like little baby's ALL THE BAS ADDONS ARE WORTH TO WAIT AND DOWNLOAD ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Schoeler on 04 May 2003, 19:23:56
Take all the time you need guys, I'd rather have a finished addon that sets a new standard, rather than have to dl updated versions a week later. 8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 19 May 2003, 12:47:58
SEAL Team 8:

(http://www.concept-5.com/ballistic/images/seal8/seal1.jpg) (http://www.tacticalblunder.com/blackdog/images/ba_seal1.jpg)

(http://www.concept-5.com/ballistic/images/dpv/dpv5.jpg) (http://www.tacticalblunder.com/blackdog/images/ba_dpv1.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 19 May 2003, 13:10:09
WOW!  :o

That's BEUTIFUL!

Please don't jump all over me, just one thing:

I know it's realistic, but maybe you could think about leaving the strobe light off the top of his head. That's the only thing I didn't like when I looked at it. It looks a little odd. Even though it's realistic.

Thanks for doing all this for us BAS.  


                                     P.S.,        
               I'm sorry I was asking "baby" questions.  :-[
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 19 May 2003, 13:26:50
These are SEAL Team 8, who train specifically for VBSS (Vessel Board Search and Seisure) they have the strobe lights on their helmets in order to identify each other much quicker.

We will be creating the other SEAL Seams, who will have various different bits of kit on them.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PV on 19 May 2003, 14:53:50
Will you be implementing COC's swimming capability in at least one team?
Title: Re:Ballistic Addon Studios Update Thread
Post by: tankieboy on 19 May 2003, 14:58:46
One word: Beautiful.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 19 May 2003, 15:06:40
evan the skins on Seal team 8 looks really cool you can see where the creasts are ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: CrunchyFrog on 19 May 2003, 15:42:50
Will there be a MP5 (Navy, or whatever version they use) for the SEALS too?

Maybe a M60A4? And M1911A1?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 19 May 2003, 16:04:53
Maybe a M60A4?

M60E4, and no, probably not.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 19 May 2003, 16:49:14
I don't think SEALs use the M1911A1, do they? They use the Sig P226 and of course you guys at BAS are probably already working on it. And PV, I wouldn't be surprised.

                           P.S.
     With all these SEALs around, they're gonna need a ship to take down. Just an idea. But I think BAS is already busy enough.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 19 May 2003, 17:49:04
How much Seal teams will BAS make or is planning to make  ;)
+ the progress bar at Navy Seals is now 75% when you finnish seal team 8 and begin on another seal team will the progress bar than begin from 0% ???
and 1 more question about the progress bar does the missions count also for the progress bar ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 19 May 2003, 18:17:04
the SEALs look good BAS my only question is why make them in their ship boarding gear if you can't really do any kind of ship boarding on the game...ST 8 does more than ship boarding..they have a regional responsibility like all the other teams. ST 8 has Africa,the Caribbean and the Med and ALL SEAL teams do and "specialize" in ship boarding.if anyunit would be the "big" ship board unit in the NAVSPECWAR community it would be DEVGRU. I'm guessing your having each team yall produce have a different game specialization so you could use one team for desert maps, another for woodland or what not....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 20 May 2003, 00:18:47
Hey BAS, the Deltas and Rangers have the MH-47E and the Littlebirds, what will the SEALs have? Why don't you change your H-46 Seaknight to Navy instead of Marines, my dad flew Navy Seaknights and might be able to answer any questions ya'll have about it. (ya'll probably won't need him if ya'll do switch)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 20 May 2003, 02:53:10
the SEALs look good BAS my only question is why make them in their ship boarding gear if you can't really do any kind of ship boarding on the game...

This is assuming that this functionality will not be possible in the future? Mmmm? As OFP1 addons will be compatible with OFP2 which may have this capability I think it's a little premature to criticise them for this. Besides...could they not also be used for port, harbour raids. Dockside warehouses, CQB missions near coastal towns.....imagination gentlemen!


Quote
I'm guessing your having each team yall produce have a different game specialization so you could use one team for desert maps, another for woodland or what not....

correct....no point making each SEAL Team in woodland and desert camo...this way we can balance them out for each mission profile. For example, SEAL teams with Africa as operational area will probably use desert camo. North Atlantic, woodland or snow camo....etc.

It's another realism vs. gameplay decision.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 20 May 2003, 02:57:02
Hey BAS, the Deltas and Rangers have the MH-47E and the Littlebirds, what will the SEALs have?

HH-60H???  :-X
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 20 May 2003, 03:21:34
Just for reference sake...here is ST8 practicing VBSS (vessel board seizure and search)

(http://www.curt.dsl.pipex.com/SEAL%20VBSS.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 20 May 2003, 06:42:54
 ;D they look fecking awesome
will you be making an HH-60H to go with them?
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 20 May 2003, 07:18:33
Sounds like the Plan Man ;D

@TS what happend to the SEAL's Strobe lights? hmmmm?  ;D just playin' I actualy dig the strobs myself  :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 20 May 2003, 07:37:35
In the photo above they aren't wearing any...not a night op. But we have pics of plenty of strobes on heads. You guys should know better than to question the research we put into our addons :-)

Our private developers forum is a goldmine of info....one day I have to back it all up into a file because there is some really valuable stuff there in terms of research and learning.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Noon416 on 20 May 2003, 08:17:20
*Puts on his 'Curious Dunce' hat*

Whats with the blue wrap around the rifle barrel?

*Waits for his beating from the 'Blatantly Obvious' Club*

;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 20 May 2003, 08:44:59
Blue is the color used to denote practice or "non live" ammunition. Planes carrying blue bombs and blue missiles are carrying "dumb" ordnance used for training purposes. They are often referred to as training bombs.

The blue here would probably denote that they are not engaged in a live fire exercise and are carrying blanks or in fact no ammunition at all. This would be more of a visual indicator for those around them (such as the deck crew).

The Navy in particular, due to their confined work spaces with dangerous macinery (jet exhausts and intakes) are very specific about warnings and safety indicators particulalry on ships. Thats why you will see safety and warning markers all over a Navy jet but not nearly as many on a Air Force jet.

Noon..top marks for observation....very subtle in the image but you picked it up.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Noon416 on 20 May 2003, 11:59:21
Cheers Tigershark, it makes sense that they would indicate "practice rounds" in that way for rifles too.

With the Steyr AUG, you just screw in a mighty great yellow plug into the end of the barrel (there to allow 'blowback' bolt to still function) so you can't miss the fact that its firing blanks. :)

I should have clicked, as being ex-AirForce this tired brain should have related the practically global standard "practice" blue colouring.

Anyways, enough of my rambling. On with the show! :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 20 May 2003, 20:25:18
a question to BAS about their CH-46E Sea Knight this info stays on your page:

Emergency-flotation kits
In case of emergency over water, 4 inflatable rubber sponsons are located on strategic positions along the lower fuselage. These are connected to an emergency compressed air supply which inflates the sponsons automatically. This allows for greater survival rates when ditching over water.

So my question is you guys plan to use the script of Martin to make this plane floot on water ???

Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 21 May 2003, 00:59:14
Wow. I have no interest whatsoever in the SEALs, but I'm all excited about this  :D



If you make British SBS instead, I'll send Mrs Kooky around and a few crates of ale  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 21 May 2003, 07:01:30
no it should be SBS as well I love U.S Special Operation troops they all look kick ass no matter what service there from
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hawkins on 21 May 2003, 17:00:23
In the new pics you posted, there's a nice looking island. In this pics to be exact: http://www.concept-5.com/ballistic/images/dpv/dpv3.jpg

What is that island? :D

Hawkins
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 21 May 2003, 17:17:56
In the new pics you posted, there's a nice looking island. In this pics to be exact: http://www.concept-5.com/ballistic/images/dpv/dpv3.jpg

What is that island? :D

Hawkins

Its probably Naguals 'Lost Island' that hes working on...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hawkins on 21 May 2003, 17:32:31
From that pick it looks really nice. :) I'll be waiting for that one. ;)

Hawkins
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 21 May 2003, 23:39:59
and waiting and waiting and waiting and waiting...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 22 May 2003, 03:16:45
are you just doing Seal Team 8?

btw still odn tlike this merged Addon forum.
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 22 May 2003, 06:28:01
dosnt anyone read anymore
look on the BAS site it says clearly that they will be doing other SEAL teams
Title: Re:Ballistic Addon Studios Update Thread
Post by: headshot_snipe on 22 May 2003, 08:22:00
In what map is this image taken from? It looks awesome

(http://ofp.gamezone.cz/news/pics/dpv3.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 22 May 2003, 09:42:44
I think it is the new upcoming BAS island that is in the make by Naguel ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hawkins on 22 May 2003, 14:25:44
Hehe, I just asked the same question on the other page. ;D It's the Lost Island which Nagual is working on. :)

Hawkins
Title: Re:Ballistic Addon Studios Update Thread
Post by: asmodeus on 23 May 2003, 00:48:09
lol

Yeah guys, these SEALs are looking sweet!   :o   (not like I expect any less from you guys)   ;)   ;D

That Island does look pretty cool too.  Good palm tree looking objects.   :)

Also, that's cool about the blue tape trick.. I never knew what that was for when I saw it.   ;)

Looking forward to yer next release!  :thumbsup:

Asmo
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 23 May 2003, 03:40:59

btw still odn tlike this merged Addon forum.

Me neither....but...what can ya do? *shrugs*
Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 23 May 2003, 07:13:38
burn it down

 ;D

oe
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 23 May 2003, 09:53:16
Burn them, burn them all! Purifying fire BWOOHAHAHAHAHA!....
*cough*
Looking good by the way
Title: Re:Ballistic Addon Studios Update Thread
Post by: Black Operative on 23 May 2003, 13:42:20
@BAS gods:
What I miss in the Delta/Ranger addon is an unspecified medic (like the unspecified 'soldier' with no insignias). Would it be possible to see something like this in a future update?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 23 May 2003, 20:37:35
dosnt anyone read anymore
look on the BAS site it says clearly that they will be doing other SEAL teams

well they were just showing seal team 8 and also talking just ahbout seal team 8, i have read the Bas Page, i thought they might be releasing each team seperatly, btw i keep clicking the wrong forum, Addon Ideas then Addon Editing and finally i get the right one Addon Discussion
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 23 May 2003, 21:26:47
*cough*

From the BAS site

Quote
- We have more SEAL Teams planned...they will be released over time and as a gameplay decision we will make each SEAL Team specialise in a particular function, even though SEAL Teams are all trained for Vessel Board Seizure and Search (VBSS) and CQB. By this I mean, SEAL Teams based in Africa for example may ship with only Desert camo and desert warfare gear. Teams specialising in Artic may only come in snow version, etc. No point making each SEAL Team with a full suite of camo as there would be nothing to differentiate them.

*cough*
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 25 May 2003, 00:26:58
this is a little off the subject of SEALs, but still on Spec Ops in genneral, and BAS for sure, I Remember a few months ago, there was talk among folks from BAS and others, of BAS doing standard U.S. Army Special Forces (Green Berets), was this scraped or are you guys at BAS "not dissposed to disscuss such a project should it exist or otherwise"?  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 25 May 2003, 00:45:42
um i think they said that they wernt planing to do green barets not entirelly sure but it would be awsome wasnt bibmi doing some?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hawkins on 25 May 2003, 09:10:46
Bibmi indeed was doing some. Once on IRC I asked him if he was going to do them, but he said he's going to wait and see if BAS is going to do some.

Hawkins
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 25 May 2003, 09:43:47
I believe we do have plans for green berets...
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 25 May 2003, 11:50:54
"Excellent" said in the voice of mr burns
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 25 May 2003, 23:58:08
I believe we do have plans for green berets...

That's Great! hopefully I won't be to old by then  ;D  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 27 May 2003, 02:07:15
green berets sound nice but to be bluntly honest I just wish they'd finish the projects that have been on the books since late last year like the MH-60's.  I don't really know how BAS works or how they prioritize what gets released first but it would just seem like the Littlebird update, Delta/Ranger pack update and first version of the 60's should be top priority not Green Berets or SEALs which are being worked on by other groups.  this aviators two cents  :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 27 May 2003, 02:30:07
green berets sound nice but to be bluntly honest I just wish they'd finish the projects that have been on the books since late last year like the MH-60's.  I don't really know how BAS works or how they prioritize what gets released first but it would just seem like the Littlebird update, Delta/Ranger pack update and first version of the 60's should be top priority not Green Berets or SEALs which are being worked on by other groups.  this aviators two cents  :-\

Green Berets are not being worked on at BAS yet, also, if we always prioritized updates when would we ever move onto new projects? Also, the MH-60 is top priority and is being worked on as much as possible, the littlebird update is pretty much complete (although waiting on a few different things) and same with the D/R update, we aren't that big a team, so have patience while we work our asses off to finish things....

And if people only worked on things that hadn't been made how would things ever get better? There are 7 different addons of rangers, 8 different seal addons, 4 different green beret addons, and 3 different deltas, and that only counts the ones released, so we would be stuck back at probably a retextured BIS model if noone ever made anything that had been made or was being made by another team.

Oh, and incase anyone doubts me:

U.S. Army Rangers.* By Ballistic Addon Studios. Part of BAS Army Special Operations Pack. Includes Regular and Desert.
U.S. Army Rangers. By SelectThis, Ebud. Pre-Resistance. Includes Regular, Desert, Arctic.
U.S. Army Rangers. By Tales of War. 1.9.
U.S. Army Rangers. By Laser. 1993-era. 1.85. Includes regular, desert.
U.S. Army Rangers. By Skaven. Pre-Resistance.
U.S. Army Rangers. By The Lost Brothers (Vipersheart). BETA. Part of Special Operations Forces pack. Requires Fliper's M4 pack.
U.S. Army Long Range Reconaissance Patrol (Rangers). By Ebud, Bibmi, Eviscerator, SelectThis. Vietnam-era. Part of SEB Nam Pack. 1.85. Large.


U.S. Army Special Forces (Green Berets). By Ebud, Bibmi, Eviscerator, SelectThis. Vietnam-era. Part of SEB Nam Pack. 1.85. Large.
U.S. Army Special Forces (Green Berets). By Bibmi. Pre-resistance.
U.S. Army Special Forces (Green Berets). By Spider. Pre-resistance.

Delta Force.* By Ballistic Addon Studios. Part of BAS Army Special Operations Pack. Includes Regular and Desert.
Delta Force. By The Lost Brothers (Vipersheart). Part of Special Operations Forces pack. Requires Flipers M4 pack. BETA.
Delta Force. By SelectThis/Ebud. Pre-Resistance. Includes Desert.

Navy SEALs. By The Lost Brothers (Vipersheart). Part of Special Operations Forces pack. Requires Flipers M4 pack. BETA.
Navy SEALs. By Skaven. Pre-Resistance.
Navy SEALs. By Skaven. Desert. Pre-Resistance.
Navy SEALs. By Bibmi. Desert. Pre-Resistance.
Navy SEALs. By Ebud, Bibmi, Eviscerator, SelectThis. Vietnam-era. Part of SEB Nam Pack. 1.85. Large.
Navy SEALs. By Lieutenant. Jungle. Pre-resistance.
Navy SEALs. By Bibmi. Nighttime. Pre-resistance.
SEAL instructor.* By Bibmi.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 27 May 2003, 04:09:49
LOL! Talk about being prepared Eviscerator!  :o

Just keep calm futurehornetdriver, all good things take time. BAS is the best because they take their time and carefully craft those beautiful addons.  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 27 May 2003, 07:49:17
Eviscerator, wow you sure did do some Homework on that one  ;)  ;D I was just Courious, didn't mean to piss you off  :-[ but It looks like ya'llz got things just about figured out at BAS, I won't ask questions, I'll just be grateful  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Black Operative on 27 May 2003, 12:06:40
Sorry, my question seems to have remained stealthy ;) in all this discussion, but...:

@BAS gods:
What I miss in the Delta/Ranger addon is an unspecified medic (like the unspecified 'soldier' with no insignias). Would it be possible to see something like this in a future update?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 27 May 2003, 17:54:59
LOL! Talk about being prepared Eviscerator!  :o

http://members.cox.net/johnnylump/OFPLinks.html :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 27 May 2003, 23:11:37
@ Black Operative, I'll bet if you fiddle with the CPP, you could make your own  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SEAL_Sniper on 27 May 2003, 23:32:32
Since this thread appears to have the ear of BAS, I think this would be a fitting place to ask my question...

I LOVE your MH-47E.  However, I'm fooling around with it in a few missions, and I'm curious (If I decide to release, I'll be sure to ask permission  ;D).  It would be extremely helpful if I were able to activate fast-roping, opening of ramp, ect. without the unit in the player's group.  Is this possible?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Black Operative on 27 May 2003, 23:41:16
@ Black Operative, I'll bet if you fiddle with the CPP, you could make your own  ;)

1) I admit that I would have to familiarize on this- as for now I don't know sh*t about making any kind of addons.  :-[

2) If even I could make it by just fiddling with the CPP, BAS could make it in about a minute's work. ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 28 May 2003, 03:05:52
well, u'll have to see what's included in the update  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 28 May 2003, 05:00:36
green berets sound nice but to be bluntly honest I just wish they'd finish the projects that have been on the books since late last year like the MH-60's.  I don't really know how BAS works or how they prioritize what gets released first but it would just seem like the Littlebird update, Delta/Ranger pack update and first version of the 60's should be top priority not Green Berets or SEALs which are being worked on by other groups.  this aviators two cents  :-\

@FutureHornet

Do not dispair! This has taken sometime (as all our projects have) but it will be worth the wait.

We started out simply modifying BIS' UH-60 model to make it a Mh-60. We soon realised that although this was acceptable, we wanted better. We wanted accurate....we wanted the best UH-60 available for OFP.

SelectThis then set about modelling a brand new UH-60 base model for us....from the GROUND UP! It is quite a complex beast to model but the results are oh so worth it.

The BIS UH60 was too small, ours is larger and closer to scale, we have some AMAZING cockpit textures and models that mimic the real thing (I'm not revealing the types oh UH60s at this stage). The HIRSS vents on the engines were poorly modeled (although I'm sure on purpose to save polys for the early version engine pre-Resistance). More bumps and lumps have been modeled (such as the mounts for the ESSS "wings" that can be attached to the helo). Landing gear has been more accurately modelled.

Ebud is texturing these at the moment (his first vehicle I believe) and he is doing some outstanding work....simply breathtaking the amount of detail put into these textures.

Trust me on this, this UH-60 WILL set the standard for H-60s in OFP. It will surpass the BIS model by leaps and abounds.

The wait IS worth it. And once combined with our new SOAR pilots you will be very pleased. And the plus is...it really aint that far away from completion...we are closer than you probably expect. Although it appears all our energies are on the SEALS this is simply not true...perhaps to our detriment we focus on more than 1 project at any given time. I can count about 5-6 we have in development right now.

@BlackOperative....no plans to make the medic as you suggested.

@Seal_Sniper....no plans to update MH47...however there may be a scripting solution to your problem...my suggestion is to contact TJ aka Jacobaby and ask him.

@Punker....you may grow older...but only as old as OFP2....rest assured...we have plans to make current addons and future addons exploit the new features of OFP2.

The Green Berets will come eventually...in our addon making process Skaven and Ebud have come up with a series of templates that enable us to quickly texture and create new units. The work comes from models and in finding features to make them "unique". You may have noticed that each of our addons is not simply a nicely textured unit.

We try and enhance every unit with unique capabilities, skills and features that differentiate them from other units in OFP. To this end we will ask for community input into what they would like to see in a Green Beret to differentiate them from other addons. It's not just about cosmetics :-) But please dont post your Green Beret suggestions here. We will start another thread for that later. ;)

Hope this answered some of your questions. This is realtively friendly and constructive thread....keep it that way and BAS members will continue to post and address questions/concerns  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 28 May 2003, 10:03:10
Just so you can gauge the quality of textures and modeling I'm talking about:

(http://www.ballistic-studios.com/images/Aircraft/Pavehawk/uh60teaser.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 28 May 2003, 11:04:52
dam that looks good ;D it will definatly be worth the wait with that sorta stuff but around how many polys is that so far?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 28 May 2003, 11:07:46
If you have to ask...you need a better machine ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 28 May 2003, 23:25:37
If you have to ask...you need a better machine ;D

*applauds*

Hey, I was just wondering, about something. How do you make the promo mpeg movies? Do you use a program that captures whatever's on screen, or is it more expensive than that? I'm in the mood to make one for my squad, but I want to make it like I'd make a proper film, by recording various bits and then editing them together (I'm an A Level Media Studies student, I have to be awkward and artsy ;)).
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 28 May 2003, 23:41:13
oooooooooooo Rivets
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 29 May 2003, 00:09:28
@TS are all thoes Rivets and such on the tail Modeled on or are they the result of really good Texturing?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 29 May 2003, 02:11:17
@TS are all thoes Rivets and such on the tail Modeled on or are they the result of really good Texturing?

Textures.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 29 May 2003, 04:07:50
As evisc mentioned...textures...however, the model will still be of a higher poly count than the BIS model due to the extra features of the shape of the helo.

Also...just a minor note...the texture you saw in my previous post is a HI-RES texture...ie. 1024....we will be moving to 512 to prevent lag with the addon so although we will try and preserve as much texture detail as we can, the final product may not look as sharp as the pic I just showed.

Pic was more just to illustrate how much time and detail is being put into this bird.
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 29 May 2003, 05:13:28
will there be the dap version? ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 29 May 2003, 05:36:09
(I'm not revealing the types oh UH60s at this stage).

Which part of the above statement did you not understand?
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 29 May 2003, 06:18:12
ok sorry i did't read it before posting again sorry man :'(
Title: Re:Ballistic Addon Studios Update Thread
Post by: PV on 29 May 2003, 06:22:29
I hope you make a generic improved UH-60 too (so I can swap it in the game with BIS's) :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 29 May 2003, 07:42:21
i always thought the texture size was togglable through preferences, so you could actually get 1024 textures if you wanted.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 29 May 2003, 07:49:46
i always thought the texture size was togglable through preferences, so you could actually get 1024 textures if you wanted.

No, that sets the maximum texture sizes, so if an addon used 1024 textures and you had it set at 512 it would scale them down, scaling them up doesnt improve quality whatsoever.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 29 May 2003, 07:54:18
I hope you make a generic improved UH-60 too (so I can swap it in the game with BIS's) :)

You never know...we will have a couple of pleasant surprises in the release. ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 29 May 2003, 15:39:30
hohoho can't wait ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: ebud on 29 May 2003, 17:01:57
No, that sets the maximum texture sizes, so if an addon used 1024 textures and you had it set at 512 it would scale them down, scaling them up doesnt improve quality whatsoever.

If thats true, then why do the 1024 textures cause lag for ST? If I keep them at 1024 but people edit the preferences to jeep them at 512 wouldn;t that fix the lag issue?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 29 May 2003, 18:09:10
If thats true, then why do the 1024 textures cause lag for ST? If I keep them at 1024 but people edit the preferences to jeep them at 512 wouldn;t that fix the lag issue?

Yes  (I was waiting for you to ask that :P )
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 29 May 2003, 18:20:15
No, that sets the maximum texture sizes, so if an addon used 1024 textures and you had it set at 512 it would scale them down, scaling them up doesnt improve quality whatsoever.

what edbud also said, when i 1st used the Nam Pack 2 i had my texture setting all low and with the cobra and Huey could not see the detaisl as the it was of lower quality, i turned them up to 1024 and the texture quality improved :/ or am i just getting it all wrong.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 29 May 2003, 18:40:12
what edbud also said, when i 1st used the Nam Pack 2 i had my texture setting all low and with the cobra and Huey could not see the detaisl as the it was of lower quality, i turned them up to 1024 and the texture quality improved :/ or am i just getting it all wrong.

What probably happened was that you used to have your texture settings on 256, but the cobra textures were 512(or 1024), when you moved the 'maximum' limit up to 1024, it could then show the 512 textures, which is why you saw the detail increase.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 02 Jun 2003, 22:51:12
I was Reading about the ammo cooperation with digital grenade, and I was wondering if that ment that the M16a3 and 4 ammo would work with the M4s because the two use the same ammo, (for the most part any way)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 03 Jun 2003, 02:42:44
That's correct.
Title: Re:Ballistic Addon Studios Update Thread
Post by: asmodeus on 03 Jun 2003, 02:50:31
It's a very cool idea!

I applaud you guys for bridging the gap between mods.  :thumbsup:

Asmo
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 03 Jun 2003, 03:14:53
 couldn't say more great initiative guys and if it delays the releases so be it i'm sure a littlebit more realism won't hurt ;)
so keep up the good work guys looking forward for those toys so  :cheers: to bas and digital grenade studios
Title: Re:Ballistic Addon Studios Update Thread
Post by: celtic on 03 Jun 2003, 21:02:54
is it true u guys are working on the ranger fighting vehicle, the one based or modelled, not sure which, on the land rover defender, saw a couple of screenies, and it looks awesome, why u keepin it so quiet
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vixer on 03 Jun 2003, 23:29:48
we kept it quite so we didnt have any pressure from the public on this project  8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 04 Jun 2003, 22:37:00
I personally had no Idea that BAS even existed until now  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: darthvinny on 16 Jun 2003, 17:42:20
Hey BAS guys,
I've got a question.
Are you going to implement a working slide on your pistols? It was once implemented in an M1911 addon. SJB has it in his pack. This adds a lot of realism, since a handgun without recoil and a working slide is even worse than those cheap spring guns wich you can get at the local fair :P.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 16 Jun 2003, 22:19:17
Hey BAS guys,
I've got a question.
Are you going to implement a working slide on your pistols? It was once implemented in an M1911 addon. SJB has it in his pack. This adds a lot of realism, since a handgun without recoil and a working slide is even worse than those cheap spring guns wich you can get at the local fair :P.


I actually thought it made it look worse, it looks ok in third person view, but in first person view it looks really unrealistic, it really doesnt have the effect of sliding back (not actually going on jackals m1911, havent actually seen it, but i presume hes done it in a similar way to other addon makers)
Title: Re:Ballistic Addon Studios Update Thread
Post by: darthvinny on 16 Jun 2003, 22:49:06
Well I still think that a weird slide is better than none at all, but in Holland we have a saying: Mother's wish is law translated to english. So uuuhm, you're not my mom but still, never make the addon makers angry  ;D. I'm sure it will be good anyway, so I don't want to keep nagging.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 17 Jun 2003, 02:32:04
Nice to see you listen to your mother Darth  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 18 Jun 2003, 13:52:06
slide on pistols is more faces on the model and than the file grows + I think it is useless ;)
To BAS a question how big will the MH-60L the file not the scale ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 18 Jun 2003, 15:30:52
Personally I quite like animated slides (the Battle Over Hokkaido team have gone one better and have animated the working parts of some of their rifles too). But hey, if they don't want to make them, they don't want to make them.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 19 Jun 2003, 03:26:00
Bone...not sure yet....we haven't binarised them yet to check their final size. I:m guessing around 10-15mb....but don't hold me to that OK.

They are looking sweet btw and are not far off.....just a little more patience folks.

Hopefully we will have JAM completed around the same time and they will ship with new SOAR pilots as well.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 19 Jun 2003, 07:34:04
10-15MB than it is 3 or 4 different versions right ;)
I wait with patience my friend take your time it would be nice if you release the H-60L with the new pilots ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 19 Jun 2003, 15:44:00
Your gonna have to explain what JAM is i'm afraid....I searched all my sources (ok search engines... :-\) but all i came up with was the sticky stuff you put on toast...FILL ME IN!!!!!!!!

and the SOAR pilots look lovely, truely lovely....whats the word on the Little Bird update, is that to be shipped out about the same time as the SOAR and MH-60's?  I know you don't give release dates but it says complete on the site and i was just wondering (roughly) how far off we are.  

Merci

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 19 Jun 2003, 16:59:48
Your gonna have to explain what JAM is i'm afraid....I searched all my sources (ok search engines... :-\) but all i came up with was the sticky stuff you put on toast...FILL ME IN!!!!!!!!

Obviously didnt check our homepage :)

http://www.ballistic-studios.com/jam.asp
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 19 Jun 2003, 18:18:39
whats the word on the Little Bird update, is that to be shipped out about the same time as the SOAR and MH-60's?  I know you don't give release dates but it says complete on the site and i was just wondering (roughly) how far off we are.  

i think the complete refers to the original version....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 19 Jun 2003, 21:44:37
Ah so THATS JAM.....yea i knew about that....thought it was some kind of new age technology that the pilots had for real....oh ok thats good also!

I guessed it refered to the origional..hence me asking for an update rough release! ehehe

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 20 Jun 2003, 03:51:06
10-15MB than it is 3 or 4 different versions right ;)
I wait with patience my friend take your time it would be nice if you release the H-60L with the new pilots ;)

Tricky bugger ;) I walked right into that one *slaps head* ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: redliner47 on 20 Jun 2003, 04:31:42
god this sounds so great !  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 20 Jun 2003, 07:46:41
Tricky bugger ;) I walked right into that one *slaps head* ::)
LOL ;D :P
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 20 Jun 2003, 13:24:17
hehehe.... i did wonder - lol - he's losing it lads  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 25 Jun 2003, 00:18:22
Have you guys (BAS) discussed the RSOV idea any further, or is it a dead issue?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 25 Jun 2003, 02:49:41
Discussed it how? It is being made
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 25 Jun 2003, 07:54:41
Sorry man, I didn't know you guys decided to make it, I was talking to Vixer and he had several pics of RSOV'S, and he asked me if I had any I had taken. He mentioned you guys were thinking about it but that was it. I haven't read it in a forum or on BAS news so I was just wondering.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 26 Jun 2003, 05:51:15
Hey np.....we ironing out a few bugs but this baby is around 80% complete.
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 26 Jun 2003, 17:32:25
I am sure you guys are making it compatible with the MH-47
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 26 Jun 2003, 17:33:14
I am getting tired of inserting with that 1980's jeep
Title: Re:Ballistic Addon Studios Update Thread
Post by: FleX on 26 Jun 2003, 18:28:33
I know about the use of 1 machine gun. But witch Machine gun will be avalible on the RSOV

(sorry for my bad english, i'm dutch  :-[)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 26 Jun 2003, 18:36:08
The M2 .50 Calibre machine gun ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 27 Jun 2003, 23:32:58
Have you considered a version with a MK-19? An RSOV platoon is made up of two sections of two vehicles each, each section has an RSOV with a 50cal and a MK-19. Sorry just wondering.......
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 27 Jun 2003, 23:42:02
i don't know if the mk19 will work on a car though :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: FleX on 27 Jun 2003, 23:43:02
Man, it realy suck's of using only 1 machine gun :'(
But did you guys think about the other poeple who are making there blackhawks. Mabye (if its released) you could make a sugestion of that everyone who is making one sould make it of the same model as you did. Then you'll don't see the difference in (example) s-70 and a MH-60?

or is this an stupid idea? :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cplme on 28 Jun 2003, 01:32:11
Come again?
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 28 Jun 2003, 07:33:37
Man, it realy suck's of using only 1 machine gun :'(
But did you guys think about the other poeple who are making there blackhawks. Mabye (if its released) you could make a sugestion of that everyone who is making one sould make it of the same model as you did. Then you'll don't see the difference in (example) s-70 and a MH-60?

or is this an stupid idea? :)

I Think what he is saying, is that other Mods should use the BAS Chopper's model and just edit interiors, Wing Load Outs, Textures etc. that way they all match, it's a good Idea in theory but the other Mods will get POed thinking their Model isn't good enough, which in my opinion isn't the case, I found a very good BHD style BlackHawk that I think is totaly Gnarly, but I doubt anyone will go for that...
Title: Re:Ballistic Addon Studios Update Thread
Post by: FleX on 28 Jun 2003, 10:17:35
Sorry for the crappy understanding  :-\. But not the textures. Only the model
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 28 Jun 2003, 21:00:23
any update on the update?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Jun 2003, 22:09:53
*cough*

news (http://www.ballistic-studios.com)

*cough*
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 28 Jun 2003, 22:36:48
looks good, im guessing the  HEMTT  will be loaded with loads of scripts to carry tanks right? also is this pack a soon or way later pack?
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 29 Jun 2003, 00:23:05
 ;D Looks mighty awesome mate cant wait  ;D
What about a Special Operations varent of the HMMWV like the ones used in Operation Iraqi Freedom?
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 29 Jun 2003, 16:43:55
HEMMET's do not carry tanks, the only vehicle which I don't think anyone in the OFP community has even thought about is the SUPER HET. We use them to transport our armored vehicles everywhere because it is number 1 cheaper and number 2 causes less maintenance issuses and is again cheaper.
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 29 Jun 2003, 16:49:52
Hey I am back I just remembered this because I was talking to DM and EVIS and I guess BAS is coming out with a TOW, If you guys havent heard there is a new TOW system that has started to replace all the older TOW models, it is called the TOW ITAS, my buddy is a commander in one of the new ITAS tow companys and he says it is a lot better than the previous version, he says the thermal imaging is even better than the M1 tank, and Raytheon has rigged the ITAS TOW launcher to fire Javelin missiles too.....just to keep you up to speed.....thx guys
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 01 Jul 2003, 07:54:42
Man, it realy suck's of using only 1 machine gun :'(
But did you guys think about the other poeple who are making there blackhawks. Mabye (if its released) you could make a sugestion of that everyone who is making one sould make it of the same model as you did. Then you'll don't see the difference in (example) s-70 and a MH-60?

or is this an stupid idea? :)

You'll just have to wait and see Flex.....and no....it isn't a stupid idea.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 02 Jul 2003, 02:14:31
Yea i know i know...no release dates or anything but the Blackhawk has been on 75% for months, i don't want to rush you but i've been holding off downloading the other ones so the novelty will be with yours...are we looking at days weeks months years decades?  

Also the screens for that land vehicle pack are stunning, has work begun on the mentioned woodland pack?

With the doors and things on the HMMWV's and maybe the others (didn't see working doors so dunno)...will they be action menu accesable or open when somebody gets in or out? I think the majority of the comunity would prefer the latter as when you wanan get in or out quickly i personally odn't fancy cycling through 10 actions before i get to the "get out" one....any chance you could let us know that one?

Vyper

P.S.  ;D ;D ;D ;D ;D ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 02 Jul 2003, 04:40:44
Quote from: SelectThis,July 01 2003,20:18
RE: BAS Blackhawks

The reason we placed a news ban on the blackhawks was stop questions such as "when will it be released", "what versions will be included" etc. We didn't want to create stress for our devlopers and also for you guys and gals by setting guestimates as to when it will be ready.

The 3 major devs on this project (myself, Ebud and TJ) have been extremely busy with real life stuff which obviously takes priority, causing delays in the progress. Because of these delays BAS have come to a decision which hopefully will please everyone. Rather than wait until the models, textures and scripts are 100% complete we have decided to release the blackhawk as a public beta to give people a chance to have some input into the final design. I would say the model will be 95% complete when it's released as a  public beta (the last 5% always takes the longest ;)). Time frame for this will be in a couple of weeks.

(http://users.bigpond.net.au/SelectThis/BAS_mh60kbeta1.jpg)

Please, no more questions until this goes public.

SelectThis
Quote
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 02 Jul 2003, 06:03:51
oh my god oh my god oh my god
 ;D ;D ;D ;D ;D ;D ;D
best idea yet
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 02 Jul 2003, 06:54:08
lol..looks like BAS actually figured out what everyone was really wanting...looking forward to the beta  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: FleX on 02 Jul 2003, 10:23:00
 :o :o :o nice chopper...................................nothing more to say  8) exept thanks for the reply's BAS peeps
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 02 Jul 2003, 11:18:16
Everyone..please consider that this helo is not simply a modified BIS model. It was built from the ground up by ST...and in no way is based of the BIS model.

This is part of the long delay in getting this out. What you see in the screenshot above is 100% pure BAS. Nothing artificial and no added preservatives.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 02 Jul 2003, 12:35:39
Will the beta version just be the DAP version?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 02 Jul 2003, 12:46:56
Also the screens for that land vehicle pack are stunning, has work begun on the mentioned woodland pack?

The woodland pack will simply be a re-skin of the Desert pack once it (the desert pack) is complete, so it wont be ready for a while yet. Also, this way of working, allows you to find any bugs we dont find, and report them to us, so we can fix them, before we have too many versions of it out there.

With the doors and things on the HMMWV's and maybe the others (didn't see working doors so dunno)...will they be action menu accesable or open when somebody gets in or out? I think the majority of the comunity would prefer the latter as when you wanan get in or out quickly i personally odn't fancy cycling through 10 actions before i get to the "get out" one....any chance you could let us know that one?

The door animations (which will be present on ALL of the wheeled vehicles, and some of the AFV's) will not be in the action menu, it will be up to the mission maker to use them at his/her discression in the missions, activated by triggers/waypoints etc.
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 02 Jul 2003, 13:07:07
ok then Awesome work ST 100% BAS you guys deserve 100 pats on the back

cant wait for it...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 02 Jul 2003, 14:05:52
Are the bradleys entirely new models? also are the hummers finished i mean in the sence are you adding more bags the them?
Title: Re:Ballistic Addon Studios Update Thread
Post by: FleX on 02 Jul 2003, 18:46:31
Soon we can have a perfect ranger and delta's attack  :).  Just imagen, a few LB's landing on roof tops and will climb down on ladders en rangers rappeling from blackhawks :). Just my words


COOOOOOOOL 8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 02 Jul 2003, 23:26:20
Good news on the doors there! So i'm guessing it will be that whenever somebody exists or enters the door will open, might whether you plan to have all doors open when somebody exits/enters or a specific door relating to their seating posistion and if so, how have you done that? Also how about the boot on the HMMWV? When does that open and close?

One last thing, how many will the standard HMMWV with weapon mount seat? i'm kind of hoping more than the BIS standard 4? I know you probably can't tell us but if you could that would be great.

Also good news on those Blackhawks, i believe you just set yourself a deadline though BAS...i smell and angry mob if its not reached! lol, i'm joking ofcourse  ;), merci once more.

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 03 Jul 2003, 00:14:59
Good news on the doors there! So i'm guessing it will be that whenever somebody exists or enters the door will open, might whether you plan to have all doors open when somebody exits/enters or a specific door relating to their seating posistion and if so, how have you done that? Also how about the boot on the HMMWV? When does that open and close?

Vyper

The Humvee doors are only openable via mission editor commands, so the mission maker controls them, and not the player.
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 03 Jul 2003, 13:41:47
wow, the mh60k model looks very nice  :)
good job, stt

just one thing i noticed: the helo looks a tiny little bit too big, compared to the pilots position on the RL life mh60s pics on the bas site

and did you think about including the shell exhausting effect?
afaik this doesnt lag the game at all, eventually it uses simple sprites.
iÂ'd be so cool to have a mh60l covering you during an urban raid and seeing the shells raining down from it.
the OFRP gazelle features this perfect with its 20mm shells.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 03 Jul 2003, 15:58:37
Ahhhhh i seeee *eyes light up*.  Wounderous!

As this pack isn't on the site (haven't checked since the news so i dunno...maybe i'm just lazy  ;D)...how far along is the desert pack? i just mean like 25%, 50% 75% or so?

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 08 Jul 2003, 19:05:07
so im guessing that this thread will be closed also :/
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 08 Jul 2003, 23:10:01
No... as we have not had the same problem with spamers/flamers in this forum.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 09 Jul 2003, 01:00:19
ah coolio, exclusive thread :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 09 Jul 2003, 01:22:06
the OPFOR pack does look wonderful i must say....will this be a direct rival to the West vehicle pack per chance? matching type vehicles and the like?

And i know you wont say but on the offchance is there likely hood of any more russian stuff like soldiers or aircraft?

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 09 Jul 2003, 02:05:58
And i know you wont say but on the offchance is there likely hood of any more russian stuff like soldiers or aircraft?

Vyper

No, the opposing forces we have made are not russian, however like a lot of countries their vehicles are eastern bloc, this is the only reason we have the russian uaz and brdm, this is basicly their state before being retextured into the opfor armies vehicles, however instead of throwing away the armed soviet versions we decided to release them with the other versions. And no, i wont say which armies we have made. :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 09 Jul 2003, 03:21:51
No... as we have not had the same problem with spamers/flamers in this forum.

Precisely ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 09 Jul 2003, 05:34:24
You're My Hero TS!  :D
Quote
a lot of countries their vehicles are eastern bloc, this is the only reason we have the russian uaz and brdm
Actually The Russian AK47 for example is the Most Widely used Weapon in the world, and the T55, T72, T80, BMP, Etc are used a lot buy gurilla armyies as well as major armies like Iraq and North Korea.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 09 Jul 2003, 05:37:54
hopefull some Boats will be included fot the OPFOR pack, also hope its Iraqi or some S.African Militia :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 09 Jul 2003, 12:52:58
No boats I'm afraid...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 09 Jul 2003, 13:31:19
You're My Hero TS!  :DActually The Russian AK47 for example is the Most Widely used Weapon in the world, and the T55, T72, T80, BMP, Etc are used a lot buy gurilla armyies as well as major armies like Iraq and North Korea.

Im not sure what i said counteracts your statement, what i said was that their vehicles were produced by the Soviet Union/Eastern Bloc countries, the armies we have made are not russian, or part of the former soviet union.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 09 Jul 2003, 13:43:21
Well thats just as good, eastern block.  Call me stupid but its early (12:20pm....yes thats early for me), does this mean there will be multiple versions of the vehicles, i'm not asking which ones coz like you said you can't say but for example: Czech, Yugoslavian, Bosnian etc....?

That would be ace

And still, any units planned?

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 09 Jul 2003, 14:35:28
im gonna tray off a little but whats up with the NavySeals?
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 09 Jul 2003, 17:21:51
im gonna tray off a little but whats up with the NavySeals?
I think they are waiting for JAM after JAM is released we will see alot BAS addons around us ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 09 Jul 2003, 18:44:20
The SEALs are indeed waiting on the JAM project, however, don't get your hopes up for loads of BAS Addons to be released as soon as JAM is ready...

The extended time we have had to beta test, and play with these addons, has brought to light bugs that we did not see in the original testing, and has also allowed us to explore some of the different extra features that we can implement onto our addons...

Regarding Soviet Bloc equipment, there will ONLY[/u] be 3 versions:

Russian, and 2 undisclosed OPFOR versions.

We are keeping a tight lid on what the OPFOR versions are going to look like, and you will get a news announcement soon.
Title: Re:Ballistic Addon Studios Update Thread
Post by: FleX on 09 Jul 2003, 19:33:28
lo bas

Why don't you release the desert pack together with an opfor pack. Becouse is would be wierd to have woodland vehicles fighting desert ones.

PS: i don't mean you sould release em now  ;)

(and again sorry fot my bad english    ::))
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 09 Jul 2003, 22:23:51
Im not sure what i said counteracts your statement, what i said was that their vehicles were produced by the Soviet Union/Eastern Bloc countries, the armies we have made are not russian, or part of the former soviet union.
Yeah, that's what I said after the fall of the Soviet Union folks could get old Russian Gear Cheap, and so today many armies use old soviet gear
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 09 Jul 2003, 22:29:20
one last question about the OFOR pack will it be mainly BIS edited models or will there be a few sneaky new models on there?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 09 Jul 2003, 23:28:23
one last question about the OFOR pack will it be mainly BIS edited models or will there be a few sneaky new models on there?

The vehicles will be edited/retextured BIS models, there are a couple of usermade models we are including but you wont see any brand new models for the vehicles, as they are only something to shoot at, the soldiers themselves are completely new models with brand new textures.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 09 Jul 2003, 23:30:08
Yeah, that's what I said after the fall of the Soviet Union folks could get old Russian Gear Cheap, and so today many armies use old soviet gear

Well, actually the armies we have made were supplied during the cold war, not afterwards.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 10 Jul 2003, 17:50:57
mmkay, sounds good...i don't mean to pester but how is that beta MH-60 pack coming along? its the one addon i've been looking foward to since Oxygen first appeared so you'll excuse me if i'm a tad eager.

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Colonel Killgore on 10 Jul 2003, 18:56:33
I don't know if anyone mentioned this yet, but will the SAW be able to use the JAM mags as well as the SAW mags.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 10 Jul 2003, 19:19:05
I don't know if anyone mentioned this yet, but will the SAW be able to use the JAM mags as well as the SAW mags.

That's a point, since the Minimi is supposed to accept 30-round M16 magazines as well as belted rounds.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 10 Jul 2003, 19:27:52
That's a point, since the Minimi is supposed to accept 30-round M16 magazines as well as belted rounds.

The M249 will be able to use both JAM and the normal M249 mags, and the SPW cant use M16 magazines, the mag well was removed to save weight.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 10 Jul 2003, 20:43:08
The SPW being the scoped one with the foregrip? Ooh, I learn something new every time I look around these forums  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 10 Jul 2003, 20:45:34
SPW = r0x0r, er
Scoped

I think it stands for Special Purpose Weapon
And it's the one I keep bugging you about to put in your missions :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: silent_64 on 10 Jul 2003, 23:04:55
How many difrent weapons have you got in JAM right now? And how many do you plan to end up with?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 10 Jul 2003, 23:12:35
JAM has no weapons in it....

What it is, is the Ammo and Magazine types for use in your weapons...

That means, for example, that the BAS Deltas/Rangers will be updated to use the JAM Mags (mainly, the BAS mags will still be there, for those who have allready made missions with them)
Title: Re:Ballistic Addon Studios Update Thread
Post by: silent_64 on 11 Jul 2003, 01:03:45
Yes i know that but that was also what i meant.

So let me change that question: How many difrent weapons are suported in the JAM project at the moment and how meny do you plan to end up with.  
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 11 Jul 2003, 05:08:46
Well, actually the armies we have made were supplied during the cold war, not afterwards.

Well That works too I guess...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 11 Jul 2003, 05:22:56
Yes i know that but that was also what i meant.

So let me change that question: How many difrent weapons are suported in the JAM project at the moment and how meny do you plan to end up with.  

Erm, thats impossible to say, think how many tiny modifications of weapons use the AK mag, or the STANAG 4179 mag?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 11 Jul 2003, 07:46:18
Silent-64,

I think what Evisc is trying to say is that to begin with we will have the basic types down, M16 mags and variants, AK mags...slowly over time as people submit their mag variations for inclusion into JAM it will grow into a list that will be larger than we can imagine at the moment.

For the first release we only include these (or even a smaller cut down list of these...undecided yet)
----------------------------------------------  
West:  
----------------------------------------------  
 
9x19mm - Pistol  
 
- 15 rounds (Semi)  
 
9x19mm - SMG  
 
- 30 rounds (Semi/Auto)  
- 30 rounds (Semi/Burst/Auto)  
 
9x19mm - Silenced Pistol  
 
- 15 rounds (Semi)  
 
9x19mm - Silenced SMG  
 
- 30 rounds (Semi/Auto)  
- 30 rounds (Semi/Burst/Auto)  
 
----------------------------------------------  
 
5.56x45mm - Rifle  
 
- 20 rounds (Semi/Auto)  
- 30 rounds (Semi/Auto)  
- 30 rounds (Semi/Burst)  
 
5.56x45mm - Silenced Rifle  
 
- 20 rounds (Semi/Auto)  
- 30 rounds (Semi/Auto)  
- 30 rounds (Semi/Burst)  
 
5.56x45mm - MachineGun  
 
- 200 rounds (Auto)  
 
----------------------------------------------  
 
7.62x51mm - Rifle  
 
- 20 rounds (Semi/Auto)  
- 20 rounds (Semi)  
 
7.62x51mm - Sniper Rifle  
 
- 5  rounds (Semi)  
- 20 rounds (Semi/Auto)  
- 20 rounds (Semi)  
 
7.62x51mm - Silenced Sniper Rifle  
 
- 5  rounds (Semi)  
- 20 rounds (Semi/Auto)  
- 20 rounds (Semi)  
 
7.62x51mm - MachineGun  
 
- 200 rounds (Auto)  
 
----------------------------------------------  
 
12.7x99mm - Sniper Rifle  
 
- 10 rounds (Semi)  
 
----------------------------------------------  
 
40mm HE   - M203 Grenade  
 
- Single Round  
- 24 rounds 'Grenade Vest'  
 
----------------------------------------------  
East:  
----------------------------------------------  
 
7.62x25mm - Pistol  
 
- 8 rounds (Semi)  
 
7.62x25mm - Silenced Pistol  
 
- 8 rounds (Semi)  
 
----------------------------------------------  
 
9x18mm    - Pistol  
 
- 8 rounds (Semi)  
 
9x18mm    - SMG  
 
- 30 rounds (Semi/Auto)  
 
9x18mm    - Silenced Pistol  
 
- 8 rounds (Semi)  
 
9x18mm    - Silenced SMG  
 
- 30 rounds (Semi/Auto)  
 
----------------------------------------------  
 
7.62x39mm - Rifle  
 
- 30 rounds (Semi/Auto)  
- 40 rounds (Semi/Auto) (RPK)  
- 75 rounds (Semi/Auto) (RPK)  
 
7.62x39mm - Silenced Rifle  
 
- 30 rounds (Semi/Auto)  
- 40 rounds (Semi/Auto) (RPK)  
- 75 rounds (Semi/Auto) (RPK)  
 
----------------------------------------------  
 
5.45x39mm - Rifle  
 
- 30 rounds (Semi/Auto)  
- 40 rounds (Semi/Auto) (RPK)  
- 75 rounds (Semi/Auto) (RPK)  
 
5.45x39mm - Silenced Rifle  
 
- 30 rounds (Semi/Auto)  
- 40 rounds (Semi/Auto) (RPK)  
- 75 rounds (Semi/Auto) (RPK)  
 
----------------------------------------------  
 
9x39mm    - Rifle  
 
- 10 rounds (Semi/Auto)  
- 20 rounds (Semi/Auto)  
 
9x39mm    - Silenced Rifle  
 
- 10 rounds (Semi/Auto)  
- 20 rounds (Semi/Auto)  
 
----------------------------------------------  
 
7.62x54Rmm - Sniper Rifle  
 
- 10 Rounds (Semi)  
 
7.62x54Rmm - Silenced Sniper Rifle  
 
- 10 Rounds (Semi)  
 
7.62x54Rmm - Machine Gun  
 
- 200 Rounds (Auto)  
----------------------------------------------  
 
12.7x108mm - Sniper Rifle  
 
- 5 rounds (Semi)  
 
----------------------------------------------  
 
40mm HE   - GP-25/30 Grenade  
 
- Single Round  
- 24 rounds 'Grenade Vest'  
Title: Re:Ballistic Addon Studios Update Thread
Post by: silent_64 on 11 Jul 2003, 09:52:46
That's a big list..... All the basic ammo types are there.

As for cutting down the list, well there're only a few mags that can be cut away.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 12 Jul 2003, 01:48:52
I think You're missing AK mags, cause I know for sure after watching an interview with Mikale Kalashnikov (I can't spell) the AK47 fires in Semi/Auto/ and 4 Round Burst, (but due to the game Engine I'm sure three is the limit, that will do I suppose) di I just Miss something, or did you or are we getting two different pieces of Info?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Colonel Killgore on 12 Jul 2003, 04:13:41
I like the grenade vest idea.  Nice to finally see a realistic amount of ammo.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 12 Jul 2003, 05:00:08
I think You're missing AK mags, cause I know for sure after watching an interview with Mikale Kalashnikov (I can't spell) the AK47 fires in Semi/Auto/ and 4 Round Burst, (but due to the game Engine I'm sure three is the limit, that will do I suppose) di I just Miss something, or did you or are we getting two different pieces of Info?

Er no, the AK-47 only has Safe, Single and Auto, i dont know any Kalashnikov gun that has a four round burst, are you sure he didnt just fire a burst of four bullets on full auto?
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 13 Jul 2003, 21:29:20
No, I'm Pretty sure he said Four round Burst, I'm almost certain there is a Burst setting on the AK, I know a guy who has one, I'll ask him next time I see him, but I guess You guys do hours and hours of research...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 13 Jul 2003, 22:50:07
No, I'm Pretty sure he said Four round Burst, I'm almost certain there is a Burst setting on the AK, I know a guy who has one, I'll ask him next time I see him, but I guess You guys do hours and hours of research...

http://www.hk94.com/ak47.php
http://world.guns.ru/assault/as01-e.htm

"The combined safety - fire selector switch of distinctive shape is located on the right side of the receiver. In the "Safe" position (topmost) it locks the bolt group and the trigger, and also served as a dust cover. The middle position is for automatic fire, and the bottom position is for single shots."

http://www.ak-47.us/info.htm

"All 7.62-mm Kalashnikov assault rifles fire in either semiautomatic or automatic mode and have an effective range of about 300 meters."

"AK is hammer-fired, select-fire weapon. The fire selector/safety switch is located at the right side of the receiver, and has three positions: "Safe" (upper position), "Auto" (middle), "Single shots" (lower position). The safety switch is somewhat uncomfortable to operate. "
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 15 Jul 2003, 12:24:13
well evis, since you said on the official forums that you still repy in this forum;

my post from the official forum:
Quote
Does anyone know if the HH-60G pavehawk (not the blackhawk pack) will be released in a Gunship-grey camo or euro-camo. (or will the pack have both)

Personally I like the (very basic) gunship grey. It just looks great somehow. On the BAS-site it also says that the gunship grey varient is (perhaps) more often used for spec-ops than the euro-camo version.

If someone from will (please) be so kind to at least answer this little question? I already asked in in the other topic, but that one got closed leaving me without an answer

Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 15 Jul 2003, 13:05:21
I think Tigershark can answer that, I really have no idea.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 16 Jul 2003, 13:07:00
well, tigershark??

Someone on the official forums said there are no gunship grey blackhawks anymore. But that's not true; I've a bunch of them dropping specops in Iraq. PJ's however only seem to use the euro-camo (even in iraq) and a few desert-camo blackhawks
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 16 Jul 2003, 16:38:57
Thats not true....as you said...AF spec ops still use them in Gunship grey....all RQS units are Euro I (Lizard) camo however
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 16 Jul 2003, 17:19:29
nice tigershark, but you (still) didn't answer my real question;

Quote
Does anyone know if the HH-60G pavehawk (not the blackhawk pack) will be released in a Gunship-grey camo or euro-camo. (or will the pack have both)

Personally I like the (very basic) gunship grey. It just looks great somehow. On the BAS-site it also says that the gunship grey varient is (perhaps) more often used for spec-ops than the euro-camo version.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 16 Jul 2003, 20:10:43
Any word on the littlebird update pack? I'm lookin foward to those new animations...just wondering how far off we are as obviously the progress bar says 100%...but thats the origional, so could anybody help moi?

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 17 Jul 2003, 01:26:06
nice tigershark, but you (still) didn't answer my real question;

That would because I don't know the answer  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 17 Jul 2003, 01:27:52
Littlebird is having scripts added to it...should see release soon after the MH-6os
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 17 Jul 2003, 04:02:13
Let me elaborate on Cpt.Frostbite's question.

At this stage we have reached beta version 7 of the MH60s during our internal beta testing. As a result most of our efforts have been concetrated in completing this addon.

As a consequence we have given little thought as to the direction of our HH-60Gs from the USAF. However, the texturing of these units has been set up in such a way (by master texturer Ebud) so that we can easily apply camo schemes with minimal effort. What this means is that conceptually, it would be relatively easily for us to simply play with the brightness levels of the MH60 all black textures to come up with a Gunship grey variant. So there is a good chance that this is an easy thing to accomplish.

However, the HH-60G project, although based on the pioneering work we are doing with our MH60s will require some modifcation. For a start we will need to create a new radar model (as HH60s have them installed on their chin) and this means new LODS and some new textures. I would also like to add something to the helos that differentiates them from other H-60s...like changing their weapon loadout for example. However this remains up in the air.

Like I said, we haven't exactly thought through the design issues yet as we are working diligently at completing the MH60s.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Dauragon on 17 Jul 2003, 04:35:19
Let me elaborate on Cpt.Frostbite's question.

At this stage we have reached beta version 7 of the MH60s during our internal beta testing. As a result most of our efforts have been concetrated in completing this addon.

As a consequence we have given little thought as to the direction of our HH-60Gs from the USAF. However, the texturing of these units has been set up in such a way (by master texturer Ebud) so that we can easily apply camo schemes with minimal effort. What this means is that conceptually, it would be relatively easily for us to simply play with the brightness levels of the MH60 all black textures to come up with a Gunship grey variant. So there is a good chance that this is an easy thing to accomplish.

However, the HH-60G project, although based on the pioneering work we are doing with our MH60s will require some modifcation. For a start we will need to create a new radar model (as HH60s have them installed on their chin) and this means new LODS and some new textures. I would also like to add something to the helos that differentiates them from other H-60s...like changing their weapon loadout for example. However this remains up in the air.

Like I said, we haven't exactly thought through the design issues yet as we are working diligently at completing the MH60s.

After which test session will the 95% version go public?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 17 Jul 2003, 04:41:56
When we feel comfortable with it.....unknown how many test versions that will take.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Dauragon on 17 Jul 2003, 04:44:53
When we feel comfortable with it.....unknown how many test versions that will take.

Ok thx for answer


PS: I will follow you, until you die from it >-D (evil laugh)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 17 Jul 2003, 12:05:02
ok, tigershark, thanks for the answer. (btw it was evis who told me that you might know the answer, that's why I asked you)

I know the HH-60 is different. I know it was kind of early to start asking about the HH-60 when the MH-60's arent' even done yet, but I had to ask.

A little question on the Delta/Ranger pack;
will the desert weapons have camo-striping;
http://media.militaryphotos.net/photos/view_album.php?set_albumName=Gulf_War_2_Iraqi_Freedom_Pararescue (http://media.militaryphotos.net/photos/view_album.php?set_albumName=Gulf_War_2_Iraqi_Freedom_Pararescue)

awesome photo (HIGH-res);
http://media.militaryphotos.net/photos/view_photo.php?full=1&set_albumName=Gulf_War_2_Iraqi_Freedom_Pararescue&id=aag (http://media.militaryphotos.net/photos/view_photo.php?full=1&set_albumName=Gulf_War_2_Iraqi_Freedom_Pararescue&id=aag)

Now the guy's on the pictures are PJ's. Can you make one of those; I mean it will basicly be a retextured delta model (camo-painted helmet, camo-vest and textured-on rapelling-harnes). But it might be nice to add a small backpack or a small pack attached to the back of their vest.

And what is the ETA on the updated delta/rager pack? can we expect them after the MH-60 release?(shortly after, I mean)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 17 Jul 2003, 12:20:20
The Delta/Ramger update will be out at some point after JAM, not the MH-60's.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 17 Jul 2003, 12:50:24
oh yeah! ofcourse! sorry, I should have know that!
but than what is the ETA on the JAM project?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 19 Jul 2003, 02:27:14
there is no such thing as an ETA at BAS (that they will tell you).... you should all know this by now - so quit hastling  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 19 Jul 2003, 12:53:48
yeah I know, but at least I tried :-[

I'm really looking forward to that D/R update. We haven't seen a single picture of them (becides a picture that showed a VERY small part of the boonie hat  :). And the picture of the new vest for the rangers a long time ago). (this is NOT a request for pictures)

I'm sure BAS understands that I'm a bit curious about progress. The stuff they are making is just too good to be true, but it IS true :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 19 Jul 2003, 14:56:34
In reply to some of the questions  ;D

There will be tottaly new desert cammo weapons in the Delta/Rangers Version 2 probably camo-striping too ;)

The Delta/Rangers Version 2 will be released a little bit after the Seals, however both are waiting for the JAM project to be finnished   :-\

And not asked but in advance, we are thinking on making some pioneer Scripts on both the Seals and Delta/Rangers  ;)

Now please don't ask which scripts or when they will be released, it's a surprise it will be worth it  ;)





Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 19 Jul 2003, 16:33:24
Not even a teensy hint?  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 19 Jul 2003, 23:56:08
He thanks Skaven. Sounds good to me.
Actually it kind of a good thing that you don't release (for example) tommorow. THis way you give me some time to find some money to buy more RAM, so at least I'll be able to play the game with all those great addons :)

BAS;
After taking a good look at those pictures of those PJ's (link in one of my previous posts) and at the USMC Beta3a from Suchey and Earl (to the forum members who think they missed something; I'm one of the beta-testers in the closed beta stage), I must say I think that your weapons are scaled too large. I's amazing how small the m4's look in those pictures (compared to the m16's of BIS in the game). I think Earl scaled his weapons better. Will the D/R V2.0 have weapons that are scaled a bit down to the correct size??

btw; I think that the JAM is GREAT idea

Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 20 Jul 2003, 12:05:29
In reply to some of the questions  ;D

There will be tottaly new desert cammo weapons in the Delta/Rangers Version 2 probably camo-striping too ;)

The Delta/Rangers Version 2 will be released a little bit after the Seals, however both are waiting for the JAM project to be finnished   :-\

And not asked but in advance, we are thinking on making some pioneer Scripts on both the Seals and Delta/Rangers  ;)

Now please don't ask which scripts or when they will be released, it's a surprise it will be worth it  ;)







What's a pioneer script, what does it mean, I know what scripts are but what's a pioneer script
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 20 Jul 2003, 12:44:19
 ;D Pioneer in this case means something new or very unusual  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 20 Jul 2003, 19:08:10
ooooh :P, I thought you were going to equip those rangers with shovels
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 20 Jul 2003, 20:19:08
Don't say that Frostbite! you got me going! for a fraction of a second i thought it was Evis or TS who was posting that and entrenching tools sprang to mind! then the ability to dig holes!

The BAS fandom crew is quite edgy as of late i fear..we await a break through that shall surely come (Say this in one of those Lord Of the Rings epic voices and it might sound normal)....the darkness is almost away!

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 20 Jul 2003, 21:44:29
AHAHAHA  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 21 Jul 2003, 01:07:46
sup all are there any working links for the BAS OH58 pack..it seems the link on their site has errors in the zip..thanks in advance...looking forward to the updates and new releases  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 21 Jul 2003, 04:33:45
Hi everyone

This is quite a shock, coming back from a long holiday and seeing all these pictures of UAZ's, The BRDM-2 and all this talk about the MH-60L is quite overwhelming, what have i been missing.

Any way i agree about what Cpt Frosbite said, BAS should make a PJ(or shake and bake commando's as the delta's call them)addon for Flashpoint.
It makes sense seeing as wherever the Rangers and Delta's go the PJ's are sure to follow.

You'd alredy have the models from the Delta's and Rangers and because a CSAR  team is made up of Rangers and Delta's depending on the situation it would make a perfect addition to the new MH-60L.

Well thats my 2 cents worth.

Keep up the good work.

P.S will the MH-60L have the abitlity to rappel 2 people at once, one on each side of the bird?

Thanx
Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 21 Jul 2003, 19:43:52
umm yeah... how bout the oh58 link ?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 21 Jul 2003, 22:08:27
ftp://www.gamezone.cz/ofpd/unofaddons2/bas_kiowapack1_1.zip (http://ftp://www.gamezone.cz/ofpd/unofaddons2/bas_kiowapack1_1.zip)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 22 Jul 2003, 00:01:37
Sorry about the download links, that is all being sorted over the next 2 or 3 days.

As regarding the PJ's, the fastroping and so on, in the true BAS fashion, you'll have to wait and see ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 22 Jul 2003, 00:17:27
great news! ???

 ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 22 Jul 2003, 04:20:39
Vyper....as you quite correctly said...the darkness IS almost away. Guys...I know this being kept in the dark is a little frustrating. Let me be candid with you guys...the hardcore fans.

Believe me when I tell you it is just as frustrating for me, keeping these things quiet, as it is for you guys not knowing anything or getting cryptic answers.

The guys at BAS are doing some TRULY AMAZING stuff....stuff that I guarantee will blow your minds....Nagual's island continues to amaze me with each beta version....you simply cannot imagine what a rich and diverse playing environment this is. It represents months of work and thousands of man hours from various members of the team. This island will have something for everyone....and we plan on releasing just not the island .....you should have everything you need to get started mission making and MPing with it. Can't elaborate too much on this...use your imagination.

On the weekend we got to MP test the MH-60s as a team.....it was a shitload of fun.....the scripts seemed to work ok....visually it was stunning to see Deltas and Rangers fast rope out of the helo as I held it at a hover over the target area...dust swirling as they descended...these helos going to rock!! I was so impressed by them and by Naguals island I took a shitload of pics...if only I could share them with ya  :(

The Deltas and Rangers look exquisite....Ebud has done a magnificent job improving on something I thought was pretty damn good already. The whole BAS team is pretty much using these now....and we have a JAM beta that is now integrated with them so things are progressing there as well. Seals are also great.

The whole Desert vehicles pack will bring some of the best modernised vehicles to the game...with all the lumps, bumps and gear you see on vehicles in modern day conflict. Angusheaf was posting pics of the Abrams new aiming reticule/sight. The attention to detail in this sight alone should win over the hardcore fans of the game. In true BAS style, we spare no expense when it comes to attention to detail.

Then we have the OPFOR...of which you've seen some pics...this project is snowballing with it's scope increased and more units being developed literally everyday.

If that's not enough...we also have a script developing for a full blown campaign that will part of a special project we will be developing with another party...we can't announce details just yet. But depending on the timing, we may even take this script and use it with Nagual's island and write another script for our special project.

I can't stress enough that there is some very COOL and WELL THOUGHT OUT shit going down at BAS....and it will all be shared with you guys in good time. There is a SHITLOAD going on at BAS behind the scenes...and ITS ALL GOOD!.....so I'm sorry we aren't sharing all of it....but then again....we are bringing back the old tradition of being pleasantly surprised when something gets released. Within the next month....you are going to be inundated with new toys that are going to keep you entertained until BIS' next release. This, I can promise! Or you can have your money back  ;D

And then after any new BIS release....you can be assured we will be working to get our addons working with their new environments, weapons, techniques and units. The future is bright gentlemen. Thanks for your support and keep the faith!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 22 Jul 2003, 04:40:40
greatstuff there  8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 22 Jul 2003, 14:01:58
Sounds great Sharky. All i can say is

Allah
Buda
God and
Tigershark

I love you all ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 22 Jul 2003, 14:07:06
Oh yeah making specail forces from all US departments of defence are great, but have you people wondererd about making a regular infantry man, men who are the backbone of the army, becuase we have to remember OFP is primarily and infantrymen game. and no i am not saying there is no room for special forces but it will be great to see regular infantry be it the 1 , 2 Infantry Division etc going with your Special Forces. but I hope this isn't taken the wrong way. I more then happy with your addons  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 22 Jul 2003, 14:07:41
;D Pioneer in this case means something new or very unusual  ;)

Don't you mean a pioneering script in that case
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 22 Jul 2003, 14:14:11
ever heard of the Edit button ?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 22 Jul 2003, 14:22:12
Just curious, are BAS ever going to make any other "west" nation units? I've just got this great image in my head of a BAS-made Lynx helicopter  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 22 Jul 2003, 14:33:27
Could be good, although considering all the stuff they're working on it could be a long while before you get to see it.
Personally I'm waiting for the Falklands Lynx, bound to be good it's a Klink, maybe if we nag KevBaz enough they may release it as a taster like the Harrier and HMS Hermes  ;)

*Disclaimer
I did not suggest that you nag him constantly until he either goes mad or releases it.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 22 Jul 2003, 17:28:43
re: non-spec op soldier,

there is a "soldier" unit in the BAS Delta/Ranger pack, which you can use to setobjecttexture your own unit patches (some have been provided in the addon). Check the readme.

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 23 Jul 2003, 00:16:21
re: non-spec op soldier,

there is a "soldier" unit in the BAS Delta/Ranger pack, which you can use to setobjecttexture your own unit patches (some have been provided in the addon). Check the readme.

SelectThis

I know what you mean select this but his helmet os only found on speical ops troops hence it is void. I was play the 98% of the army reserve national guardsmen, not the 2% Special ops.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 23 Jul 2003, 02:36:29
Don't you mean a pioneering script in that case

Was this really necessary? >:(....we all understood what he meant and I would have expected a little more tolerance in this forum for non-native English speakers.

I'm sure Skaven's English is a shitload better than your Portugese Corporal.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 23 Jul 2003, 03:25:54
well i so cant wait for the MH-60L
(i just thought i'd put that in)

oh by the way tigershark, what does it feel like to be the grandpa of the most loved and visited ofpec site in the world and now the leader of one of the most loved addons sites.

i mean there are people out there that hang of your every word

thats amazing

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 23 Jul 2003, 05:01:58


i mean there are people out there that hang of your every word

thats amazing

Tim

I seriously doubt that :) I don't consider myself that important....just a dedicated member of the community focused on creating addons for a game that I truly love for its brilliance and gameplay.

At the end of the day, being the granddaddy of OFPEC and BAS is cool.....but it don't pay the bills so it all gets put in perspective when juggling real life responsibilities with OFP life.

Besides, I may have started OFPEC and BAS but in OFPEC's case it was the guys on staff and the community who made it great. And with BAS....it's the guys on the team. I have never worked with such a talented, committed and dedicated bunch of people ever. BAS' strength comes not from me, but from the collective efforts of everyone on the team  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 23 Jul 2003, 05:49:10
Was this really necessary? >:(....we all understood what he meant and I would have expected a little more tolerance in this forum for non-native English speakers.

I'm sure Skaven's English is a sh*tload better than your Portugese Corporal.

Oh hey sorry i didn't know he was Portagese, I'm sorry Skaven I taught you were American.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 23 Jul 2003, 06:08:09
Thanks for the apology....I'm a little protective of my guys. ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 23 Jul 2003, 08:56:40
Quote
ooooh , I thought you were going to equip those rangers with shovels
Even though I posted this, I knew what you meant. So don't worry about you english Skaven. I'm not english myself, so I sometimes type funny things aswel


to cor.pun.;

Suchey and Earl are working on some Marines. These could be used as "regular" infantryman. OFP all takes place on islands, so it's ore than likely that when a conflict breaks out, a Marine Expeditionary Unit will be the first to react. The Marine Corps is the best way to get a well trained and well equiped force on land. If you would try to bring in the Army you would need an airport, while marines only need a beach. Look at Iraq; One of the main forces was the USMC with 60000 man (if I'm not mistaken).

The marines of suchey and earl (ok, ok AND Tactician :) )are looking great, trust me. No release date yet, but they move in the next beta fase (fase 4) not too long from now.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 23 Jul 2003, 10:02:35
Hi again

well said Tigershark

what i meant was that everyone is glued to this thread waiting for a response from the BAS staff

i just thought that must be a great feeling
And of course the BAS team r a bunch of legends

Nuff said

Thanx
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 24 Jul 2003, 00:40:16
I've seen the interview with flashpoint.ru. Although I can't *ahum* "completely" make out what it says *cough*, I could see the screenshots.

I'm glad that you decided to change the mirrors into the new type (A1) now used on all HMMWV's (sinve they are now all upgraded to A1 standerd). It looks great! I couldn't really see if the grill is correct now on the bonnet; Is it changed to the A1 version? I hope you can answer this little question? (just a yes or a no, but please don't post a "you'll see" unless you plan to make me part of the beta-tester team in the next 48hours  ;) )
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 24 Jul 2003, 01:40:03
They have an English version, too, FrostBite.

http://www.flashpoint.ru/the-press/interview/w_ballistic2/

Nice pictures--I really like those driver units, even though they simply appear to be Desert Rangers without some of the gear, they still look good.  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 24 Jul 2003, 01:44:49
I see in the interview you mentioned a reskinned version of the Hind.  I don't know what the deal is exactly with the editing of BIS units, but would it be possible to make changes to the model, namely just adding animated landing gears?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 24 Jul 2003, 12:08:42
for that they would have to create a new Hind... or at least thats how i remember it...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 24 Jul 2003, 13:11:34
Hi everyone

i was recently reading an article about the raid on Saddam's sons hideout and it mentioned that they used an avenger missile launcher which was mounted on 2 HMMWV's and i got me thinkin how cool it would be if somehow BAS could work this into the desert pack.

aparantly they were firing missiles into the house at a rate of 2 per minute

i just found that fascinating

cya
Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 24 Jul 2003, 13:23:09
Hi everyone

i was recently reading an article about the raid on Saddam's sons hideout and it mentioned that they used an avenger missile launcher which was mounted on 2 HMMWV's and i got me thinkin how cool it would be if somehow BAS could work this into the desert pack.

aparantly they were firing missiles into the house at a rate of 2 per minute

i just found that fascinating

cya
Tim


The Avenger is a Humvee with Stingers (http://globalsecurity.org/military/systems/ground/avenger.htm), as rockets are possible to implement on wheeled vehicles in ofp, this wont be possible to add.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 24 Jul 2003, 13:30:59
I have a feeling what you actually mean is a Humvee with a TOW, as these are what were used against the house in Mosul, images from the battle:

TOW being fired:
(http://wwwi.reuters.com/images/2003-07-23T200305Z_01_WAS50D_RTRIDSP_2_IRAQ-BUSH.jpg)
On its way to target:
(http://wwwi.reuters.com/images/2003-07-23T202657Z_01_WAS99R_RTRIDSP_2_IRAQ.jpg)
Detonation:
(http://wwwi.reuters.com/images/2003-07-23T202334Z_01_LON903D-_RTRIDSP_2_IRAQ.jpg)

And a bigger picture:

http://www.airsoftarizona.com/iraq/TOW.jpg

And it wont be made for the same reasons as the avenger.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 24 Jul 2003, 13:44:57
whats amusing is seeing all the spent .50 cal shells on the floor next to the middle hummer. they are huge....

are those men from the armoured divison? 34th Armoured... hmmm... rings a bell...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 24 Jul 2003, 13:54:43
i thought it was the 101st airborne

200 men versus 4 iraqis in a four hour siege

the iraqis pushed them back 3 times

thats hardly seems fair

lol :)

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 24 Jul 2003, 13:58:36
might have been the airborne... i don't know... but why the 34's on the hummers?

and are BAS implementing such things on their hummers?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 24 Jul 2003, 14:30:37
Probably just the number of the vehicle, and not too sure on whether that will be implemented, DM will be able to answer that.

And there will be no details on the OPFOR, whats being included and their features, which armies are being made etc, we want to keep them a surprise :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 24 Jul 2003, 15:04:29
hmmm... i was indeed the 101 airborne... so the 34 is still getting at me... its not the number of the vehicle since there are 2 in the pic with 34 on... hmmm
Title: Re:Ballistic Addon Studios Update Thread
Post by: desert_storm_dude on 24 Jul 2003, 15:37:53
i don't know but i believe the number stands from you company or battalion or something like that cause the tanks that were in the front of their very long column had
^   0
0   V

the had a zero i don't know why i think i saw a marines abrams with 41.  3ACR had
H6  #>

i remember seeing a new animation to the littlebirds.  When you had the men in the seats on the side instead of having their guns between their legs you had it like they real do carry them on the littlebirds when will this be released

(http://www.ballistic-studios.com/images/Tigershark/newlb.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SilentEcho on 24 Jul 2003, 20:57:38
If i remember correctly desert-storm-dude I think the little bird upgrade will be released when JAM is complete as the upgraded version will include the new SOAR pilots of which will come equiped with JAM compliant m4's.  
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 24 Jul 2003, 22:33:55
Actually I thought you can fire missiles from a weeled vehicle, just no GUIDED missiles. (which is the reason why you can't do the TOW and Avanger; you'll have to wait for OFP2).

Evis (or any other member of BAS)
you haven't answered my question, so here it is again;
the mirrors on the HMMWV have been changed to the A1 standard. Have you also changed the grill on the bonnet to the A1 standard?(I can't see it from the pics)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 24 Jul 2003, 23:32:33
Actually I thought you can fire missiles from a weeled vehicle, just no GUIDED missiles. (which is the reason why you can't do the TOW and Avanger; you'll have to wait for OFP2).

Evis (or any other member of BAS)
you haven't answered my question, so here it is again;
the mirrors on the HMMWV have been changed to the A1 standard. Have you also changed the grill on the bonnet to the A1 standard?(I can't see it from the pics)

No its all rockets, it is possible to make a very strong bullet, but it acts nothing like a rocket.

And i didnt answer as i have no idea what the answer is, i dont work on the desert vehicles.
Title: Re:Ballistic Addon Studios Update Thread
Post by: ninemili on 25 Jul 2003, 00:11:24
LOL, that's my third (fourth?) account at OFPEC, as i'm notoriously forgeting my passwords, anyway, here we go again...

Speaking of TOW, Marfy made a beautiful one on tripod, Is this particular tube among his addons that BAS agreed to finish?

Here are the pics:
http://www.volny.cz/marfy_maac/images/m220a2tow_5b.jpg (http://www.volny.cz/marfy_maac/images/m220a2tow_5b.jpg)
http://www.volny.cz/marfy_maac/images/bgm_3b.jpg (http://www.volny.cz/marfy_maac/images/bgm_3b.jpg)

 
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 25 Jul 2003, 00:17:29
LOL, that's my third (fourth?) account at OFPEC, as i'm notoriously forgeting my passwords, anyway, here we go again...

Speaking of TOW, Marfy made a beautiful one on tripod, Is this particular tube among his addons that BAS agreed to finish?

Here are the pics:
http://www.volny.cz/marfy_maac/images/m220a2tow_5b.jpg (http://www.volny.cz/marfy_maac/images/m220a2tow_5b.jpg)
http://www.volny.cz/marfy_maac/images/bgm_3b.jpg (http://www.volny.cz/marfy_maac/images/bgm_3b.jpg)

 

Yes
Title: Re:Ballistic Addon Studios Update Thread
Post by: desert_storm_dude on 25 Jul 2003, 01:15:31
when does JAM come out
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 25 Jul 2003, 02:05:39
what part of no release dates will be given to people find difficult?

hehehe, messin with u fella - BAS have taken it to not give out release dates... why? so that u don't know, or get annoyed if they miss deadlines etc.... also takes a lot of strain off their backs - which is great... incidently, we at PUKF adopt the same approach (and we are damn lazy)  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 25 Jul 2003, 03:26:51
If i remember correctly desert-storm-dude I think the little bird upgrade will be released when JAM is complete as the upgraded version will include the new SOAR pilots of which will come equiped with JAM compliant m4's.  

SilentEcho is my man...this is spot on. Nice work mate ;-)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 25 Jul 2003, 07:15:48
Hi everyone

has anyone actually made any normal marines that could be used with the rangers?.

like the marines in iraqi freedom.

i just really wanna put some normal grunts in with the rangers.

i need some kind of interservice rivalry.
lol ;D

thanx

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 25 Jul 2003, 07:24:45
hey all this stuff that BAS is doing is looking and sounding great,I cant wait for it

suchey and earl made a great USMC unit like those seen in iraq download here
http://www.mtco.com/games/downloads/USMCbeta3.zip

Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 25 Jul 2003, 10:47:33
incidently, we at PUKF adopt the same approach (and we are d**n lazy)  :D

Yup and since I havent won the lottery yet I have to go to work too  :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: ninemili on 25 Jul 2003, 12:18:45
i wonder if you guys menaged to get the real samples of gunfire sounds for JAM or it would be just "it sounds cool".
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 25 Jul 2003, 13:30:49
hi folks

question regarding the OPFOR pack or weapon addons in general:

are you going to include new/ altered BIS weapons like the ak74hd in the bas_weap pack, namely rpgs?
i came up with this idea because itÂ's so cool to watch the nampack rpg2 and 7s (?) shoot at helos.

iÂ'd fit perfect with the mh60l for all those BHD fanatics out there, for example. ;)

hope you like this suggestion :)
this way you wouldnÂ't need the whole nampack_wp.pbo or however its called and could still have this gameplay effect included with your bas- stuff missions
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 25 Jul 2003, 15:30:34
hi folks

question regarding the OPFOR pack or weapon addons in general:

are you going to include new/ altered BIS weapons like the ak74hd in the bas_weap pack, namely rpgs?
i came up with this idea because itÂ's so cool to watch the nampack rpg2 and 7s (?) shoot at helos.

iÂ'd fit perfect with the mh60l for all those BHD fanatics out there, for example. ;)

hope you like this suggestion :)
this way you wouldnÂ't need the whole nampack_wp.pbo or however its called and could still have this gameplay effect included with your bas- stuff missions

The OPFOR will be using JAM weapons (most of the default BIS weapons are coded into JAM with the ability to use JAM mags), there are also both HD and normal mags for each weapon, so yes the OPFOR will have HD weapons, as for whether they will have helo targettable RPG's, im not sure, I'll have a word with ST about how he did it and think about adding it in.

And as for sounds, they arent recordings of the real guns, we have over 70 different magazines in JAM, and each one on average fits in about 5-6 weapons, sounds have been selected on sounding somewhere near the real thing, adding a distinction between weapon types and general quality, they are by far some of the best sounds in OFP addons.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 25 Jul 2003, 16:08:56
'sounds' good  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: ninemili on 25 Jul 2003, 16:18:30
Can't wait to here'em.
Hope it will become a kind of a standard for all.
But still you cant make everyone happy at the same time, so i expect to hear some ppl moaning about the sounds.

To Cpt. Frostbite:
Do you guys use jam sounds in USMC beta testings?

 
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 25 Jul 2003, 16:26:26
Can't wait to here'em.
Hope it will become a kind of a standard for all.
But still you cant make everyone happy at the same time, so i expect to hear some ppl moaning about the sounds.

To Cpt. Frostbite:
Do you guys use jam sounds in USMC beta testings?

 

Well, we cant please everyone so let them moan away :)

And no, the USMC soldiers dont have JAM integrated into their betas yet, i think the next beta will have though, as JAM has progressed quite a bit in the last few days, we have pretty much all the sounds done, all the magazine pictures but one done, and all the magazines are coded, and we have BIS units/weapons are coded into groups of soldiers using the JAM magazines, its pretty much just tweaking now and adding in the last few things.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 25 Jul 2003, 16:32:26
would the JAM.pbo a big file or will it  49kb file for example ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 25 Jul 2003, 16:34:40
would the JAM.pbo a big file or will it  49kb file for example ???

Its about 3mb zipped, contains a lot of high quality sounds and quite a few magazine pictures. Along with the firing sounds the impact/ricochet sounds have also been changed, and the cpp is about 180kb so even if it was just a cpp with BIS sounds it wouldnt be 49kb.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 25 Jul 2003, 21:48:36
hey, good idea to change the impact and ricochet sounds (does that include the impact sounds on flesh?). I really liked the impact and ricochet sounds from the INV44 demo, for example (great for my omaha-beach level where you could here those round ricochet of the hedgehogs and hear the impact sounds on the sand. With the volume at max this was actually scary!; I made it a bit too realistic, though; 8 MG42's and 2 81mm mortars defending a small beach. I only made it to the end a few times.) . I love JAM

9mm;
you heard it. We don't use the JAM sounds, yet. But I'm sure the current sounds aren't too far off and those are great. Beta fase 4 is really close now, so it won't be long untill I can say something about the sounds.

bonecollector;
remember that the size of the pack also means that the size of the addons will be less now; If it wasn't for JAM all the addons would add there own sounds and magazine pictures. So in the end it saves you HD-space and gives you great oppertunities in-game. That's why JAM is such a good idea
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 25 Jul 2003, 22:04:52
Will there be JAM ammo crates too? Just curious.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 26 Jul 2003, 13:29:53
Will there be JAM ammo crates too? Just curious.

Yep, already in there.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 26 Jul 2003, 13:34:48
Well, that'll put an end to endless addmagazinecargo ["abc_m16mag",20]-ing
Title: Re:Ballistic Addon Studios Update Thread
Post by: Navy Captain on 26 Jul 2003, 16:01:12
one request for BAS, a HET trailer truck  ;D I would really like to see some more logistics units in OFP......  :tomato:

http://fas.org/man/dod-101/sys/land/hets.htmhttp://
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 26 Jul 2003, 23:52:06
funny. One would think someone from the 5th special forces group (or any other specops) would request somethink like special operations HMMWV's (BAS; hint! hint!) or stuff like that. Not a HUGE logistical truck for transporting tanks.

Would be nice, but I can't think of any way to use it in a way other than just for eye candy. Really nice eye candy, but still.
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 26 Jul 2003, 23:55:06
my guess would be he is from a clan called the 5th SFG and not the real special forces group....it's not typical that real deal guys go around advertising what unit their in.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Navy Captain on 27 Jul 2003, 00:15:36
err, yeah thats just my old OFP clan now i'm in =TOB= ;D I wouldn't mind HMMWV's too, but the opportunities that are with flashpoint are great... Thinking about some mission possibilities with it.... You could have convoy missions with the tanks on trailers being transported to bases a bit far away for the  tank to go to. Also you normally wouldn't drive a tank on a road unless in a time of conflict, the reason being for that is.... The tank is so heavy that it rips up the pavement on the roads. And it's costly to repair, so instead they mount them on trailers to be moved across long distances. I guess i might have a fetish with logistic's in OFP.... I'd like to see some done, make the game a little more realistic. And it's an origional idea..... No one's really tried to implement logistic units in OFP  8)

Just my 1000000000000000000000 cents  ;D  
Title: Re:Ballistic Addon Studios Update Thread
Post by: Navy Captain on 27 Jul 2003, 00:20:58
PS: it would be a great thing to use in MP...... Just imagine... You're in a supply and equipment convoy heading to a frontline base to resupply and re-equip the troops there with some nice M1A2 tanks.... Sure this new found idea would require lots of scripting.... But it would go great with with the desert pack.... It would be a great extra to go with the new tanks in progress  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 27 Jul 2003, 00:42:07
Yeah, I already thought that 16 is bit young for a specop  ;D
still, if the group calls themselves 5thSFG, it's strange to ask for a logistical truck.
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 27 Jul 2003, 15:35:30
@ bas team:

you are going to make crashed versions of each chopper- addon, right?
so... could you please place them into the "empty/ bas - misc" editor class, instead of "empty/ objcets"?
with all those editor upgrades filling up the objects, support andsoon classes, its pretty hard to find the anything  :P

thatÂ'd be a nice service, guys  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 27 Jul 2003, 15:50:41
@ bas team:

you are going to make crashed versions of each chopper- addon, right?
so... could you please place them into the "empty/ bas - misc" editor class, instead of "empty/ objcets"?
with all those editor upgrades filling up the objects, support andsoon classes, its pretty hard to find the anything  :P

thatÂ'd be a nice service, guys  ;)
That would be nice and easy to find I agree totally with pang here ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 27 Jul 2003, 16:10:29
I agree, when you have editor upgrades installed you have like 200 items under empty/objects. It took me a long time before I found the MH-47E wreck (i overlooked it all the time).
Title: Re:Ballistic Addon Studios Update Thread
Post by: bigdog632 on 27 Jul 2003, 18:29:19
i read somewhere online that the MH47E has provisions for stinger missiles
are these going to be added by chance?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 27 Jul 2003, 18:46:13
going along with the crashed chopper... why not just place it in the normal empty section for the normal choppers - but obv not under west.... and again, for the reasons of being able to find the damn thing  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 27 Jul 2003, 19:46:12
Quote
why not just place it in the normal empty section for the normal choppers
that's even better, under empty/bas special choppers/fucked-up version (or something like this)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 27 Jul 2003, 19:48:48
lol  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 27 Jul 2003, 20:07:15
Another nice addon for BAS to do would be a HMMWV with the Avenger missile system ;D. Maybe they could add it to the desert pack...

FAS Link: http://fas.org/man/dod-101/sys/land/avenger.htm
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 27 Jul 2003, 20:09:39
Another nice addon for BAS to do would be a HMMWV with the Avenger missile system ;D. Maybe they could add it to the desert pack...

FAS Link: http://fas.org/man/dod-101/sys/land/avenger.htm

....

Read up about 20 posts, near the photos.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 27 Jul 2003, 20:23:28
but this one could be made, evis; as a static version.
with a few desert camo nets covering the vehicle and streched as a tent around it. Just the way it looks when deployed in field. It could be a nice addon.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 27 Jul 2003, 22:13:20
but this one could be made, evis; as a static version.
with a few desert camo nets covering the vehicle and streched as a tent around it. Just the way it looks when deployed in field. It could be a nice addon.

Well, with us having a Patriot whats the point? It can also act as a static AA, not much point having two.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 27 Jul 2003, 23:21:42
since partiot and avangers work together in the field. Becides an expeditionary force won't have partiots with them. In the first days they'll have to rely on the avangers to back them up.

this is just to explain why it could be useful. You don't really have to make it, though.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 28 Jul 2003, 01:46:39
AA Missiles are becoming increasinly annoying in OFP...all the planes and choppers now have basically full proof defenses on them....automated flares that work 100% of the time on most models....making the missiles nothing mroe than eye candy...

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 28 Jul 2003, 02:39:48
but this one could be made, evis; as a static version.
with a few desert camo nets covering the vehicle and streched as a tent around it. Just the way it looks when deployed in field. It could be a nice addon.

i like the idea  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 28 Jul 2003, 11:39:19
AA Missiles are becoming increasinly annoying in OFP...all the planes and choppers now have basically full proof defenses on them....automated flares that work 100% of the time on most models....making the missiles nothing mroe than eye candy...

Vyper


Just to point out that all BAS choppers that have Countermeasures CAN be shot down by an AA missile. As in reality it depends on the angle and distance of the attack.

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 28 Jul 2003, 11:41:59
And number of simultaneous attacks, right?
Like, if someone fires a single RPG/Strela at you, you stand a better chance of getting out unscathed than if they were to fire ten of them buggers at once :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 28 Jul 2003, 11:43:03
lol - kotty you insane muppet  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 28 Jul 2003, 11:50:39
Heheh, that reminds me of when we were beta testing the MH47E.

Our Chick (KAT) complained that the MH47 always got shot down by AA missiles.

I couldnt understand this, and so probed further. She revealed she had about 30 guys firing AA at it  ;D


As with most of OFP, BAS addons are designed to be used realistically. Especially so with the new blackhawks, realistic player actions and mission scenarios will lead to a much better gameplay experience.

Personally I play MP with a mature (30+) bunch of guys who I have known a while, and some of whom have or are serving in various armed forces.
It makes a big difference.

Of course if you fancy coming along and playing with us, my server is available 24/7

tj-ofp.kicks-ass.org
port 17478

Required addons: An FTP addy is provided when you join, but BAS addons are standard, and sebnam are useful.

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 28 Jul 2003, 12:07:27
This reminds me of the last time we played MP TJ I'm sorry you weren't there ;D
Tigerhark, Nagual;Eviscerator,Kat and Deadmeat, where riding an MH60 all packed with the best and latest machinery, I was a simple East Soldier with an AK47 and I shot them down twice, killing Tigershark for two times first hehe  ;D omg i laughed like s***  ;D
It was a previlege to kill such a distinguish team, each kill ment two for me, I took the addon and the addon maker hehe  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 28 Jul 2003, 12:24:54
hehehe.... its a good server... especially when TS gets killed early and sits there babling over the radio while you complete the mission  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: MadAussie on 28 Jul 2003, 17:06:01
Gday Guys..
I am waiting with anticipation for your Desert Pack.. ;)
We (hooah productions..  http://hooahpros.tacticalblunder.com/ ) are doing a campaign using your addons, for my Iraqi Map.. which has changed dramtically of late.. due to HD crash etc.. It is now a mini-scale map of SE Iraq.. Including Umm Qasr.. Al Faw and El Basrah.. (finished plugging)
I thought a post here would be better than clogging your emails guys.. (sorry for asking) but wondering on work on desert pack.. hows it going?? Due for release sooner or later..?? Also I am considering sending you guys a Beta of my map before next Public release (last one was embarrasingly small and unfinished).. would make for good screenies of Desert pack etc..
MadAussie  out....

KEEP UP THE GOOD WORK GUYS.......
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 29 Jul 2003, 03:24:01
*sits down...pulls out pencil*

Mmmm....people to add to my shitlist.

*writes Skaven and all Portugese in one column....3 stars*
*writes Messy...5 stars*

Well...my work is done for the day....time to go play with my guns.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 29 Jul 2003, 03:53:03
riiiight...

/me ups the doseage on Tiger's sane pills *

@MadAussie, thanks very much for the offer, I'll be sure to get in email contact with you so we can discuss it further...

Regarding a timescale on the Des Pack, I'm aiming for sooner, but it'll probably be soonish, that turns out to be later...  ::)

BUT the quality will be top notch, and it WILL materialise this side of christmas (vague, but its all i can really say atm...)
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 29 Jul 2003, 04:57:11
well, my b-day is wednesday..I'm hoping I get a ranger squad inserted by beta MH-60L's ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 29 Jul 2003, 07:15:57
HornetDriver...Happy Birthday...but I wouldn't hold my breath for Wednesday.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 29 Jul 2003, 18:31:35
no, don't do that. You will probably suffocate ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 29 Jul 2003, 18:37:49
no, don't do that. You will probably suffocate ;D
Nah... You would just pass out and then start breathing again. My luck I would fall on a pillow or something and end up suffocating.

We Want The MH-60 Blackhawk … We Want The MH-60 Blackhawk
*IW desperately trying to get a wave started
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 29 Jul 2003, 18:53:13
*sits down...pulls out pencil*

Mmmm....people to add to my sh*tlist.

*writes Skaven and all Portugese in one column....3 stars*
*writes Messy...5 stars*

Well...my work is done for the day....time to go play with my guns.


ROFL  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 29 Jul 2003, 22:39:51
thanks tigershark...well, if they aren't out then..I'll consider it a late b-day present  :) looking forward to the beta's whenever they are out
Title: Re:Ballistic Addon Studios Update Thread
Post by: armybikos on 29 Jul 2003, 23:22:18
hey, I was just wondering if you guys decided to nix vehicle names on the bore evacuators of the M1A1, I saw you guys left an untexured place for them. Also are you guys going to change the unit identifiers on the side of the vehicles to represent different companies....ex ^ is Alpha > is Bravo < Charlie?......sorry I get spun up about the little stuff but I know you guys do too.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 29 Jul 2003, 23:57:31
hey, I was just wondering if you guys decided to nix vehicle names on the bore evacuators of the M1A1, I saw you guys left an untexured place for them. Also are you guys going to change the unit identifiers on the side of the vehicles to represent different companies....ex ^ is Alpha > is Bravo < Charlie?......

Yes, yes and yes  ;D 8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 30 Jul 2003, 02:05:37
Yes, yes and yes  ;D 8)

as the nurse said to the vicar  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 30 Jul 2003, 02:45:31
Hi

Does ne one often wonder where the silenced sniper rifle for the delta's is?
I know i do and i was just curious if ne one else felt the same way.

And because BAS r the masters of pioneering scripts ;D i had an idea about how they could work a silencer in

When you attach a mortar to an M16 you see an animation(or it looks like it in ofp style) you know you canrt see him doing it but he is!!! ;)
Could this work with a silencer, but just you dont fire the silencer off at people ;D

Im just wondering if it could be done and the game realized that youd fixed a silencer to the gun and change the sound accordingly.

it would be good to customize your gear and b given the choice to carry a silencer or not.

its probably absurd but its worth thinkin about

thanx

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 30 Jul 2003, 03:29:45
I think the problem with that Mr. Pink (why can't I be Mr.Black) is that although you would hear the muffled sound, but the AI would not consider the weapon silenced.

As far as I know...there isn't a way to change the characteristics of a weapon in this way dynamically.

I could be wrong....I mean lets face it...I have been in the past....I once said publicly Messiah was a good bloke....how far from right was that! ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 30 Jul 2003, 03:56:36
I think the problem with that Mr. Pink (why can't I be Mr.Black) is that although you would hear the muffled sound, but the AI would not consider the weapon silenced.

As far as I know...there isn't a way to change the characteristics of a weapon in this way dynamically.

I could be wrong....I mean lets face it...I have been in the past....I once said publicly Messiah was a good bloke....how far from right was that! ;D

And you are wrong...you can make the weapon silenced to AI, sorry boss!

I believe the reason we didnt add a silenced sniper rifle in is because it would either be too loud, or too weak, as to fully silence a rifle you need to use subsonic rounds, otherwise there is still the sound of the bullet breaking the sound barrier as it leaves the barrel, and if we used a suppressed sniper rifle with supersonic ammunition there wouldnt really be a difference with the way the ai views the normal bullets, its still pretty loud but the way it works is it is hard to work out where the bullet is coming from, which without making it completely silent is not possible to do in ofp, that was the reasoning behind no silenced sniper rifles in the De/Ra, however saying that, there are silenced sniper rifles on their way in some of our addons.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 30 Jul 2003, 06:11:49
Hi Again

Thanks Tigershark(mr black) and eviscerator, i was just curious as to if it was possible.
I will leave u alone now


Oh and just a bit off topic

I, Mr Pink, as off 12:32 today australian time am now happily engaged to my loving girlfriend of 2 years Amber Jones.
 
;D Breaks out the bubbly ;D

Thank you
Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 30 Jul 2003, 06:33:16
Congrats dude....I think  :)

Why did you propose on a Wednesday afternoon?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 30 Jul 2003, 06:38:42
I like to b spontanious ;D

and the fact that she almost found the ring and i my attempt to persuade her that what she was looking for wasnt in the draw was not very succsesful.

but id say the overall proposal went well.

 ;D]

this day couldnt get ne better.

First i get engaged to the girl off my dreams.
Second i get to go to a fancy place for dinner.
And Third, well the Mh-60L isnt out yet so ill skip that 1
 ::)

Thanx


Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 30 Jul 2003, 07:32:11
So does that mean OFP community memebers are on the guest list ;)

Oh and another thing about silenced sniper rifles which is confussing me is the distances you fire with a rifle would you evan here the shot. Or are we talkin about tactical sniper rifles like lets say a m4 with a cateye scope becuase I would understand that in this case you would need a silencer.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 30 Jul 2003, 10:01:16
We can make a Silenced Sniper Rifle as long as it's an independent weapon, the only reason why we didn't was cause in Real Life and acording to our advisors, Delta and Rangers don't use it much, specially cause Sniper Rifles with a Silencer installed will be less acurate and will loose a lot of fire distance, the silencers from what I got do break the speed of the bullet at least that's the idea I got from the advisors but I may be wrong  :-\

However, the Seals will have at least 6 new Sniper Riffles and at least one of them is a Silenced one.  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 30 Jul 2003, 12:31:12
What a great idea coporal punishment

i could have the ofp wedding of the year
Tigershark could be best man
Messiah could be the brides maid
And LCD could make the cake

and we could have a lifesized picture of Joseph Starlin perform the ceremony
not 2 mention we could arrive via C-130 hercules and amphibious landing craft

 :o tim looks at length of guest list :o

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 30 Jul 2003, 12:40:27
Messiah could be the brides maid

ROFLMAO  ;D

*gets into drag*
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 30 Jul 2003, 12:41:45
I could be wrong....I mean lets face it...I have been in the past....I once said publicly Messiah was a good bloke....how far from right was that! ;D

 :'(
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 30 Jul 2003, 12:49:47

*Tim jumps to Messiahs defence but trips over the long train on his brides maid dress*

 :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 30 Jul 2003, 14:27:24
*Frost looks at messiah. Frost looks at the wedding-cake. Frost looks at messiah. Frost decides the eat the cake*

 ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 30 Jul 2003, 14:45:00
*ignores all homo-erotic plays and just waits for the frickin choppers!*
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 30 Jul 2003, 14:49:09
You're all nuts!  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ninemili on 31 Jul 2003, 02:23:26
Regarding Deltas and Rangers...
This:
(http://www.special-warfare.net/data_base/303_protective/helm_02/pasgt_17.jpg)
or this:
(http://www.special-warfare.net/data_base/303_protective/helm_02/mich_tc_2000_03.jpg)

or maybe someting "side-cut"?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 31 Jul 2003, 03:33:44
Erm, i dont understand what you're trying to say, however both the deltas and the ranger use the second helmet shown, called the MICH i believe.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 31 Jul 2003, 07:41:41
Forget the Stalin banner Tim...what you need is this. A Messiah poster.

(http://www.ballistic-studios.com/Tigershark/downwithtiger.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ninemili on 31 Jul 2003, 10:02:11
oh just read an article about GI helmets and i couldn't resist showing how smart i am now  ;D

They that Ghurkas are among best British troops, you should be proud Messiah  :)

Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 31 Jul 2003, 10:30:01
Forget the Stalin banner Tim...what you need is this. A Messiah poster.

(http://www.ballistic-studios.com/Tigershark/downwithtiger.jpg)
Lol TS just like the old times I hope you keep posting this funny pictures ;D
ontopic: Can the seals swim like CoC Divers ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 31 Jul 2003, 10:37:45
BoneColector, at this stage we are deciding how many more scripts to use, that one is still under discussion, but I think it will be there, we had it planed a long time ago, but COC made it first  ;D So now we are deciding if we are gonna do it or if we are gonna use theirs with authorisation  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 31 Jul 2003, 12:00:54
Skaven,

I would rather not use the CoC scripts, as Rom and I have something a little different planned.

However, ST8 does not have any diving kit on them at the minute if I am correct, so unless you wanna add that in, then they may be better as land based units.
Im sure they didnt do much diving in Afghanistan!!

We'll beat it out between us :D

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 31 Jul 2003, 12:02:54
OK TJ  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 31 Jul 2003, 12:14:25

We'll beat it out between us :D

TJ

*goes and grabs a baseball bat*

 ;)

@ TS - ROFLMAO - Now those were the days

and can't you guys stop discussing the addons under our noses... lol... its nearly as bad as the sneaky peaks TS gives us of the units in the Combat Photography thread over at the official forums

but all sounds good... if you are gonna do swimming.... make your own script.... i didnt care much for the CoC one as it was very awkward.... unless thats the best possible  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 31 Jul 2003, 12:15:21
They that Ghurkas are among best British troops, you should be proud Messiah  :)



dude.... the Ghurkas are 5 foot 4 killing machines - heheheh  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 01 Aug 2003, 00:20:32
dude.... the Ghurkas are 5 foot 4 killing machines - heheheh  ;D

I personally blieve that the Ghurkas the the best natural front line troops in the world. Its a mixture of them comming from a dicipline background (which converts well into the army), training with weapons (the khurki) at very young ages, moving at hilly high allittude terrain (which adds more hemoglobin in the blood, so you are a bit more fitter) and dealing with death at a very young age (i.e. they slaughter lamb at like 5 years old, so that converts to being a hard warrior)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 01 Aug 2003, 00:51:52
moving at hilly high allittude terrain (which adds more hemoglobin in the blood, so you are a bit more fitter)

It doesnt make you fitter per-say, it simply means that your body is used to working in a oxygen deprived environment, which means when you are in an "oxygen rich" environmet, e.g. "normal" altitude then you can go on much longer, and work much harder, as your body is now fueled by the oxygen...

To put it simply, its like Nos gas in a car ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 01 Aug 2003, 01:17:49
If I knew I was going up against the Gurkhas, I'd pack my running shoes the night before. I read a book (The Gurhkas by John Parker) on them, and some of the stories were totally amazing. I'm just glad that they're on our side  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 01 Aug 2003, 03:04:19
i  was just watching tears of the suns (just the last battle cuz its the best part and only part worth watching) and was wondering if the Seals might look somethin like that !??! ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 01 Aug 2003, 07:15:43
It doesnt make you fitter per-say, it simply means that your body is used to working in a oxygen deprived environment, which means when you are in an "oxygen rich" environmet, e.g. "normal" altitude then you can go on much longer, and work much harder, as your body is now fueled by the oxygen...

To put it simply, its like Nos gas in a car ;)


i should have read and replied a bit earlier, eh DM?  :D

good analogy though.

cheers mate
oe
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 01 Aug 2003, 07:38:42
I personally blieve that the Ghurkas the the best natural front line troops in the world. Its a mixture of them comming from a dicipline background (which converts well into the army), training with weapons (the khurki) at very young ages, moving at hilly high allittude terrain (which adds more hemoglobin in the blood, so you are a bit more fitter) and dealing with death at a very young age (i.e. they slaughter lamb at like 5 years old, so that converts to being a hard warrior)


Now we can all agree that the Ghurkas are badass troops and the brits are lucky to have them but how in Jasmin St Claire's butthole did we get to this topic!?!? I thought this was the BAS forum about BAS stuff..... ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: eau_ranger on 01 Aug 2003, 08:59:51
I thought this was the BAS forum about BAS stuff..... ???
....and what better way to get back on topic than to tell us all where in blazes is this MH-60 that is so "dangerously close to release.    

1 (Ranger):  "BAS, REPORT STATUS"   8)
 
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 01 Aug 2003, 10:03:26
We might as well entertain ourselves until the chopper finally comes out :)
And why don't we talk a bit more about specific parts of Jasmin St Claire's anatomy ;)

Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 01 Aug 2003, 10:38:58
Well cause unfortunately if we don't stay on topic I'm fu**** ;D I'll have to lock this thread and than Tigershark will kill me  ;D if I don't Sefe will  ;D

But we have one option, start asking questions as you feel like it, if we can't anwser we'll just make up something  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: FleX on 01 Aug 2003, 11:36:40
"We tested an incredible 15 beta versions of these helos until we were satisfied with settling on a final beta for release to the community." <-- what does this mean? Beta version 0.15 of 15 versions of the blackhawk (trying to get a topic  ;))

Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 01 Aug 2003, 11:38:56
Nope. This means 15 iterations of the MH-60 pbo file.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 01 Aug 2003, 12:04:37
but if i remember correctly you were tricked into telling us the file size at about 12mb i think.... so that would mean about 3 to 4 versions of the chopper - although that was a while back, so lots could have changed.
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 01 Aug 2003, 16:12:47
OMG my mom just woke me up to mow the lawn and now it's raining...summer vacation is great  >:( anywayz...how's JAM coming along? I read somewhere thas the main thing holdin up this train :'(
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 01 Aug 2003, 16:24:22
I think JAM is holding up the seals, delta/ranger 2, soar pilots and thus the new LB's

But the MH-60 pack i think is coming out with previous SOAR pilost and will be added the new ones when they come out....choppers are ok at moment part from the A/M-6 pack 2...

Sorry if that was a babble, i've had a bit to "drink"  :toocool:

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 01 Aug 2003, 16:34:46
ok I have a question for BAS,
will the different SOAR pilots be assigned to different helos E.g Desert SOAR MH-60, Woodland SOAR MH-6 Etc.
or will we have to do it through MoveinPilot or whatever?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 01 Aug 2003, 16:48:27
JAM is coming along very well, it is very nearly finished, we're onto our 5th beta so far and literally there is only one still to do, i wont give an estimated time of completion, but its not far away.

And the pilots have to be moveindriver/cargo'ed in, scripting them in was tried but it didnt work.
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 01 Aug 2003, 16:52:28
Alright thanks for that
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 01 Aug 2003, 18:28:28
Update on Blackhawks:

Sorry for the delay in releasing them, we're waiting on JAM to be finalised.  We had designed the blackhawk to be used with the new SOAR (also to be released with the Blackhawks) and they use JAM, also the demo missions were written with JAM units, so rather than forcing Nagual to rewrite all the missions and so forth, we decided to wait until JAM was complete. Don't dispair, we have spent the time polishing up the addon so hopefully there wil be fewer errors to cut into your enjoyment time.

Won't give exact times, but the release will be within a week.

Thanks for your patience.

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 01 Aug 2003, 18:48:34
within a week huh?   we're gonna hold ya to that  ;D is that for JAM or the 60's or both ?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 01 Aug 2003, 20:31:10
within a week huh?   we're gonna hold ya to that  ;D is that for JAM or the 60's or both ?

Both, the MH-60's need JAM, or more specifically the pilots do, so its JAM holding everything up, so you boys can lay the blame at my door as im the guy making JAM :)

However, i am very nearly finished.
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 01 Aug 2003, 20:52:43
EVIS!

Now who let you out of your cage to post that??

Go get back in, you have only spent 14 hours on it today. If you continue showing that kind of apathetic attitude you will surely get kicked off the team.

Geez, it's now wonder its all taking so long.........

 ;D

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 01 Aug 2003, 21:43:40
EVIS!

Now who let you out of your cage to post that??

Go get back in, you have only spent 14 hours on it today. If you continue showing that kind of apathetic attitude you will surely get kicked off the team.

Geez, it's now wonder its all taking so long.........

 ;D

TJ

I enticed a small child with my wily charm and good looks!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 01 Aug 2003, 21:58:31
Quote
I enticed a small child with my wily charm and good looks!
??? sorry evis, but it this supposed to be funny?  >:(

TJ; could you increase the number of sane-pills for evis (from 10 to let say somewhere around 50)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 01 Aug 2003, 22:41:02
bordering on the paedophilic there....

anyways - me thinky this thread has taken a severe diversion from the on-topic motorway... and chance of finding an on ramp?  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 02 Aug 2003, 00:22:15
The new pilots will overwrite the old one right ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 02 Aug 2003, 01:28:35
well, since we've only got a weeks worth of wait hopefully how about some fresh pics of the d-boys, rangers, littlbirds, SEALs and 60's.....preeeeetttttttyyyy pleeeeassssse with a M4 SOPMOD on top  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 02 Aug 2003, 01:37:54
The new pilots will overwrite the old one right ???

Yes
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 02 Aug 2003, 02:21:16
Since JAM is holding everything up, the actual choppers are done, correct?

BAS, I'd rather you take your time than release a not-fully-done chopper.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 02 Aug 2003, 04:00:41
Well a week huh

*Tim rolls over and goes back to hibernation*

Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 02 Aug 2003, 08:57:06
I have a question about the vehicles,

Are you going to change the sitting positions of the soldiers in cargo for the hummers and 5 ton trucks?

For example, how the guns of the cargo tend to stick out of the doors on the right side

Just wondering of that was being paid attention to
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 02 Aug 2003, 12:10:46
hi

ive always wanted to know why there cant be 2 gunners on a helicopter or vehicle in flashpoint

can ne one answer that?

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 02 Aug 2003, 12:42:54
I can; NO!

It's just one of those (many) ofp limits. Wait for OFP2 (BIS said they'll make this possible for OFP2)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 02 Aug 2003, 16:30:58
I almost can't wait for OFP2. Can you think of a HH-60 made by BAS for OFP2 with a .50 machinegun on the gunner positions and a M60E3 machinegun placed on each side of the chopper at the opened cargo door. Imagine these four guns to start spitting lead at the enemy while ParaJumpers rope in to rescue the crew of a downed chopper *drool, drool*

but first I'll just enjoy the BAS MH-60's for OFP1  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 02 Aug 2003, 16:55:03
Im going to spoil your fun and say that I cant think of an M60E3 being used cause its not in use to my knowledge with american SOF (sorry mate) but yea OFP2 will be awesome
cant wait for the MH-60's
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 02 Aug 2003, 17:31:36
He probably meant the M60E4 (Mk 43 Mod 0) which was in use until very recently with the Navy SEAL's, however they now use a scaled up version of the M249 (to use the 7.62 round) called the Mk 48 Mod 0 that they requested and had made, its also seeing use throughout the rest of the US Special Forces, one of our advisors has seen photos of it in use out in the field.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 02 Aug 2003, 17:42:32
I mean the M60E3 that's mounted on the choppers. Still some choppers are equiped with the M60E3 (the chopper version without buttstock).

that m249 looks like a little killing machine;
http://world.guns.ru/machine/mg38-r.htm (http://world.guns.ru/machine/mg38-r.htm)
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 02 Aug 2003, 18:05:30
yea I was reading up on that awhile back. I was gonna ask If you would be making it for your SEALs, it must have sliped my mind

M60D I believe is the correct one
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 02 Aug 2003, 18:12:13
Looks like NSW HH-60H's have already switched to the M240:

(http://www.ballistic-studios.com/users/eviscerator/screenshots/c_nsw01.jpg)

And indeed the M60D is the correct name for the aircraft mounted M60, easy enough to tell apart as it has the same arse as the M2 with the two vertical hand grips, the M240 also has a version like this unsurprisingly called the M240D, as seen in the picture above.

The M60E3 is a lightened version of the original infantry M60 (seen in ofp), it was made to fix some of the major faults, however it didnt do its job very well, hence the switch over to the M240.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 02 Aug 2003, 18:59:39
that looks like a cool job  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 02 Aug 2003, 20:44:27
Quote
And indeed the M60D is the correct name for the aircraft mounted M60, easy enough to tell apart as it has the same arse as the M2 with the two vertical hand grips, the M240 also has a version like this unsurprisingly called the M240D, as seen in the picture above.

The M60E3 is a lightened version of the original infantry M60 (seen in ofp), it was made to fix some of the major faults, however it didnt do its job very well, hence the switch over to the M240.
Ah yes, thank you. Although I believe the latest m60d's were based on the M60e3. It's good to see the m240(d) is in use now. I believe even the Seals use or used the M240. Am I right? It may be out of service already with the introduction of the M249 Mk48 Mod 0.

btw; what's the chopper in the picture?? Is it a HH-60?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 02 Aug 2003, 22:53:22
Just a general US Special Forces question...

Why do they call them parajumpers? I thought they were helicopter-based rescue teams, but I'm not well up on US units.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 02 Aug 2003, 23:10:28
btw; what's the chopper in the picture?? Is it a HH-60?

Yep, HH-60H.
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 03 Aug 2003, 02:39:51
Will we be seeing an HH-60H from BAS?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 03 Aug 2003, 05:38:39
Who knows...
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 03 Aug 2003, 07:15:51
Whats up with the BAS site anyways? For one thing some of the links for downloads dont work, for example the Demo missions. Plus when I tried to d/l the Kiowa pack the file was corrupt. So I had to find them somewhere else. And there are problems w/ them. Like for one thing the Stinger Missles dont appear on the choppers. Also on the Hellfire/FFAR and Stinger/FFAR Kiowas when you fire the FFARs, the first rocket comes out of the right side, witch is where the rocket pod is, but the rest come out where the missles are, on the left side. I tired to tell you on the bug report page but I didnt get a response, so im not sure if ya know that.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 03 Aug 2003, 11:50:19
Quote
Just a general US Special Forces question...

Why do they call them parajumpers? I thought they were helicopter-based rescue teams, but I'm not well up on US units.
The first mission that lead to the formatian of the PJ's was in 1943;
On the border of Birma and China 21 guys had to jump out of damaged C-46. The area was so remote, that they could only be saved by a team that would go in by parachute. A few medics went in for the rescue.
In 1947 the US Air Force was given permission to train six pararescue groups. So as you can see the name goes back a few years to a time there were no choppers. That's why the name is PJ.
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 03 Aug 2003, 12:27:10
Is BAS still gonna make some PJ's?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 03 Aug 2003, 13:11:25
Who knows...
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 03 Aug 2003, 13:53:16
I was hoping someone on the BAS team would  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 03 Aug 2003, 16:35:09
Whats the deal with the new cargo positions on the littlebirds? And did anyone even read my previous post?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 03 Aug 2003, 17:38:58
Cheers Frostbite, I can add that story to my trivia collection now  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 03 Aug 2003, 22:17:14
Quote
Whats the deal with the new cargo positions on the littlebirds?
As could be seen on the pictures that BAS released, these new cargo positions are a more realistic (and much better looking) animation for the guys on the running boards.

Quote
And did anyone even read my previous post?
No
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 03 Aug 2003, 22:49:13
#1. Anyone know when those will be realesed? It said on their site as soon as the ranger/delta pack was finished.

#2. Come on. Just becouse its long in length doesn't mean its not important  ::) Anyways does anyone know anything about the Kiowas?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 03 Aug 2003, 23:31:59
the MH-6 pack is waiting for JAM (just as about every addon from BAS). The pilots (SOAR) will be released with the MH-60 pack next week and JAM should be released even before that, so might be looking at the new littlebirds in a few weeks (max).
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 03 Aug 2003, 23:40:23
the MH-6 pack is waiting for JAM (just as about every addon from BAS). The pilots (SOAR) will be released with the MH-60 pack next week and JAM should be released even before that, so might be looking at the new littlebirds in a few weeks (max).

Not quite true, the MH-6's were just waiting on JAM but they have a few more things to add, scripts etc.
Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 03 Aug 2003, 23:48:42
Are the sitting positions of the hummers and 5ton trucks being changed, or are they staying the same?
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 04 Aug 2003, 04:56:05
And the Kiowas? Anyone else have the same problems?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 04 Aug 2003, 05:26:27
Like for one thing the Stinger Missles dont appear on the choppers.

Take a closer look in game, on each side there are these thin little tubes, right?  Well, in those tubes are the missiles, they are very thin, not fat like the Hellfires, so it would be pointless to have a missile proxy for something that is hardly even visible due to the tube.

Photo of the real life Kiowa:
http://www.ballistic-studios.com/images/Aircraft/oh-58/fim92.jpg

At the diagram at the bottom, you can see that the missile is very thin:
http://www.fas.org/man/dod-101/sys/land/stinger.htm
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 04 Aug 2003, 07:43:50
Oh sorry... I didn't realize that there was no proxy for the stingers. But there is still that problem with the rockets... Anyone know anything about this?
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 04 Aug 2003, 12:50:40
Little update on the littlebirds.

They're all but done, I just have to add various FX scripts and dust etc, which I have actually had done for some time.

However, it has been mentioned that the MH6 can be used for Fast roping, and so discussions are taking place about that. My personal preference is to leave the fast roping with the choppers that can carry a whole squad, (Mh47 and MH60) but nothing is decided on yet.

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 04 Aug 2003, 13:11:35
(...)
However, it has been mentioned that the MH6 can be used for Fast roping, and so discussions are taking place about that. My personal preference is to leave the fast roping with the choppers that can carry a whole squad, (Mh47 and MH60) but nothing is decided on yet.

TJ

im with you on this one...
otherwise noone is going to land with the choppers anymore  ;)
and since the mh6 is perfect for fast flare- landing insertions, i dont think its necessary to give them the fastrope  ability, aswell

btw, TJ are you going to release an updated version your CSAR mp mission along with the release of the mh60s?
we play this mission a lot on our server
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 04 Aug 2003, 14:02:16
Little update on the littlebirds.

They're all but done, I just have to add various FX scripts and dust etc, which I have actually had done for some time.

However, it has been mentioned that the MH6 can be used for Fast roping, and so discussions are taking place about that. My personal preference is to leave the fast roping with the choppers that can carry a whole squad, (Mh47 and MH60) but nothing is decided on yet.

TJ

i personally would like to see the MH6 without fast roping... just seems weird... but the ability to carry a kawasaki on its rail would be nice... since if i remember the speicifications of the MH6 correctly, this is done...
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 04 Aug 2003, 14:11:08
hmm the little bird dosnt seem to me like the one to be fast roping with,
and I like what Messiah said with the Kawasaki's on the side that would be cool....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 04 Aug 2003, 14:12:59
I kinda half agree with Pang there...The LB is perfect for quick insertions but as we know it takes about 20 minutes for 4 people to get out a vehicle....is there any chance a script could be included with most of your choppers that boots them out a lot faster?

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 04 Aug 2003, 14:22:23
Personally I'd love to be able to fastrope off a MH6, for all the occasions when a MH47/60 would be too big and too unwieldy. For example, I made an MP mission for my squad where we fastroped a four-man team onto the roof of a building before storming it, but since the only helicopter we had that was (reliably) fast-rope equipped was the Chinook, and by the time we'd got the thing steady and in position over the roof, we'd been on-site for about a minute, which is a long time when the AI's getting riled up.
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 04 Aug 2003, 14:29:33
nice idea, vyper

how about this (can even be done by the mission designer):
give the leader of the cargo or (better) the pilot an action like "Initialize Flare Insertion" or something like that.
this action activates a script, which checks height and speed of the mh6.

now lets say the mh6 is approaching the LZ with 25kmh, descending to ground level.
as soon as height <2, each guy on the planks gets kicked out in an radom timeframe (something from 0.3 - 1 seconds).

conditions in the script could check if the insertion was already done, otherwise the action would abort if the mh6 has a certain speed and/ or height.

iÂ'd like to give it a try, but iÂ'm only basic skilled in scripting  :P
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 04 Aug 2003, 15:12:07
to boot them out quicker just use an eject script - exactly the same as all thos parachuting script - but if the player is low enuff, no parachute will open and u can make tyhem jump out as quickly as u tell the script to :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 04 Aug 2003, 16:04:58
exactly. On missions I created I simply created a trigger that would force all four guys to jump of the runnign boards (by ejecting) at the same time (this is also the same way it is done in real-life. If they don't step of at the same time the chopper can actually crash!). A few other triggers and waypoint made the MH6 to fly low (2ft) and come to a complete stop for about a second. On that second the guys jump of and the chopper leaves. It works fine. Otherwise I suggest you use one of those "exit" scripts that are out there (those make troopers exti one after the other with a second between them.

btw; When is going to be released! (and there goes another kitten ;D )
Title: Re:Ballistic Addon Studios Update Thread
Post by: ninemili on 04 Aug 2003, 17:59:31

btw; When is going to be released! (and there goes another kitten ;D )

 >:(  You have no  conscience

Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 04 Aug 2003, 18:45:48
messiah& frostbite:

very true, but most parascripts arenÂ't suited for dynamic situation (as you have in mp games for example): you have to type in the carrier and the group thatÂ's going to eject.

so my thought was having a script thats loops 4 times the ejection process, indepentend from the group- and/ or unitnames that are in cargo of the mh6.

and triggers mostly work bad for mp game. for example they activate not in time due to lag and so on, so its always better to have it in a script
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 04 Aug 2003, 20:26:27
Messiah can it really carry a kawasaki? Thats cool. But can it still carry troops when its carrying one?
Title: Re:Ballistic Addon Studios Update Thread
Post by: wacko on 04 Aug 2003, 22:29:40
actually the MH-6 does carry 2 bikes and 2 op's and can be deployed with in mins....and the MH-6 does do the rope infils someone ask'd this question on the BI forums and i post about it.....but the response i got back was a no go cause there seems to be NO pics on a rack system to put on the birds to have it look real  :-[ BUT if a pic was found then "MAYBE" it would be consider in a updated version. But not this time around....sorry but the topic was closed on the BI forums so i cant say word for word just going off what i rember

On another note with the choppers coming out will there be a new rope animation?? or will it be the same animation that was used with the MH47??
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 04 Aug 2003, 23:51:41
actually the MH-6 does carry 2 bikes and 2 op's and can be deployed with in mins....and the MH-6 does do the rope infils someone ask'd this question on the BI forums and i post about it.....but the response i got back was a no go cause there seems to be NO pics on a rack system to put on the birds to have it look real  :-[ BUT if a pic was found then "MAYBE" it would be consider in a updated version. But not this time around....sorry but the topic was closed on the BI forums so i cant say word for word just going off what i rember

That someone was me...
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=cbdea82813ccf1e1deb2f6af64f8c1d2;act=ST;f=54;t=28091;st=585
Title: Re:Ballistic Addon Studios Update Thread
Post by: wacko on 05 Aug 2003, 00:24:07
lol yep sure was....small world

http://www.specialoperations.com/Aviation/Little_Birds/MH6.htm

go there and the pic at the bottom on the inside of the chopper maybe thats a rack they can use???...I see it in the lil birds pack already........but i would imagine that both bikes would  sit half inside the chopper and other half on the bench held on with a strap...and the two ops sitting up towards the front.....
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 05 Aug 2003, 01:06:13
Here are some good link http://w1.270.telia.com/~u27010324/helis/
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 05 Aug 2003, 02:02:41
Thanks for the feedback anyways.

There is already on the MH47 a fast way to boot out the entire crew, just click "rapid insertion" or whatever it is.

For the 60 I have refined that a little bit, but unfortuneately theres no way to get the AI to land faster or even stop and hover faster.

The MH60 is extremely manouvreable though, and a good human pilot will be able to deploy a full crew of 12 guys, from starting speed of 200+kph, I would say, less than a minute, it all depends on the skill of the human pilot really.
Besides, theres other things you'll like........

A lot of the things we'd like to do are hampered by the AI or the game engine, but once again the mh60 has moved the boundaries of OFP.

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 05 Aug 2003, 02:12:22
Here is a site that says the MH-6J is to be able to carry 2 motorcycles but no pic :(
I am sure I saw a real life pic they carry on each side a motorcycle anyway here it the link http://www.allwoodwings.com/2-Helicopters/MH-6J,LittleBird,USArmy.htm
If I find a pic I post it here ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 05 Aug 2003, 02:19:08
go there and the pic at the bottom on the inside of the chopper maybe thats a rack they can use???...I see it in the lil birds pack already........but i would imagine that both bikes would  sit half inside the chopper and other half on the bench held on with a strap...and the two ops sitting up towards the front.....

My guess would be that both bikes are held completely externally, but the racks hold them up against the sides of the chopper, but I really don't know, that's why pictures are needed.

Come to thing of it, how big are the bikes?  Could they both fit in the back?
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 05 Aug 2003, 02:33:40
I am 100% that I saw a picture of the bikes that where on both sides 1 bike on 1 side it can be quikly taken off.
The rack is a small thing on the side 2 on each side you place the bikes wheel on the rack and there you go it would be nice to see it ;)
And 1 question to BAS would there be a flare system on the Littlebirds too cause some of the littlebirds have flare systems and missile warning.
I wonder if you have plans to make it in another update or maybe cause it is all scripts to make it work so a little delay 1 week and you got that options in it you already have the scripts in the MH-47E ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 05 Aug 2003, 09:41:52
I am 100% that I saw a picture of the bikes that where on both sides 1 bike on 1 side it can be quikly taken off.
The rack is a small thing on the side 2 on each side you place the bikes wheel on the rack and there you go it would be nice to see it ;)
And 1 question to BAS would there be a flare system on the Littlebirds too cause some of the littlebirds have flare systems and missile warning.
I wonder if you have plans to make it in another update or maybe cause it is all scripts to make it work so a little delay 1 week and you got that options in it you already have the scripts in the MH-47E ;)

VERY sceptical about the flares.....and the bike rack wont be added until someone can show us a pic.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 05 Aug 2003, 11:05:19
well i've emailed McDonald Douglas' and Boeing's historians to see if they can provide any reference material on the bike racks... if all goes well... you may have some pics  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 05 Aug 2003, 11:35:42
littlebirds have no Chaff/Flare system that I know of. Can you give us some proof?

Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 05 Aug 2003, 12:01:45
As TS said, we need PICTURES of the bikes.

To me personally, and a few of the guys, the bikes sound like a great idea. However the implementation is not easy and takes a lot of work, so we have to be 100% on all the facts and figures, and need a pic to base it on, or a drawing, diagram etc.

I'm not certain about the chaff/flares though, shooting down a LB with a rocket would be like swatting flies with a knitting needle....

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 05 Aug 2003, 12:07:47
well i've emailed McDonald Douglas' and Boeing's historians to see if they can provide any reference material on the bike racks... if all goes well... you may have some pics  :D

like i said - if there are some out there, then i'll find them  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 05 Aug 2003, 18:44:02
here's a question... is it possible for either:

1. to add the sniper rifle scope view into the game so we can access the scope view for cutscenes like we do with binocular view...

2. or make the .paa's of the sniper views and other sights available in the zip so we can use them for cutscenes... as its something i think would be a appreciated.  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Architeuthis on 05 Aug 2003, 20:35:35
Hey BAS, I have a simple question really, regarding your Delta?Rangers. Will you retexture the Boots on the woodland versions, because the current BIS textures don't really fit in with the rest of the textures. And perhaps another small thing, will you tint the windows on your MH-60 a bit? Well probaby not since it is almost due for release, but please think about it. Looking forward to al of your upcomming addons!


Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 05 Aug 2003, 21:15:11
Although LBs are equipped with radar warning recievers, I do not believe I have ever noticed any flare/countermeasures present on the helo working with it. From my understanding however, there is the possibility of countermeasures through the progression of the MELB updates to the helos, yet I havent looked into it enough to be able to confirm that.


any questions/comments
ofpeditor
ofpeditor@ballistic-studios.com
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 05 Aug 2003, 22:13:10
sup BAS, how's JAM coming along?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 05 Aug 2003, 23:00:47
In the Beta phase 4 of the USMC units by Suchey and Earl we use a JAM beta. It sounds good, but it had some minor issues (as far as I know all are being solved or are solved already). It's a really fine piece of work.

Today we just recieved the final beta of JAM (DLing now). We only have a day or two to provide feedback on this. So it's really in it's final stages.
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 05 Aug 2003, 23:48:07
good to hear frostbite...keep us updated
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Aug 2003, 23:57:58
Great, sounds awesome.  So JAM will have the USMC stuff in it as well when released.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 06 Aug 2003, 00:08:02
Some issues already reported right now, but overall it's sounds mucho better than the previous version. The sounds are just fantastic.

Major issue;
The AK47 and AK74 sound the same. In the previous beta they both had the sound from a AK74 (too light for the AK47) and now they both have the sound from the AK47 (too heavy for the AK74)! Makes you wonder why they didn't just change the AK47 and left the AK74 the same. My suggestion to you Evis..

Evis; *trow*    Frost; :tomato:

Evis; :gunman:    Frost; :beat:

Frost;  :help:

I'm afriad talking more about it would reveal information not yet cleared for public release. So this is it. Although I think it will be up for public release VERY soon  now.


Quote
it will have the USMC stuff in it
Well let me put it this way; the USMC pack will have the JAM stuff in it. (the M16A4 using the M16 .223 Ball Mag) But don't worry, the sounds are great.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 06 Aug 2003, 02:07:00
Shwing.  Well, should I stop using the Battlesounds V1.1 then?  Can't wait!!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 06 Aug 2003, 03:38:19
My god coming to this forum is like a breathe of fresh air after visiting the official forums.  :beat:

My thanks to the guys here "keeping it real" posting in the threads and the great job the moderators are doing. :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 06 Aug 2003, 04:35:12
lol tigershark you made a funny with that shot up smily face  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: thirtygs on 06 Aug 2003, 05:43:02
My god coming to this forum is like a breathe of fresh air after visiting the official forums.  :beat:


I agree with that the amount of shit you guys put up with on the official forum is unbelievable.

I posted the following on the official forum the other day but given all the flaming over there/Deadmeat not around i suppose it was missed?

Will the revetment modeled by AngusHeaf http://www.mphasemedia.com/extranet/flashpoint/m730_progress11.jpg (http://www.mphasemedia.com/extranet/flashpoint/m730_progress11.jpg) be accompanying the Chaparral/be included as a static object in the desert pack?

Thanks guys
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 06 Aug 2003, 07:55:52
@Thirty....I really don't know the answer to that one....we'll have to wait for DM to clarify that. Sorry man :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 06 Aug 2003, 12:19:12
hehe, sorry for the lack of presence lately peeps... computer problems and all that  ::)

Regarding the revetments... hopefully they will be included in the pack, just depends on how much i have to twist Angus' arm...

In the words of Arnie; I'll be back (with clarification on that matter)  :P  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 06 Aug 2003, 13:16:05
here's a question... is it possible for either:

1. to add the sniper rifle scope view into the game so we can access the scope view for cutscenes like we do with binocular view...

2. or make the .paa's of the sniper views and other sights available in the zip so we can use them for cutscenes... as its something i think would be a appreciated.  :D

 :'(
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 06 Aug 2003, 13:30:28
no need to cry  ;)

decompress the bas_weap.pbo, look for the m24scope.paa file and add it into your description file like this:

class RscPicture
{
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="tahomaB24";
size=0;
};

class RscTitles
{
titles[]={"m24"};

class TIM
{
idd=-1;
movingEnable=0;
duration=4;
name="m24scope";
controls[]={"Background"};
class Background : RscPicture
{
text="m24scope.paa";
x=0.680;             <-------adjust position
y=0.85;
w=0.320000;      <-------adjust size
h=0.160000;
};
};
};

Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 06 Aug 2003, 13:35:00
you wouldnt have that paa per chance? i just can never get to grips with unpbo  ::) plus im actually waiting on the new SEAL sniper rifle scops (all 6 of them i think TS said) to choose a scope view as im making a mission which will use the SEAL's  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 06 Aug 2003, 13:43:48
sry dude
i just had a look into the pbo, but i couldnÂ't find any m24scope- stlye .paa  :P

Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 06 Aug 2003, 23:55:21
Are the sitting positions for the vehicles in the desert pack going to be changed?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 07 Aug 2003, 00:15:33
If you mean things like the gunner positions - then they will all be custom (new) animations.

As for cargo, its not looking likely, as it is a lot of work to replace something that doesnt REALLY need fixing...
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 07 Aug 2003, 00:30:57
when in the world is the mh60 gonna be released? i saw the news at the BAS site and it said that the beta tests were done.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Chomps on 07 Aug 2003, 00:57:34
when in the world is the mh60 gonna be released? i saw the news at the BAS site and it said that the beta tests were done.

Someone correct me if I don't get this exactly right...

The Blackhawks are going to be released with new SOAR pilot units.  The new SOAR pilot units are armed with new M4's.  Finally, the new M4's require the JAM project to be completed and released.

So the MH60 pack will be released when or soon after JAM is.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 07 Aug 2003, 01:26:23
Soon.

(http://users.bigpond.net.au/SelectThis/basblackhawks1.jpg)

(http://users.bigpond.net.au/SelectThis/basblackhawks3.jpg)

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 07 Aug 2003, 03:57:15
let me be the first to say OH MY GAWD!!!!!!!! :o those look GREAT..I can't wait to fast rope outta those and fly some special ops insertions in em..great job BAS...I hope it ain't too much longer
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 07 Aug 2003, 04:48:33
you tryin to torture us with those pics or somethin? wish they were out now :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 07 Aug 2003, 05:00:15
STT what island is that ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 07 Aug 2003, 05:02:36
They are so close...you can *sniff...sniff* smell them. Aaaah...the sweet smell of av. gas, hot lead and the enemies fear.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 07 Aug 2003, 05:03:26
STT what island is that ???

Looks like ST's Desert Malden to me
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 07 Aug 2003, 05:08:05
Sssssh...don't tell ST. ;) But its pretty hard to see any true detail in this pic.

Small pic of a MH-60 watching a DAP doing some handy work. He just unleased the M230 Chain gun on some unsuspecting troops and vehicles.....saving Naguals and Ofpeditors ass they hunkered down with enemy coming at him from all directions. It was very cool.

(http://www.ballistic-studios.com/users/tigershark/screenshots/MP/images2/FLASHPOINTRESISTANCE 2003-07-26 16-20-59-95.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: sgt.elias31 on 07 Aug 2003, 06:16:14
It looks great!

Just one question though and its about a feature so im not sure if anyone can answer it. Will the doors have an option to be closed or open in the action menu , or no?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 07 Aug 2003, 06:40:25
Side doors yes....pilot doors.....wait and see what we have planned there.
Title: Re:Ballistic Addon Studios Update Thread
Post by: sgt.elias31 on 07 Aug 2003, 06:52:25
ok thanks , i cant wait!
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 07 Aug 2003, 07:43:37
 :wow: hmmm looks very tasty indeed
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 07 Aug 2003, 08:07:02
I think I know what goin to happen with the pilot's side doors :P
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 07 Aug 2003, 08:11:00
What's that smarty pantalones?
Title: Re:Ballistic Addon Studios Update Thread
Post by: landrover on 07 Aug 2003, 19:48:28
Bet they're removeable...  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 07 Aug 2003, 20:30:47
Side doors yes....pilot doors.....wait and see what we have planned there.

TS has to say this, cause he hasnt seen what I've done with 'em yet  :P

They aren't removeable though.

Hhehehehe, I cant believe you guys are worried about the doors.......

Hope you've all got some good missions coming along for the Blackhawk anyway. One hint for mission makers is to limit the number of MH60's you use. They are very detailed as you see in the pictures, and overloading the mission may make it graphically laggy on a lower end machine.

I guess there will be another sterling example of Nagual's missions available, and I will also try to make a couple of mine available shortly after release, but we really NEED some good quality stuff for this bird, the effort that has gone into it makes it worthy of a LOT of playtime!!!!
(and if you have any good ones please send also to me, so I can host them on my MPserver, BAS addons only please)

 ;D

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 07 Aug 2003, 22:20:31
I couldn't really see it in the pic, but did you put enough detail in the HIRSS?
It seems to lack the two ribs on top of it. And it almost seems round, while it realy is a box-like attachment. (the plate sticking out the rear is for example not round, while it does look like it in the screenshots). And are the Flare/chaff dispencers on the tail the same ones as on the MH-47E (hope so)?

Also you carefully chose the camerapositions, so we can't see the guys in cargo; does the guys who have their legs swinging outside the chopper new anims? (like their weapon on on their legs like in the sitting animation)?

Too bad the doors can't be removed. On a lot of pictures the Nightstalkers did remove them. Would only be eyecandy, though.

I really look forward to ths bird.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 07 Aug 2003, 22:25:55
One other thing;
The bird you're making now is the MH-60K. Did you model the nose mounted radar correctly?? I mean on the MH-60L  it's like sticking out the nose, but on the MH-60K it attached to a box sticking out the nose.

Pictures from your site (not perfect, but will do);
MH-60L
(http://www.ballistic-studios.com/images/Aircraft/mh-60/mh60ll.jpg)
MH-60K
(http://www.ballistic-studios.com/images/Aircraft/mh-60/mh60k.jpg)

One last thing; this is all meant as constructive criticism, not to be insulting on the great work you did. Like Deadmeat said about me; I'm a stickler for realism  :P
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 08 Aug 2003, 00:23:39
HIRSS - yes
Radars - yes

As has been posted elsewhere, this bird is one of, if not THE most accurate representations of the H-60 helicopter in the game of OFP. It does therefore have quite a high poly count, but, as you will soon see, its god damn worth it!!!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 08 Aug 2003, 02:00:44
Wow, this thing looks awesome.  I would really like some more pictures of it in game if that is possible.

Please   ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 08 Aug 2003, 04:12:42
i've got a question about the SOAR pilots. will there be a version with no helmet? cause i hope there is.
Title: Re:Ballistic Addon Studios Update Thread
Post by: wacko on 08 Aug 2003, 05:17:36
well seems as u have a high poly count on the birds how many can u add into one mission before it becomes to laggy to play???

and I see that the "snowplow" is animated....Kewl!!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Delta_One_Zero on 08 Aug 2003, 10:12:09
I must say, that the MH60K's look pretty dang good, and i'm most definitely looking forward too playing with them, thanks too those BAS guys hard work.
But what i'm really posting for, is too see if you guys ever have any plans on releasing some MH60L's later in the year, or perhaps next year or something?
If you can't give a difinitive answer thats cool, it's just that a MH60L would be more appropriate for a BHD/Operation Restore Hope style mission/campaign.
Cheers.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 08 Aug 2003, 12:21:33
so what is the snowplow used for then? quick insertions?  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 08 Aug 2003, 13:24:40
I'm not gonna give any extra details about the models etc we have at this time, and what shape/features they include.


The whole addon is completed as far as these aspects go and so any suggestions for changes and improvements are best left now until you actually SEE what you HAVE got.

Of course, the MH60 series is highly modifiable, and there is no way we could allow for every possible configuration, so I hope you will be pleased with the compromises that we settled on.

We have used the best intel available, which includes first hand info from guys who actually fly IN the things, and based on that info we have tried to make as accurate a representation as possible.

What could be good, is if you make a private list of the features/models you would like to see, then when you get the bird, tick off those which it has. Then come back and discuss anything we have left out.

Believe me, there is lots we wanted to add but were unable to for various reasons, so we can discuss that with you AFTER the release.

I recieved some important news today, which may affect things, we are under discussion about it, but every effort is being made to get this bird into your hands ASAP.

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 08 Aug 2003, 13:33:05
Deadmeat;
Thanks for the answer, dude.

TJ;
We trust you, although I'm wondering what that important news is (but I don't think you'll tell me)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 08 Aug 2003, 21:48:33
I've just tried out another version of JAM and I'm glad to say that the AK47/AK74 sound issue has been solved (see one of my previous posts)
It's a really fine piece of work.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 09 Aug 2003, 02:09:42
grr my post last night didnt work...anyway

There's been a few delays, sorry people, going to be a couple more days before release.

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 09 Aug 2003, 02:19:14
*uses fingers and toes to count*

so.... ermmm... Sunday then  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 09 Aug 2003, 18:21:24
take your time STT m8 I dont care if it takes a few more days cause it is hot ouside 36 degrees ;D
I cant sit at home anyways always outside I just came to send a e-mail to friend and watched the forums so that I was at my pc anyways I am now covered under sweat :P
I go to swim now catch yo all laters guys ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 09 Aug 2003, 18:54:56
36 degrees Celcius? Man, that would be nice! In the little room where my PC stands, it's 40+ degrees celcius. I can swim in my own sweat! :P
In a few days it will get cooler, so I too don't mind the delay.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 09 Aug 2003, 19:37:34
its 110 degrees here  :-[
Title: Re:Ballistic Addon Studios Update Thread
Post by: Robbo on 10 Aug 2003, 07:27:29
Lucky europeans :), in Melbourne Australia its about 12 celcius, can't wait for summer
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 10 Aug 2003, 13:56:15
Bah, it rained really heavily last night while I was asleep, so I woke up freezing with my windows and door wide open, the ceiling fan on full blast with no sheets on the bed. Typical English weather  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 10 Aug 2003, 19:45:38
talkin about the weather in the BAS thread....umm this ain't good  :'(
Title: Re:Ballistic Addon Studios Update Thread
Post by: TJ on 11 Aug 2003, 01:31:26
talkin about the weather in the BAS thread....umm this ain't good  :'(

Anything to take up the time while you wait, fingers drumming eh?

Well you will be pleased to know that I have FINALLY finished the bug fixing as far as we can internally test. On the stroke of midnight I uploaded a version I am happy with to STT.

Hope y'all enjoy the fruits if our sweat, blood and tears........

 ;D

TJ
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 11 Aug 2003, 01:47:53
yeah.... but we gotta wait for the geezer to wake up  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 11 Aug 2003, 06:47:53
You might want to go check the addons depot.. in pending. (try looking in the more info section ;))

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 11 Aug 2003, 09:21:19
Excellent work BAS i'm downloading now just a quick question with JAM have we been given the full addon or only parts of JAM which are relevent to this addon,

but good work anyway
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 11 Aug 2003, 09:28:27
Full JAM...although it will be refined based on peoples feedback...you can consider it public beta.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 11 Aug 2003, 09:38:22
Can anyone think of any illnesses that show no symptoms whatsoever so I can get out of work and go home and play with these, if it's something that lasts a week that would be great  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 11 Aug 2003, 09:40:24
Limes disease......or tell them you have a Psycosematic disease
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 11 Aug 2003, 09:58:19
For those that actually read the readme for the mission .. the other missions by Nagual can be found here:

http://www.ballistic-studios.com/downloads/BAS_Blackhawks_mission2.rar (http://www.ballistic-studios.com/downloads/BAS_Blackhawks_mission2.rar)

With a bonus mission here:
http://www.ballistic-studios.com/nagual/missions/specops1_33.rar (http://www.ballistic-studios.com/nagual/missions/specops1_33.rar)
SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 11 Aug 2003, 10:35:06
Full JAM...although it will be refined based on peoples feedback...you can consider it public beta.
*Cough*

No you cant...its finished. It will be updated at a later date, but this is a final addon :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 11 Aug 2003, 10:57:30
*Cough*

No you cant...its finished. It will be updated at a later date, but this is a final addon :)

I meant.....never mind...listen to what Evisc tells ya...and eat your vegies for chrissake!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 11 Aug 2003, 11:18:07
The "final" version for JAM released for Digitalgrenade; Is it the same as the final version now up for public (or do I have to DL it again, just for the readme)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 11 Aug 2003, 11:36:01
The "final" version for JAM released for Digitalgrenade; Is it the same as the final version now up for public (or do I have to DL it again, just for the readme)

Needs to be redownloaded, it was changed slightly since the 'final' version.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Kaliyuga on 11 Aug 2003, 21:21:26
 BlackHawks are reviewed and have been moved from the pending list to the released list ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 11 Aug 2003, 21:40:56
Evis;
Question was really stupid; I only after posting noticed that the DL was one big file, so I had to DL it anyway (56K KILLER!). It's a fine job, BAS.  I LOVE the MH-60L. Nice texture on the internal fuel tank (I requested this at the beginning of the project; long time ago); Very nice job.

On the pilots; Nice to see that when you lower the visor, you actually get a tinted pilot view.

Last thing;
I LOVE, LOVE, LOVE the sound of the M230 chain gun on the DAP. I spent 15min just firing this thing in the air to listen to the sound!

(I can ofcourse fill another 3 pages with complimants to you and writing about how good this addon is, but you get the point).

Deadmeat;
I posted earlier;
Quote
It seems to lack the two ribs on top of it. And it almost seems round, while it realy is a box-like attachment. (the plate sticking out the rear is for example not round, while it does look like it in the screenshots).
Nice to see that the detail on the nose of the MH60K/L and the HIRSS are correct. The HIRSS looks just like the real thing.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 11 Aug 2003, 23:11:37
Sterling work BAS. Every new addon you release raises the bar by a country mile.

I can't wait to get a load of guys hanging onto the rope ladder while the chopper's flying over a forest though ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 12 Aug 2003, 00:15:41
oh my gawd!! I woke up this morning and what did I see....my most wanted ofp addon  ;D very happy camper indeed.  keep up the great work BAS the only thing is yall have spoiled normal helo insertions forever, now every mission builder is gonna have yalls awesome fastrope insertion for missions instead of landing  ;) my only suggestions for the final would be make the UH-60L olive drab and have "coventional" seats and there is minor clipping when you riding inside the cabin thas all I can see..again GREAT WORK!!! ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: bigdog632 on 12 Aug 2003, 08:02:12
heck i just like seeing where im going on the display in the cockpit so i dont crash switching to the map view
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 12 Aug 2003, 09:16:02
Well it took me the best part of 4hrs to download the pack and all the missions but it was definately worth the wait, great stuff!  :thumbsup:
Now get yourself down the pub cos you've earned it  :cheers:
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 12 Aug 2003, 11:06:58
mmmm these kick ass Im so glad you released them ;D ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Nazul on 12 Aug 2003, 11:47:06
excellent work BAS.
is it possable to make the tracer rounds in the JAM pack abit shorter? or less tracers?  it looks a little star warsish during large fire fights.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 12 Aug 2003, 13:15:09
I'm sure you've never seen a night fight before. Tracers were introduced by Earl for the Digitalgrenade Marines by Suchey. It was agreed that they looked right. And we have at least one (ex) military in the beta-team. I've seen a photo of a spooky (C-47 gunship in Nam) firing at night. With 3 miniguns spitting tracers at the enemy it sure looked like star wars. Remember that tracers are (were) the only "aiming device" at night.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 12 Aug 2003, 15:26:00
JAM and Linux issue identified:

Due to a coding error JAM will not work on a linux server.

The fix luckily is rather simple. All that needs to be changed is line 2 of the config.cpp

#define TEast 1

should be

#define TEast 0

Sorry for the inconvience and thanks to Hudson for finding the fix.

This only affects Linux servers.

Once 1.92 is out, we will be releasing AAE versions of the blackhawk, the SOAR and JAM and wil linclude any necessary updates in them then.

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 12 Aug 2003, 16:12:51
What is AAE???

On the ranger/delta and possiblely new seal team;

I know this has been discussed, but try to make the 3 colour desert a little bit more like the colour of the desert SOAR's. Here's a nice picture;
http://media.militaryphotos.net/photos/view_photo.php?set_albumName=Exercise_Edged_Mallet_Kenya&id=kenya11
This will also make the bdu fit fot your new tropical island (since the "desert" bdu is actually a tropical bdu)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ebud on 12 Aug 2003, 17:22:20
The new Rangers and Deltas have been done for a few months, and will be going into testing soon. The new textures have been redone from the beginning and look better than the previous versions.... much much better. You still may not like the color (i'll check the color vs the soar color tonight as I did both), but at this point it will not change. For any future addons (such other Seal Teams) i will be moving the colors of the uniforms more toward the colors on Naguals island. But like I said the new deltas and rangers have new cammo, and it amy be more to your liking... or not :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 12 Aug 2003, 18:40:01
what island? ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: VisciousDog on 12 Aug 2003, 20:02:32
BAS's BlackHawk is a kewl Add-on. Awesome job.

One question: "Why I am not able to get in the Navigators Seat"? (Only Pilot and Gunner)
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 12 Aug 2003, 20:37:12
I actually read all 48 pages in this thread and managed not to pull out any teeth with a plumbers wrench - especially after some of those questions.

Now that i've thrown a few people out of my office window to feel better, i'd like to ask some common sense questions (sorry to screw up this thread)...

The option to use the UH-60 DAP for CAS is a great option, abeit limited to setviwdistance levels - for some it's an issue, but for others who put the cash down for a GeForce 4ti or FX or other high end card it's not; it's nice to have an AI controlled vehicle that will do CAS without a long bunch of scripts and triggers.
My question that I posted before (on opflashpoint.org's forum) is will this be an executable script available for 'any' helo via initialiation?
Case in point - mission specific helo/vehicles for CAS function. Some ParaRescue-type is for exfil of wounded, soft/hard target neutralization. The DAP is great, with a script like that on some other models missions and such would be a lot less complex trigger wise.

Another thing i've never seen - hotkey assignment to action menu items. With the growing list of action menu items on some vehicles, especially BAS, and with the direction it's taking in it only getting to be a longer list - is there anyway to segrigate a common function (a handy one I like is EJECT right-f'n-away) and assign it to a hotkey - or is that another game code only item such as Night Vision?

Great work, truely something to be proud of. I'm especially impressed with your patience - you must be parents or something. Thank you for your commital to nothing less than the best you can do. Hopefully that will inspire others just as it does yourself.

PS - forgot to ask - did the woodland camo SOAR pilots that came with the OH/UH-6 littlebird packs get overwritten by the new BAS_SOAR.pbo? If so - any plans to have a woodland camo based SOAR pilot still on the roster?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 12 Aug 2003, 23:02:59
Quote
what island?
WHAT? Have been living under a rock? Nagual is making an island for BAS. REALLY NICE. Check out the picture of it on the official forum and the video on Naguals page;
http://www.ballistic-studios.com/nagual/ (http://www.ballistic-studios.com/nagual/)

Quote
Another thing i've never seen - hotkey assignment to action menu items. With the growing list of action menu items on some vehicles, especially BAS, and with the direction it's taking in it only getting to be a longer list - is there anyway to segrigate a common function (a handy one I like is EJECT right-f'n-away) and assign it to a hotkey - or is that another game code only item such as Night Vision?
I don't it's possible to assing hotkeys. And I think BAS did a great job trying to keep it down a bit. For example, as a pilot you can't open/close the sidedoors.

Quote
PS - forgot to ask - did the woodland camo SOAR pilots that came with the OH/UH-6 littlebird packs get overwritten by the new BAS_SOAR.pbo? If so - any plans to have a woodland camo based SOAR pilot still on the roster?
Yes, they get overwritten. As for camo pilot; you can use the woodland (camo) crewchief as a pilot. SOAR in RL however, wear green flightsuits (in woodland missions that is).
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 12 Aug 2003, 23:08:34
Quote
You still may not like the color (i'll check the color vs the soar color tonight as I did both), but at this point it will not change. For any future addons (such other Seal Teams) i will be moving the colors of the uniforms more toward the colors on Naguals island. But like I said the new deltas and rangers have new cammo, and it amy be more to your liking... or not
Yeah, I already thought the D/R wouldn't change anymore. I hope the current "new" camo is a bit less white, though. It should really be a bit (just a very little bit) more (desert-)yellow. You made the BDU's a bit faded look. I think this is not the right way. You can better make em look more used (dirt ect) than faded.

Please post what your conclusion is after comparing them to the SOAR. I like to hear that.
Title: Re:Ballistic Addon Studios Update Thread
Post by: teeps on 12 Aug 2003, 23:31:29
Not really related to the discussion, but I'd just like to extend my thanks and appreciation for another top notch add-on.

Good work fellas :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 12 Aug 2003, 23:55:44
Holy dogpoo batman!
I've never had this for another chopper, so I don't know if it's a BAS-added effect, but some little bastard shot a hole in me fueltank.
And I was way out over open water!
Jeesh, I managed to get over land before I ejected, but that was ferking nervewrecking.

Good work on these things y'all.
Title: Re:Ballistic Addon Studios Update Thread
Post by: ebud on 13 Aug 2003, 00:30:32
PS - forgot to ask - did the woodland camo SOAR pilots that came with the OH/UH-6 littlebird packs get overwritten by the new BAS_SOAR.pbo? If so - any plans to have a woodland camo based SOAR pilot still on the roster?

Yes they overwrite them, and I do not think the old ones will be compatible with the new 60s.

No, only the wodland crewchief has cammo, and I do not plan on changing that unless someone finds more than a few pics of  an alternative for reference as I have yet to see a helo pilot wearing anything other than the standard flight suits. I know there are new cammo nomex flight utilities coming out, but I've yet to see pics of them in use. Sorry, but the flight suits will stay for a while. I spent more than a few hours getting them done and making sure the seams line up (more than a little frustrating), and hope to keep them. :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 13 Aug 2003, 00:33:28
Quote
I don't it's possible to assing hotkeys. And I think BAS did a great job trying to keep it down a bit. For example, as a pilot you can't open/close the sidedoors.

After reading all 48 pages of this thread in one sitting it's evident you can count on Frostbite here to give kudos to BAS and make it sound like I was critisizing the work - dude your lips are numb - all I want to know is if it's possible - it's something evident no matter what vehicle you use, be it BAS or not.

Since BAS and other modder's have extended the vitality of this game they would be the authority on that, no?

And if I were a pilot i'd be very worried if I could open/close the side doors while in flight.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 13 Aug 2003, 00:38:29
It is NOT possible to create new hotkey maps, so I'm afraid that no one will be making such features  :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 13 Aug 2003, 00:44:28
Yes they overwrite them, and I do not think the old ones will be compatible with the new 60s.

No, only the wodland crewchief has cammo, and I do not plan on changing that unless someone finds more that a few pics for reference as I have yet to see a helo pilot wearing anything other than the standard flight suits. I know there are new cammo nomex flight utilities coming out, but I've yet to see pics of them in use. Sorry, but the flight suits will stay for a while. I spent more than a few hours getting them done and making sure the seams line up (more than a little frustrating), and hope to keep them. :)

Awesome - at least there's ONE in Woodland and ONE in Desert Tan ( dude where's my map pocket attached to my leg? - kidding...) because I find in MP games it's nice to have some sort of 'like' terrain camo when you suddenly find yourself no longer in the vehicle your were flying - sometimes not by your own choice too.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Wonderboy on 13 Aug 2003, 01:48:16
( dude where's my map pocket attached to my leg? - kidding...)

SOAR do not use map pockets.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 13 Aug 2003, 01:54:11
Holy dogpoo batman!
I've never had this for another chopper, so I don't know if it's a BAS-added effect, but some little bastard shot a hole in me fueltank.
And I was way out over open water!
Jeesh, I managed to get over land before I ejected, but that was ferking nervewrecking.

Good work on these things y'all.

i think ive had that before on the BIS ones
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 13 Aug 2003, 01:55:55
Indeed they don't!

The 160th SOAR pilots use special velcro map holograms that attach directly on to their manly stubble...

And if its a woman flying, they just can't use maps! its a very sexist way of map reading but the US Army is trying to actually implant manly stubble int the women so it should work out in the end.

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: bigdog632 on 13 Aug 2003, 02:17:37
just curious is the new soar backward compatible?
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 13 Aug 2003, 02:17:45
WHAT? Have been living under a rock? Nagual is making an island for BAS. REALLY NICE. Check out the picture of it on the official forum and the video on Naguals page;
http://www.ballistic-studios.com/nagual/ (http://www.ballistic-studios.com/nagual/)

i have been living under a rock and itz cozy
Title: Re:Ballistic Addon Studios Update Thread
Post by: Jujuman on 13 Aug 2003, 03:39:24
Just wanted to let you bas guys know i think the BlackHawks are probably the best the the most detailed addon i have ever seen for OFP. Awesome job guys. I used to think no addon could be worth that wait but this one was.

-Jujuman
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 13 Aug 2003, 04:06:25
RE: DAP CAS.

You can also use the CAS scripting provided in your own scripts, for instance in a Radio
Command you may use this line;
[Chopper,Player] exec "\BAS_MAH60\FX\BAS_CAS.sqs"


Not sure if this will work on a non-DAP heli. If not you can always copy the script and adapt it to a different one.

re: SOAR
Version 2 of the SOARs (The ones with the Blackhawks) will overwrite your old SOAR version. We took special care to ensure that missions made with the old SOAR would still work (hence the number of pbo files). The default pilots of the BAS littlebirds, kiowas and chinooks will be the MP5 equiped ones (without JAM compatiability) until they are updated (and maybe not even then depending on compatability reasons).

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Hit_Sqd_Zulu on 13 Aug 2003, 09:41:27
 :D Just wanted to say thank you for all your hard work BAS. Choppers are great  .... Great work ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 13 Aug 2003, 11:33:43
After reading all 48 pages of this thread in one sitting it's evident you can count on Frostbite here to give kudos to BAS and make it sound like I was critisizing the work - dude your lips are numb - all I want to know is if it's possible - it's something evident no matter what vehicle you use, be it BAS or not.

Since BAS and other modder's have extended the vitality of this game they would be the authority on that, no?

And if I were a pilot i'd be very worried if I could open/close the side doors while in flight.
LOL. No poncho I did not want to sound like I thought your message was critisizing the work. I just said it's not possible; to you, and than after that I showed an example of the work that bas did to keep the action menu from filled with useless action. The latter was not aimed at you, but meant as a message in general to everyone reading. I however indeed very often choose the side of BAS, because they do a hell of a job, anb because they get flamed at in the official forums a lot (although it doesn't happen in this forum)
Title: Re:Ballistic Addon Studios Update Thread
Post by: UnderDog on 13 Aug 2003, 14:26:08
Hi BAS-Team,

first of all:  GREAT WORK!!  Little Birds/MH47/MH60/Kiowas/Rangers&Deltas. I love them all.

A small question: Are you going to update the Ranger/Delta-Pack to JAM?

cya

UnderDog

PS: After release of SebNamPack 2.0 an Air-pack and an armour pack has been announced. Any progress there??
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 13 Aug 2003, 14:39:07
Yes the R/D pack will be (and should already be) updated to use JAM. The old Mags can still be used, though. This is so old missions wil still be compatible with the new pack. They competely reworked the pack; new cammo, new models,updated weapons (new desert textures, for example), ect...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Architeuthis on 13 Aug 2003, 15:38:46
Wow, simply amazing!  :o It's THE best chopper available voor ofp and im pretty sure it will stay that way for a long time. Congrats BAS team!

One thing though, do you think you can replace the normal m60 (machinegun) sounds on the uh-60l, with the JAM ones? IF not, then please tell me how to do it.

Arch.
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 13 Aug 2003, 15:53:05
not to sound ungrateful for the BH pack but I know it's gonna get asked anyway....can we expect the R/D update soon or not so soon ...again GREAT work on the BH pack  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 13 Aug 2003, 16:30:14
its done when its done
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 13 Aug 2003, 18:50:00
So what...in the next upgrade do you tihnk you'll add velcro facial hair holographic maps?

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 13 Aug 2003, 20:30:52
Good work BAS ;D

quik question... For some reason now I have a AH-64 Apache (A) and AH-1 Cobra (C) in my BAS - Vehicles section...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 13 Aug 2003, 20:33:33
Good work BAS ;D

quik question... For some reason now I have a AH-64 Apache (A) and AH-1 Cobra (C) in my BAS - Vehicles section...

R E A D

T H E

R E A D M E
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 13 Aug 2003, 21:37:14
It seems I have... erm... misplaced the read me....  ::)

grr... Looks like I gotta download it again...  :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 13 Aug 2003, 21:42:44
since JAM is out, when are the Navy seals gonna be released?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Architeuthis on 13 Aug 2003, 21:51:31
Good work BAS ;D

quik question... For some reason now I have a AH-64 Apache (A) and AH-1 Cobra (C) in my BAS - Vehicles section...

They are attackable by enemy machine gunners. Hmm, but I can't seem to find it in the readme though, but thats just me beeing to lazy to read the thing thoroughly  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 13 Aug 2003, 21:59:04
Ok thx for the reply and not just saying READ THE READ ME.  ::)
But your too late, the download just finished... But at least I have the read me again  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KJAM on 13 Aug 2003, 22:00:08
nope its definately NOT there about them in the readme
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 13 Aug 2003, 22:00:53
Quote
Good work BAS
quik question... For some reason now I have a AH-64 Apache (A) and AH-1 Cobra (C) in my BAS - Vehicles section...
 
R E A D
T H E
R E A D M E
I am searching and searching and all I see in the readme files are the Blackhawks, SOAR and JAM... ??? Heads back to search some more
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 13 Aug 2003, 23:24:21
Quote
REPAIRH addon by SelectThis

This addon adds a simple automated repair H for helicopters.

T0 use it, just place the relevant RepairH (found in BAS - Misc) on the map, then copy the following into the init of the helicopters that you wish to use it.

[this,0.6] exec "\bas_repair\repair.sqs"

The second element (0.6) is the damage level at which the helicopter breaks off and goes for repairs (0 = undamaged, 1 = destroyed). You can vary this according to your needs.

The addon also adds a few targetable versions of the BIS helicopters.

BAS_Repair_readme.txt
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 14 Aug 2003, 03:51:03
since JAM is out, when are the Navy seals gonna be released?

 ::)

Quote
its done when its done
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 14 Aug 2003, 04:19:39
Sorry for not making it clearer in the readme, the (A) helicopters are a leftover from previous experiments i was doing with the repair H addon. I was trying to code the BIS helicopters to be attackable by solider machinegunners.

At this stage I would not recommend using the Mi24 (A) version as that doesnt really work.

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 14 Aug 2003, 06:20:34
on the update of the Delta/Ranger pack are they gonna have a new night vision model that can be lowered and raised like on the new SOAR pilots?
I think when you were originaly making them they had it but it wasnt working properly so you removed it. It would be really cool if they do.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 14 Aug 2003, 11:08:12
But if you do (BAS), don't use the same NVgoggles. Use the ones in BHD (sorry for referring to the movie, but it's the one showing them well)
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 14 Aug 2003, 13:26:51
I was thinking some AN/PVS-7D or those ones that cover one eye, I forget the name :-\
like this guy has
(http://popularmechanics.com/science/military/2001/6/airborne_rangers/images/tb_tb_0106STMIAA-LEAD.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ninemili on 15 Aug 2003, 04:56:57
Great job, as ussual, BAS!

About that UH-60L, a m60 machine gun was the last thing i expected to see mounted on that helo. I would rather think of a m134 minigun, a m240 or even m2 sticking out of it.

But i know, you guys did your homework, and resarched it well.  
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 15 Aug 2003, 06:04:44
I dont think M134's are mounted on the UH-60L model
an M240 would have been more to my liking
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 15 Aug 2003, 08:31:27
well guys uve done it again
brilliant chopper, excellent SOAR and JAM

now i dont meant to sound harsh and stuff so no one yell at me but the m136 launcher really pised me off, it seemed so weak and just worthless but i really liked the AA and AP versions of the rpg7
and just another thing was the grenade vest, its a really good idea but it seemed a bit unrealistic that you didnt have to reload a grenade, all u have to do is wait.

but overall this release has been the best for ofp for since your last release :)

good work
Thanks

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 15 Aug 2003, 14:28:02
and just another thing was the grenade vest, its a really good idea but it seemed a bit unrealistic that you didnt have to reload a grenade, all u have to do is wait.

Noone is forcing you to use the vests, if you dont like it you can use the normal grenades.

As for the M136 it does the same damage as the RPG which overall does more than the ingame LAW.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 15 Aug 2003, 14:40:50
I like the fact that the HD soldiers are grouped, makes it a lot easier to set up a quick blast with bulllets going all over the show. The HD machine guns are cool especially when you've got your legs dangling out of the Blackie on a night mission, and all of a sudden you see green tracers from a PK spraying up at you  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: shinraiden on 15 Aug 2003, 20:29:37
All the joyous mags are here.  And somthing to carry them in too. Thank you much.

I loaded up FarmToNoWhere-HD, set it for midnight, turned the volume way up, and grabbed my brother.  :o He got hosed just standing there in awe. It's like is a whole new game. Thank you. ;D
---------------------------------------------
Any way, a quickie question here. Will you release a Jammed D/R (just the replaced config.cpp) update separete from the announced future D/R update, or keep it simple by doing it all at once?
---------------------------------------------
Also, for all of us 56k'rs, could you split the x60-jam-SOAR pack? I think it would make distribution easier. The only downside though is that broadband could download all three at the same time putting a lot of xfr load on you server's account.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 15 Aug 2003, 22:14:58
Delta Rangers will be released as JAM compatible units with updated textures as far as i'm aware.

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 15 Aug 2003, 23:19:33
correct.

BAS;
Could you make the M134 fire JAM (red) tracers? I'm not sure if this would like good (since the high rate of fire it may look a bit like star wars), but it's worth a try. If you decide to do this, than also do this on the AH-6
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr.BoDean on 16 Aug 2003, 00:13:44
Hi BAS peeps,
    I sent you a message on the Bug Report section of your site, but haven't heard back, so I'm trying here. I am still unable to use your BlackHawk addon and can't figure out why. I have been using the LittleBirds (both 1.46 and 1.85+) and the MH47e addons with no problems. However, no matter what I try with the MH60's I get the same result: my game does not boot correctly and all I see are some strange brown graphics where I would normally see the OFP menu screen.

(edit: On further inspection, I realize I am now seeing the normal scene without all of the ojects and units you would normally see on the menu screen.    i.e., I only see the ground and the topography of desert island scrolling by with a green sky, but with no tank wreck, no units marching, no helmets on crosses and NO visible MENU options. I can actually hear the music and the "click" sound when you scroll over the invisible menu items. But clicking on one of these just makes the screen freeze and I once again have to ctrl-alt-del to shut it down. )

    I have DL'd and extracted the the zip file 3 times. I tried placing the .pbo files into the Res/addons folder and then the OFP/Addons folder and even both addons folders. The only way my game would boot up correctly again was to remove the  
mah60.pbo  file from the addon folder it was in. The other files packaged in the zip folder seem to have no ill effects .  Is there something in the creation of the Mah60  that is so drastically different from the Little Birds or MH47E that could cause this?  I am using a Radeon 9700 (generic) video card, but have had no problems of this nature with any other addons or games. I have the latest video drivers and Direct X 9 also.

Here are my specs:
P4 2.8Ghz PC
1024MB PC2700 RAM
ATI Radeon 9700-powered  (generic) video card
@ 40GB free HD space

I LOVE your other helis and would really like to be able to use these.     ;D ;D ;D     Any ideas?    ???    ???   :-\   ???   :-\   :-X
Title: Re:Ballistic Addon Studios Update Thread
Post by: Skaven on 16 Aug 2003, 01:20:33
It may be an addon causing conflicts with our, however this is very very strange, specially cause your the only one with this problem.  :-\
Try to do the oposed, take all the downloaded addons from your Res and Normal folder and see if it works this way.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Semith on 16 Aug 2003, 01:40:38
Looks like we all love the blackhawks!

I was wondering, in the future, will the JAM M16s shoot the mortar rounds?  I know most of us think those mortars were a joke, but if you got everyone in a squad to carry just 1, 2 on the machinegunners, and 3 on yourself, you could get 16 rounds easy, and that can cause some significant damage.  Or, just load like 30 into a jeep.  Either method is impossible without being able to shoot the mortar rouns.  

Other than that, this is the best thing to happen in a while.  The grenadier vests are something I have been nagging for.  Those of you who like realistic missions know how important fire support and softening of a target is to a mission plan.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr.BoDean on 16 Aug 2003, 04:05:02
It may be an addon causing conflicts with our, however this is very very strange, specially cause your the only one with this problem.  :-\
Try to do the oposed, take all the downloaded addons from your Res and Normal folder and see if it works this way.

Hey, Good thinking, Skaven!   :D  :D  And guess what? It did the trick!!  :o   :o  WOW these are excellent   ;D   ;D  Nice details ...I especially like the dust and burning wrecks!!
   I cleared my entire   RES/Addons   folder except for the .pbo's associated with the mah60.pbo and it worked.  I am now re-adding  a few  addons at a time to the folder and will report back what I find to be the conflicting culprit.   ;)   :D  Yeah!!


edit: Okay, it appears the SEBNAM addon pack I have (17 .pbo's) seem to be incompatible with the Mah60's .  I have never even used those, but placed in the same folder as the mah60.pbo  the game will not boot correctly..... at least on my machine .   :-X   :-\    
Title: Re:Ballistic Addon Studios Update Thread
Post by: AnotherAZguy on 16 Aug 2003, 05:52:33
BAS: Quick question about JAM, how did you get the M-60 MMG to take up only one slot rather then the traditional two slots???

George
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 16 Aug 2003, 06:07:33
BAS: Quick question about JAM, how did you get the M-60 MMG to take up only one slot rather then the traditional two slots???

George

Quote
weaponType = WeaponSlotPrimary;

To the weapon config, it was changed to take up one slot as a rather serious bug was found when it was configured to use two slots, when it was dropped ofp would drop two weapons rather than one.
Title: Re:Ballistic Addon Studios Update Thread
Post by: AnotherAZguy on 16 Aug 2003, 06:10:25
Thanks Evis, I was looking at the Config and I figured that is what it was but I just wanted to double check.

George
Title: Re:Ballistic Addon Studios Update Thread
Post by: UnderDog on 16 Aug 2003, 12:23:22
Hi BAS-Guys

JAM rocks!!

Are you going to update the SebNamPack 2.0 Units to JAM?
Would be real cool!!

cya

UnderDog
Title: Re:Ballistic Addon Studios Update Thread
Post by: McBurne on 16 Aug 2003, 13:39:49
Hey guys... Just wanted to compliment you on all of your addons... (From individual addons like desert malden, to the group's work like The nam pack to the Blackhawks and the Jam... ) I downloaded every BAS related Addon I could find.  :D

Except for one! The Kiowa Warrior... Both On the BAS site, or here on Ofpec I tried to download it, but all I got was either a corrupted file, or an empty one, in both cases I could'nt take it any further than the download.

I e-mailed you guys, and send a bug-report... but I figure you're all very busy :D So I'll try it this way. I really want the Kiowa Warrior, for it's the only BAS Addon still missing in my collection. (I tried to download it over 20 times... :( )

Anyway, could be just me.

I'm looking forward to the other Addons to be released. (I'm drewling over the Desert Pack!)
Keep up the great work...

(Those Blackhawks really stunned me!! Textures, both inside and out, weapons systems, the custom fly-routes, -they constantly head to fly along the coast, rather than flying straight to their goal- The excelent cockpit, The whole damn thing!!! Finally a realistic way to insert the Delta/Rangers with groups bigger than 4 -I used to have 3 Littlebirds dropping one sqd off, but this way is much more realistic-)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Grizzlie on 16 Aug 2003, 15:22:39
Choppers r greaaaaaaaaaaaaaaaaaaat :)
JAM is nice :)
I have question about 40 mm grenades.
HEDP should take about 50 mm armour (http://www.fas.org/man/dod-101/sys/land/m433.htm), so i thought i should take BMP-1 in 1-2 shots... and i had to fire about 10 rounds to destroy it.
And if it is possible to call CAS by radio, it would be possible to call extract same way?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 16 Aug 2003, 15:39:42
Choppers r greaaaaaaaaaaaaaaaaaaat :)
JAM is nice :)
I have question about 40 mm grenades.
HEDP should take about 50 mm armour (http://www.fas.org/man/dod-101/sys/land/m433.htm), so i thought i should take BMP-1 in 1-2 shots... and i had to fire about 10 rounds to destroy it.
And if it is possible to call CAS by radio, it would be possible to call extract same way?

This is for balance, not everything can be made realistic, the underbarrel grenade launchers are primarily for anti-personnel ingame and so have been configured accordingly, if we made it too powerful it would unbalance the game.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Semith on 16 Aug 2003, 19:56:03
McBurne, I have the exact same problem with the kiowas.  Either a bad file or no file every time.  It isn't just you.
Title: Re:Ballistic Addon Studios Update Thread
Post by: McBurne on 16 Aug 2003, 22:26:05
Winzip is sucky all together so I tried winrar, but still gives me the same cr*p...

Quote
!   Unexpected end of archive
!   C:\Documents and Settings\Bernard Lambij\Bureaublad\Ofp rough\Des\BAS_Kiowapack1_1.zip: Either multipart or corrupt ZIP archive
 

This is what I keep getting.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 16 Aug 2003, 23:05:08
OFP.Info has a working mirror of the OH-58.
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 16 Aug 2003, 23:07:45
Cabin Lighting;

I made a pretty basic mission, and I wanted an AI to use the Cabin Lighting (CHOPPER exec "\BAS_MAH60\FX\Cabin.sqs") - correct?

I used the fast rope script in the waypoint and it worked fine - just wondering if there was a special way to use the cabin lighting/landing light scripts. I tried using them in both waypoint and unit init sections - didn't get anything.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Semith on 17 Aug 2003, 00:14:07
Indeed!  OFP.INFO had a good mirror, thank you.  The pilots were the old OFP ones, though, the kind with the XM177s, but I usually start with pilots outside anyway.  The smoke and illumination rockets are a nice touch.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 17 Aug 2003, 00:57:35
The pilots are the old ones since the kiowa's are not part of Task Force 160
Title: Re:Ballistic Addon Studios Update Thread
Post by: McBurne on 17 Aug 2003, 16:58:31
OFP.Info has a working mirror of the OH-58.

I found it. And allso a Comanche (great thing, that) Was this the one that caused you guys to cancel your comanche? Becouse DKM really did a great job on it. (I still like BAS Choppers better, but that's becouse I'm more into the whole spec op kinda thing, rather than crude warfare :p)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 17 Aug 2003, 18:04:44
Was this the one that caused you guys to cancel your comanche?

No, there is another in the making. And im not talking about BRSSEB's.
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 18 Aug 2003, 01:28:21
I found it. And allso a Comanche (great thing, that) Was this the one that caused you guys to cancel your comanche? Becouse DKM really did a great job on it. (I still like BAS Choppers better, but that's becouse I'm more into the whole spec op kinda thing, rather than crude warfare :p)

A Commanche is considered 'Crude' Warfare? Sorta right up there with Trebuchet's and Longbows...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Semith on 18 Aug 2003, 01:44:56
You must be confused.  I think he/she is refering to the helicopter.  The stealth helo with internal weapons bays that can fly sideways and stuff.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KJAM on 18 Aug 2003, 07:39:21
Quote
Sorta right up there with Trebuchet's and Longbows...
crude.......but effective......very effective especially the romans and i think the person meant like it not being an attack helo all of its operational lifespan, but also performs stealth insertions
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 19 Aug 2003, 22:02:59
(http://www.ballistic-studios.com/images/RACKRangers.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 19 Aug 2003, 22:24:14
Are those the updated units?
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 19 Aug 2003, 23:04:58
:wow: :wow: :wow: :wow: :wow: :wow: :wow:
:o :o :o :o :o :o :o :o
 ;D ;D ;D ;D ;D ;D ;D ;D

Wow......
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 19 Aug 2003, 23:08:31
Yup, Updated desert Rangers wearing RACK and SPEAR bodyarmor.
Weapon is an M14 DMR? Great for shooting big holes in people.

I don't know evis. I can't really see the RACK, but aren't the colors a little bright for woodland?(the vest looks ok). And the gey whatever around what looks like the bottum part of the ammo-pouches; Isen't that supposed to be dark green fabric, for holding two shotgun shells. I remember this old picture of a torso with RACK. If I remember correctly this picure had these thing correct. And one other thing; all M14DMR's that I've seen where more or less camoufladed. I hope you will put at least some form of camo on it. (and hopefully even make two; desert and woodland)


little questions for ya;
why did you change the goggles from yellow to white??
I thought that the newest assault goggles are in fact yellow. That's because the eye defines movement in yellow (like in defines shape in green). Becides I really liked the look of the delta machine gunner with the balaclava and the goggles lowered. This gives the guy a real bad-ass look  ;D

Have you added M4's with Red-dot aiming sights?? (pleae). I ask this because the only unit I've seen using reflex sights are the PJ's. All other units (including guys from TF20) are using red-dot scopes. I guess the specops don't like to rely on electronics that can fail.

Have you added the Stoner 25 sniper rifle. It's the sniper rifle now used by the rangers a lot. (Guess it must use the M14 JAM mag). Not much defference with the m14, only that the Stoner 25 looks better  :)

Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 20 Aug 2003, 00:08:01
Yup, Updated desert Rangers wearing RACK and SPEAR bodyarmor.
Weapon is an M14 DMR? Great for shooting big holes in people.

I don't know evis. I can't really see the RACK, but aren't the colors a little bright for woodland?(the vest looks ok). And the gey whatever around what looks like the bottum part of the ammo-pouches; Isen't that supposed to be dark green fabric, for holding two shotgun shells. I remember this old picture of a torso with RACK. If I remember correctly this picure had these thing correct. And one other thing; all M14DMR's that I've seen where more or less camoufladed. I hope you will put at least some form of camo on it. (and hopefully even make two; desert and woodland)


little questions for ya;
why did you change the goggles from yellow to white??
I thought that the newest assault goggles are in fact yellow. That's because the eye defines movement in yellow (like in defines shape in green). Becides I really liked the look of the delta machine gunner with the balaclava and the goggles lowered. This gives the guy a real bad-ass look  ;D

Have you added M4's with Red-dot aiming sights?? (pleae). I ask this because the only unit I've seen using reflex sights are the PJ's. All other units (including guys from TF20) are using red-dot scopes. I guess the specops don't like to rely on electronics that can fail.

Have you added the Stoner 25 sniper rifle. It's the sniper rifle now used by the rangers a lot. (Guess it must use the M14 JAM mag). Not much defference with the m14, only that the Stoner 25 looks better  :)




Eeeesh, you sure do like nitpicking eh? I mean come on, we show a screenshot of our work and all you can do is find fault with it? It does get demoralising after a while...so please give us a break....

As for the dark fabric for the shotgun holder, no its not dark green:

(http://www.ballistic-studios.com/users/eviscerator/screenshots/2%20x%20M4%20Mag%20pouch2.jpg)

Yes there will be Aimpoints and yes there will be SR-25's.

And pretty much every M14 DMR pic coming out of Iraq has it with a wooden stock:

(http://www.gunsnet.net/album/data/500/2297fc24f666.jpg)
(http://www.gunsnet.net/album/data/500/2297M14_in_Ghan-med.jpg)
(http://m14.freeservers.com/images/1apr0382nd6.jpg)
(http://m14.freeservers.com/images/1apr0382nd4.jpg)
(http://www.photobucket.com/albums/0603/Ekie12091941/dac7c584.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 20 Aug 2003, 00:16:32
Sweet...

One question. Will they have the NVGs as well?

Keep up the good work BAS  :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 20 Aug 2003, 00:35:34
I have only a question about the red aimpoints:
Will you see it blank if you switch to sniper view or red ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 20 Aug 2003, 00:42:51
It'll work the same as the aimpoint on the MP5 and M14 in the released De/Ra.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 20 Aug 2003, 01:15:15
Quote
One question. Will they have the NVGs as well?

?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 20 Aug 2003, 01:21:24
?

No comment...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 20 Aug 2003, 01:43:31
(http://www.ballistic-studios.com/images/RACKRangers.jpg)

hey... if its any small conselation - i think they look great - MUCH better than the last (they set a standard - these with raise it  ;)) - the vest/armour thingy looks great - and the Gun looks like lotsa fun  ;D

Quote
why did you change the goggles from yellow to white?

hmmm... just noticed - i remember on release of the first rangers you gave us a bug lecture on why the yellow tint - whatever ur doing, sure it'll be for a good reason  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 20 Aug 2003, 02:30:59
Hurrah! The spangly new MH60s were making the Rangers look a bit pony and trap, so this should put them on an equal footing  :D

I like the new gogs, to be honest the yellow ones never really looked right to me, even if they were more accurate than plain see-through ones. The M14 looks lovely too, can't wait to dish out some gunshot trauma with that beauty  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 20 Aug 2003, 05:19:38
 :o wow!!!! when will those addons be released?
Title: Re:Ballistic Addon Studios Update Thread
Post by: ebud on 20 Aug 2003, 07:07:40

I don't know evis. I can't really see the RACK, but aren't the colors a little bright for woodland?(the vest looks ok). And the gey whatever around what looks like the bottum part of the ammo-pouches; Isn't that supposed to be dark green fabric, for holding two shotgun shells. I remember this old picture of a torso with RACK. If I remember correctly this picure had these thing correct.


I made that rack syetem and it's spot on. Jesus think for one second... don't you think that I'd do just a little research? No it's not too light, it just right. The colors are just right, the textures are just right and the whole thing is just right. Wait until you have it in-game before you nitpick it, and even then please have some concrete reference before you do. A memory isn't going to help us if we are wrong, which in this case I am not :P hehe

Now I'm just waiting for someone (you know who you are) to start complaining about the color I made the desert uniforms, which will be an excercise in futility because, hehe, they're not changing :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 20 Aug 2003, 07:12:29
Looking great guys  :D
Digging the new RACK system and the collar on his shirt looks some what more real....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Plastic_Boy on 20 Aug 2003, 11:51:11
Man, its not all Deltas and Blackhawks! :) I'm looking forward to this beauty of an island coming out by Nagual...

A new jungle map!  ;D

(http://www.opflash.org/news/images/PureMassacreNews/nagualjungleith.jpg)

http://www.opflash.org/news/images/PureMassacreNews/nagualjunglei.jpeg (http://www.opflash.org/news/images/PureMassacreNews/nagualjunglei.jpeg)

Crazy 'nam missions here I come!  :o

Although I won't ask...its done when its done, right?  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 20 Aug 2003, 15:49:16
whoh. Sorry evis and Ebud.
I wasn't "nitpicking". I was talking about the color of the rack just above the stock of the M14. It could of course be that I'm looking at the only little bright spot on the whole rack. I did say I wasn't sure about it, cause I couldn't see it completely. And about the grey shot-gun shell holder; I really have a picture on which it's dark green and on other pictures in a book about the rangers it's a light OD-green. So I wasn't just guessing. In the picture you show it's clear that the colour is a grey/green color, though. So I'm sorry if you think that I was nitpicking, but I sure did my homework on this one.

This one shows it in black, for example;
http://www.blackhawkindustries.com/product_detail.asp?product_id=2073&d=

about the M14;
guess I have been concentrating on the specops pics too much. I honestly hadn't seen those pictures. Do they still use wood for the stock or a plastic in brown color (just wondering)?

Now about those desert textures....
No i'm not even going to start talking about it. I has been discussed earlier and we know you won't chnage it. And on STT deser malden they don't look too bad. (and they look great on CATSHITONE's afghanistan map)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ebud on 20 Aug 2003, 21:33:12
Sorry to bit your head off :)

I just get a bit tired sometimes of people who jump on something that is really a non-issue, or give their opinion on something that they, not having done the work, research (in your case, you did, but couldn't support your point at the time) or have the addon to really check,  are in no real position to comment on. I look forward to constructive criticism, but only if the person has tested the item and has current reference material to back up their comment... and if the critique is about something that is truly wrong with the addon.  Once they are released, I have no problem with people nitpicking them to death, but a little screenshot is not really something to totally base opinions on or start a whole page of comments on in my opinion. Thanks for taking the time to try and help though. It's the thought that counts :) Just wait til your use them, i don;t think you'll be worrying if the straps on the mag holders is too dark :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 20 Aug 2003, 22:44:45
yes, I understand. I mean, hell, I've been here long enough I think to understand that you've been bitched at (at the official forum at least).
But the problem of giving constructive critism after release, is..well.. that they are released already. So if little things are noticed I won't wait to tell/ask you guys about it.

I'm a bit embarrassed about the M14, though. I really should have done more research about it's use with more regular forces like the 82nd.
Title: Re:Ballistic Addon Studios Update Thread
Post by: eau_ranger on 20 Aug 2003, 22:50:13
I'm kind of glad you 3 got in a "heated discussion" because it gave Evis a reason to post some awesome photos of the DMR being used in Afghanistan.  :)  ;)

I have a couple questions for you, if you dont mind.

First, is that ranger wearing throat mic?

Also, what colored camelbaks will the new ranger/deltas be equiped with?  Not that it really matters outside of eyecandy, but curiosity has gotten the best of me.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 20 Aug 2003, 23:03:54
those are great pictures indeed.

Ebud;
the irony: I was looking over this new picture
http://www.ballistic-studios.com/users/tigershark/screenshots/MP/derad2.jpg
and it appears I was indeed looking at the only two little bright spots on the entire front of the vest.  What they anyway? handgrenadepouches? And is that a drop-leg gasmask pouch?

eau_ranger
yes that ranger appears to be wearing throat mic
Look at the above picture. If you look at the second soldier from the left, it appears as if the camelback is in cammo. Could of course also be a modeled-on ceramic plate insert.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 21 Aug 2003, 02:44:44
I have a question!

(Yes PunkerSXDX Back by popular Demand!)
any way, I know BAS prides it's self on being as accurate as OFP will allow, but I want to know, isn't there a little room for artistic "expression" if you will, sure a Delta Operator isn't going to do battle in a Pink BDU, but I'm sure it won't kill him if his flack vest is just one shade to light or dark, ya'll shouldn't worry so much about perfection, these people love you guys! that if you make it, we'll down load it.

BTW Very nice work Ebud!  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ebud on 21 Aug 2003, 05:24:51
they anyway? handgrenadepouches? And is that a drop-leg gasmask pouch?


yes those are hand grenade pouches, and that is the gas mask pouch that is part of the rack system.

you can find them here.

http://www.special-warfare.net/data_base/306_vest/sds_rack_03.html

and for the camelbacks I used the cammo and the black versions of the camelback 3L

http://www.camelback.com/mil/cb_prod.cfm?Product_ID=79&CATID=6
Title: Re:Ballistic Addon Studios Update Thread
Post by: SEAL_Sniper on 21 Aug 2003, 05:28:42
BAS:

I apologize in advance for this...But why are the RACKs in woodland?  The RACKs are more than available enough in tri-color desert.  The only reason that the Interceptors were woodland was because it's a relatively new product, and not as available.  And people that weren't supplied with tri-color RACKs, ordered their own from Specialty Defense.  Heh, I remember trying to buy one around the time that most of the troops were leaving, and every place I tried was on back order.  The guy who owns Lightfighter.com (I don't know if he'd approve me using him as a source...), who is also in 101st, made several posts in our airsoft forums on this topic.  It was almost impossible to find anytyhing in tri-color desert, or coyote yellow.  I realize it's probably not going to change, I just thought I'd chime in...

PS:  Still love your units!  Looking very sharp!    ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: ebud on 21 Aug 2003, 06:22:35
Unless you can find texture ready photos of a tri-color rack vest and packs it just isn't going to happen. I could make it from scratch, but with so much other work needing done, it's just not cost/time effective. Maybe when OFP2 comes out ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 21 Aug 2003, 12:30:32
I Have a fast Ropeing Question, If I place an "H" on the site where I want the Chopper to Insert my team, will the AI like that spot better or does it matter? because I've been having problems getting the Choppers to insert my team anywhere near where I want them to go, usualy within a few hundred meters though  :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: unkie on 21 Aug 2003, 13:38:41
i was wondering how you implemented the infra red strobe thingy for extractions. Is this an object? cos i was hoping to be able to use it for marking air strike positions etc.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 21 Aug 2003, 15:24:54
PunkerSXDX:

This might be your problem. Do the units fastroping from the chopper have WPs where you want them to move after they fastrope? I had a problem with that. The chopper would move to that WP. So what you must do is place the gruop WP over the fastrope WP. that should work. OR if the chopper comes under heavy fire it might get "Scared" and fly away. Try using "CARELESS" behaviour.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 22 Aug 2003, 00:18:43
I'll Give that another try, I think you may be onto something, cause I rarely use WP for my (the player's) Team, so that could be it...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 22 Aug 2003, 01:32:19
as for the colour of the lens in the goggles.... check this out:

http://www.blackhawkindustries.com/product_detail.asp?product_id=2838&d=

there are several variations of coloured lenses... and as any skiers out there will tell you, when its a white out on the slopes (cloud meets snow = no shadow = no definition of hill ot gradient etc = hard skiing) then yellow lenses (or in my opinion) are the best tint to help you get down in one piece - and when its fresh powder in the morning - thats a great thing  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 22 Aug 2003, 01:37:01
http://www.blackhawkindustries.com/product_detail.asp?product_id=2037&d=

just a wondering if you're adding medic packs to the medics....  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 22 Aug 2003, 03:27:07
Good to hear from you again Messiah! Been a while...

as for the colour of the lens in the goggles.... check this out:

http://www.blackhawkindustries.com/product_detail.asp?product_id=2838&d=

there are several variations of coloured lenses... and as any skiers out there will tell you, when its a white out on the slopes (cloud meets snow = no shadow = no definition of hill ot gradient etc = hard skiing) then yellow lenses (or in my opinion) are the best tint to help you get down in one piece - and when its fresh powder in the morning - thats a great thing  ;D

Messy, mate...while any tint will help in snow to help distinguish the definition of a hill (i think anyone who's ever been skiing on a sunny day realizes that by now :D), the yellow tinted lens has become more popular in a military aspect due to the fact that the human eye has shown to react and notice movement in any environment due to the subduing of color and translation of information to the mind. A bit hard to understand. The multitude of colors in a woodland environment, for example, leads to an over-saturation of color in the eye and through a clear lens, your eye sees and mind comprehends the entire spectrum of colors one would encounter. When tinted, the eye gets a subdued and therefore a more limited spectrum of colors to react to, allowing the mind to decipher the environment better and allowing it to comprehend and concentrate on movement instead. Why yellow is the best in doing this is still something that is not entirely certain, but it is. ;D

Quote
http://www.blackhawkindustries.com/product_detail.asp?product_id=2037&d=

just a wondering if you're adding medic packs to the medics....  

I've already brought up the issue to the guys, not sure the decision, I'd assume so, but don't put words in my mouth on this one...  ;D
I had some construction issues with that exact medical pack when using it, and wasn't overly pleased with its performance. However, BH industries have redeemed themselves extremely well with the STOMPII pack, which has proven in all situations to be excellent quality.


any questions/comments, like always, drop a comment
cheers mate
ofpeditor
Title: Re:Ballistic Addon Studios Update Thread
Post by: Noon416 on 22 Aug 2003, 03:48:14
Why yellow is the best in doing this is still something that is not entirely certain, but it is.

Maybe yellow is the best colour to subdue the spectrum (as you've stated) while enhancing daytime contrast?

That or maybe the rods & cones in your eye's react differently to the singular colours.
Yellow reacting better with the rods (movement interpretation) while green reacts better with the cones (image definition)...

This is only conjecture on my part, but it seems to make sense from what little I could find on the net.

 :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 22 Aug 2003, 04:13:15
Maybe yellow is the best colour to subdue the spectrum (as you've stated) while enhancing daytime contrast?

That or maybe the rods & cones in your eye's react differently to the singular colours.
Yellow reacting better with the rods (movement interpretation) while green reacts better with the cones (image definition)...

This is only conjecture on my part, but it seems to make sense from what little I could find on the net.

 :-\

In simplest terms and for the most part, your conjecture is accurate...What's bothering me is that I know back in Med School I came across this same topic at some point and can't recall any of the specifics. Old age. Old age. Damn old age. I'll do some research on it more with some resources here.

My quote referred to the research being done on why yellow is the colour (and not a different one) that reacts the best within the eye with movement. They're not entirely sure about that yet.

Cheers Noon!
ofpeditor
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 22 Aug 2003, 08:24:06
what do the orange and gray lenses do then? is the orange similar to the Yellow?

Also I would like to add my voice of support for BAS adding Packs to the Medics, that would make them even better (if that's pssible  ;)  ;D)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 22 Aug 2003, 11:48:35
hmmmm...

good to see u too ofpeditor...

as far as i remember from physics lessons (oh my lord  ::)) when you place a coloured lens in front of the eye... or light source.... the coloured lens does not allow any colour but its colour to pass through (spectrum of light)

so when u place a red lens over a light bulb, its actually just blocking the o0ther colours and not making the light red so to speak...

now yellow is a primary colour and hence most of the colours we see around us will have yellow in it to some extent.... green is blue and yellow - hence will be highly effected by the yellow lense... and if ofpeditor is correct - it seems logical that making these intense, overpowering woodland colours that surround u, more dull and less distracting, movement should be easier to spot...

and also - keeps horible bits of sand out of your eyes  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 22 Aug 2003, 12:05:09
Well yellow/orangy tinted glasses and such are used by people with cataracts, it enhances their vision, so I think at least yellow/orange has some sort of quality to it other than just tinting what you see.

Now that I think about it, yellow tinted glasses/lenses/goggles will enhance the contrast of things you see, and also give you a better depth-perception. Mostly in use by sporting types, so that they can better judge where to aim etc.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 22 Aug 2003, 14:13:37
Veering slightly off-topic, purple lenses or plastic overlays apparently make it easier for people with dyslexia to differentiate different characters. It's amazing what coloured lenses can actually do  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 22 Aug 2003, 15:16:35
Can't we all just pick a damn color to agree on!... White, yellow, green, purple.... Who cares...

Why not just make the lense color changable... if possible... so we can all have it our way...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 22 Aug 2003, 17:00:44
By "setobjectexture"?? Who knows, might work.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 22 Aug 2003, 17:47:00
I think that would be pretty useless, its not even as though it matters that much...so you'll get what you're given :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 22 Aug 2003, 17:50:34
pfft, spoken like a true developer evis :)

And now for something completely different:
Quote
<[SF]All_Killer> whats a DEV?
<[DEV]Abraxas> It's a person who is asked infinite questions at every moment of the day...

Might help explain to you people how the BAS guys are feeling :)

(Abraxas is btw one of the devs behind the game Americas Army)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 22 Aug 2003, 18:21:08
Heres an idea...if yellow improves the ability to pick up movement.....why not implement that into the game somehow? so like the 160th Pilots visors that tint the screen when activated...the goggles actually give the screen a yellow tint...that wouldn't just be eye candy because if it really does help movement detection, its practical and gives the rangers and delta a real world advantage to compliment their supirior weapon's and armour? (as well as training ofcourse!)

what does everybody think?

Vyper

P.S. Purely an idea, not a request, but some feedback on playability, do ability and wantability would be nice!
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 22 Aug 2003, 19:06:43
yea setobjectexture should work.... And It wouldnt be usless.... It makes them more... customizable... And if you add vipers suggestion to tint the screen you could deicde weather you want it tinted (yellow googles) or not tinted (clear goggles)..... I think that would be awsome...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 22 Aug 2003, 20:31:07
yea setobjectexture should work.... And It wouldnt be usless.... It makes them more... customizable... And if you add vipers suggestion to tint the screen you could deicde weather you want it tinted (yellow googles) or not tinted (clear goggles)..... I think that would be awsome...

Well i disagree, it seems like a pretty useless thing to have, im not really sure how it would matter whether the unit has yellow, clear or even pink (tigershark) tinted goggles, why dont we add it so you can change the level of dirt on the boots? or the colour of his skiddies? or how about which lipstick he has decided to wear that day...there has to be a limit to just how far things can be customized, otherwise it would just get too complicated, the units will be already very diverse in version 2, so as i said...you'll get what you're given...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 22 Aug 2003, 20:56:23
Agreed evis...i think setobjecttexture's everywhere make it difficult in SP and near immpossible in MP...but what do you think of the tint when goggles are used?

although having said that, as the goggles are to be clear it wont make a difference! I just really liked the tint given on the 160th pilots, very nice touch.  i was just wondering whether it would be possible? This isn't just for BAS addons, i was thinking to anybody, theres not much point having moveable things on units unless they have a use...like the goggles from the first DE/RA pack where good because of the dust from the choppers...however say the SEPNAMpack2 pilots had visors which served no purpose other than eye candy...i sometimes think people put in animations for the sake of it without considering hinderences on gameplay...its all very good looking nice but if you can't reload quickly theres no point.

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 22 Aug 2003, 20:58:15
Im just saying it would be nice to have units with different colored goggles... It would be easier then just making a whole new set with yellow ones... But if you find it useless then thats ok... cause its just a suggestion... But in my opinion I wouldnt consider it just "eye candy".

Too bad you think otherwise... :(

But I do like the new ones they look great and cant wait to get my hands on them...
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 22 Aug 2003, 21:03:50
Vyper, I don't think a yellow-tinted screen would aid your vision. It's different to have it infront of your eyes and have a tinted view on your monitor.
In fact I think it would rather hinder than help.

I'm cool with whatever BAS gets us, but I'd rather not have the tint on screen. Anything that obscures my vision is a no-no :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 22 Aug 2003, 21:07:36
Hmm after reading vypers post... I agree... being able to change the color would be useless UNLESS theydid have a yellow or no tint depending on what color.... It would be even better in MP to kind of customize your player even more.. And it would be cool being able to choose if you want the clear goggles (no tint) or the yellow ones with a yellow tint (i would choose yellow  ;D). Someone should think about that...

Besides customiing units I think would make them more realistic... and it says right on your website your purpose is to make realistic addons...

Someone should at least think about making some really customizable units.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 22 Aug 2003, 21:11:43
Are you sure KTottE?

*covers screen with yellow tinted plastic sheet*

Who cares...

I think it would be cool...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 22 Aug 2003, 21:32:59
Quote
Besides customiing units I think would make them more realistic... and it says right on your website your purpose is to make realistic addons...
custumising is the keyword in specops
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 22 Aug 2003, 22:10:23
As i said, they will be customized enough as it is, theres no point adding something so petty and, well, crap onto them. You are very rarely going to sway any of our plans with posts on these threads, we know what we want to make and make them how we like.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 22 Aug 2003, 22:19:11
Eh, I don't really like the idea of making the screen have a yellow tint.  But, now all of my old SOAR pilots and crew have on completely white uniforms.  I think it is just the lack of texturing, but what is causing this??  I had them before, but now with the new helicopters I seem to have messed them up.  The new SOAR pilots work fine.  MH-47 addons are in the addons folder, as is Kiowa and 1.46 littlebirds.  Should I just get the newer littlebirds?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 22 Aug 2003, 22:22:21
Eh, I don't really like the idea of making the screen have a yellow tint.  But, now all of my old SOAR pilots and crew have on completely white uniforms.  I think it is just the lack of texturing, but what is causing this??  I had them before, but now with the new helicopters I seem to have messed them up.  The new SOAR pilots work fine.  MH-47 addons are in the addons folder, as is Kiowa and 1.46 littlebirds.  Should I just get the newer littlebirds?

Erm...you should have deleted the old ones before installing the new ones, the new ones replace them, so no wonder they dont work...if you are on 1.46 then dont install the new ones.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PunkerSXDX on 23 Aug 2003, 07:37:17
@homefry, if you have the new Choppers you really ought to get the LBs for 1.85 cause obviously you have 1.91 in order to have the MH47 or the MH60s, so go for the upgrade, and put all your Addons in the same folder I recomend, so things get all updated and junk. Unless you're talking about the tjp MH47 and 60 in which case I have no Idea what to tell you unless you have 1.85 or better...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 23 Aug 2003, 12:37:23
As i said, they will be customized enough as it is, theres no point adding something so petty and, well, crap onto them. You are very rarely going to sway any of our plans with posts on these threads, we know what we want to make and make them how we like.
point taken. Although it was a nice idea on it's own, it's not something I like to see (yellow tinted screen). btw; very rarely is not never  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 23 Aug 2003, 22:32:09
Thanks, fixed it.
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 25 Aug 2003, 18:45:17
What *is* up with that Kiowa 1.1 pack link? Does anyone host a valid achive of it anywhere? I've checked a few places and can't find a valid 1.1 anywhere.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 25 Aug 2003, 23:18:21
actually good point....it would kinda be annoying perhaps...

Evis, we're not trying to put ideas into your addons, merely into your heads....we might come up with something that you didn't think of, why else would you have this enormous post or even bother reading it?  ;)

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 26 Aug 2003, 03:20:42
What *is* up with that Kiowa 1.1 pack link? Does anyone host a valid achive of it anywhere? I've checked a few places and can't find a valid 1.1 anywhere.

you can get it at ofp.info i think
Title: Re:Ballistic Addon Studios Update Thread
Post by: UnderDog on 27 Aug 2003, 12:24:47
I have just seen the Pavehawk pics... woohoo, looks very nice. And the island looks also very nice. Is this Naguals (!?!?) Isle?

Hmm on the BAS-Page the project-status bar ist on 50% for Pavehawks? But the choppers don`t look like 50% to me ... are you sure? How about a small "status-bar update".

cya all and keep up the good work

UnderDog
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 27 Aug 2003, 15:19:37
Why is the progress bar of the littlebird at 100% ???
Cause there will be a update with new soldier animations right ???
And will there also be a progress bar for the seals ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 27 Aug 2003, 17:39:29
the littlebirds have already been released... hence (http://www.ballistic-studios.com/images/progresscomplete.gif)... this is an update coming out, not a new release

and there is a progress bar for the seals.... its at (http://www.ballistic-studios.com/images/progress75.gif) atm
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 27 Aug 2003, 22:18:29
Hmm on the BAS-Page the project-status bar ist on 50% for Pavehawks? But the choppers don`t look like 50% to me ... are you sure? How about a small "status-bar update".


Well, you know BAS, if it isn't groundbreaking, they've even not started to work on it  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 28 Aug 2003, 01:07:54
man!! i don't care about those choppers. i just want that island! :o
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 28 Aug 2003, 08:30:25
Yeah

After the release of the Blackhawks im a bit unsure whether these pavehawks can live up to the standard set but i guess we just have to wait and see what groundbreaking ideas they come up with.

Any hints from the bas crew?

and r u going to put a progress bar on naguals island?

thanks
Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 28 Aug 2003, 12:50:10
i think naguals island is his own project.... and with island making there never really is an ETA because of how complex and time consuming it is...

as with the BAS addons, im pretty sure Nagual is planning a 'its done when its done' status on the island... patience is a virtue, don't you know  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 29 Aug 2003, 03:53:25
The Pavehawks for the moment will be reskins of the MH-60 with some model changes and new units. Same functionality as the existing BHs.

The island is a BAS project as many of us have had a hand in developing portions of it...however....Nag has done the bulk of the work and much of the design is entirely his....it will be released as a BAS project (sooner than you might think) but it is definitely Naguals baby and he will deserve much of the praise.

It truly will be one of the best islands ever released. Have we let you down yet with claims like this  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: thegoose on 29 Aug 2003, 09:54:01
how are the SEALs going??? are there screenshots anywhere???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 29 Aug 2003, 14:03:53
It truly will be one of the best islands ever released. Have we let you down yet with claims like this  ;)

well... you said you were a young athletic hunk who lived in Tokyo.... boy did i get a shock last year  ;)

neah... looking forward to that island... the bridges ive seen look awesome... especially the ones which overlap etc etc... all looks very proffesional  :D and i know Nag's a stickler for realsim and is a bit of a perfectionist  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 31 Aug 2003, 03:00:22
(http://www.ballistic-studios.com/nagual/images/s/basisle1.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Coporal_Punishment on 31 Aug 2003, 06:19:44
(http://www.ballistic-studios.com/nagual/images/s/basisle1.jpg)

Looks like a nice holiday destination  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 31 Aug 2003, 15:38:43
(http://www.ballistic-studios.com/users/tigershark/screenshots/hh60gnew3.jpg)
(http://www.ballistic-studios.com/users/tigershark/screenshots/mh60g.jpg)
(http://www.ballistic-studios.com/users/tigershark/screenshots/hh60gdesert.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 31 Aug 2003, 15:59:46
(http://www.ballistic-studios.com/nagual/images/s/basisle1.jpg)

also looks like Nag's island will be makin a lot of us drool
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 31 Aug 2003, 18:34:12
and it'll probably be a giant download too.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 31 Aug 2003, 19:11:52
*pats his cable modem*

Good old 512kb connection.


Mind you, BAS/OFPEC (since they're so closely linked) could make a small fortune if they took orders for their addons on CD from 56kers  ;D. Of course, that money could go towards duct tape and jubilee clips to keep the servers from falling apart.

But that's just my capitalist side talking. Still, after seeing many a good man going insane because it's taken him about six months to download one mp3 on his 56k, there's probably a few people who'd rather pay a few quid/dollars/moon pennies to cut the waiting and the phone bill costs.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 31 Aug 2003, 23:14:46
i wouldn't mind spending a few dollars for that download. beats wasting a whole day trying to download something.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 31 Aug 2003, 23:27:04
nah, i'm happy downloading.....anticipation, its a good feeling

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 01 Sep 2003, 02:23:07
I just keep my connection on all night, seems to work.  I think the island will be worth it.

EDIT: Where can I find the BAS version of the Delta Ops?
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 01 Sep 2003, 20:49:55
Where can I find the BAS version of the Delta Ops?

I think you can get it in the campaigns section at http://ofp.gamezone.cz
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 02 Sep 2003, 02:04:38
I found this at Opflash.org:

(http://www.opflash.org/news/images/PureMassacreNews/basisleii.jpeg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 02 Sep 2003, 02:34:20
so when they say the best island out there.... i think they are right....  :o
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 02 Sep 2003, 18:28:11
Got a question to BAS what Chopper will SEALS using Pavehawk ???
And a question will there a option when the seals are in the chopper above the sea so they can jump out in sea ???
Will be a nice feature  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 02 Sep 2003, 19:46:21
Bone,

Are you talking about implementation the CoC Swimmer into the BAS SEALS? If so that would be a cool feature.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 02 Sep 2003, 20:21:30
Wow. The shots of the island don't look like they've come from OFP at all...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 02 Sep 2003, 22:14:10
Quote
Wow. The shots of the island don't look like they've come from OFP at all...
That's because they're not. These are just pictures taken from militaryphoto sites and edited to make it look like OFP. Stupid Hollywood shit. Don't believe it.

We are in control

Al Sahaf

 ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 02 Sep 2003, 22:23:28
Frostbite, next thing you'll be saying is how we're all going to burn in our chairs unless we surrender  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 02 Sep 2003, 23:50:57
No, I think those are real Cpt., unless you are being sarcastic.  And, by the way, they look fantastic.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 03 Sep 2003, 02:58:36
I found this at Opflash.org:

(http://www.opflash.org/news/images/PureMassacreNews/basisleii.jpeg)

are those rangers on the little bird the updated ones?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 03 Sep 2003, 03:49:57
Yes
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 03 Sep 2003, 13:04:22
u can tell by the helmets  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: rudyvarner on 03 Sep 2003, 22:16:31
Are there any plans to standardize the weapon sounds for the M-134 Minigun on all the BAS Helicopters?  The Littlebird, MH-47 and 60's have 3 totally different sounds, but from the specs i've been able to find, they are all the same variant.

Rudy

Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 03 Sep 2003, 23:55:28
As far as I know, the M134 sound on the MH-60's is the same sound as on the MH-47 (I know, it was "my" sound originaly)

The Littlebirds will have this "new" sound in the update, but that is in the future.

As for the M134 model on the MH-47, that MAY be updated to the new model, as seen on the MH-60's. However that will be in the future, and is not in any of our current plans.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 04 Sep 2003, 02:54:38
What about the navy seals? did you pause the project or something?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 04 Sep 2003, 12:40:21
What about the navy seals? did you pause the project or something?

No the SEALs are not paused :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 05 Sep 2003, 01:06:11
No the SEALs are not paused :)

thank god  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: celtic on 06 Sep 2003, 13:20:15
i love the new choppers, they look amazin, i have a problem, which maybe other out ther have, that whenever i use ur choppers with more than one player in cargo, i get a huge lag, this makes ur mission unplayabale and is a real shame, does anyone else have this problem, if so what did u do
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 06 Sep 2003, 16:28:33
Are you playing MP or SP?

And can you post up your basic computer specs, i.e. Processor, graphics card etc.

Then we may be able to help.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 07 Sep 2003, 00:02:15
i was j/w but have BAS release any NavySeal screens/pictures?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 07 Sep 2003, 01:01:20
Yes, check the news archive on our site, or earlier in this thread for SEALs pics
Title: Re:Ballistic Addon Studios Update Thread
Post by: celtic on 07 Sep 2003, 17:56:36
ive got a dell 8100 with a geforce 2 (32 mb) card, its a 1.4 pentium 4 processor
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 07 Sep 2003, 18:40:44
That may well be where the problem lies.

The Mh-60 is quite high poly, and has a lot of scripting, so will run slower on slower PCs.

However, very very low FPS is quite strange...

Can you tell me if you were playing MP/SP and what units you were using (the ones in cargo)
Title: Re:Ballistic Addon Studios Update Thread
Post by: celtic on 07 Sep 2003, 19:09:19
the first time i tried it i was playin the SP BAS mission that came with the choppers, it just wouldnt work and ended up crashin, i then dwnloaded the newest drivers for my card and it wasnt much better, its really bad on Nogova with just the chopper in mission editor but its better on the desert island, nogova i cant get any ppl in the hopper other wise its just way too lagy, on the desert island i can get about 4 in then is screws up, units i use are the BAS spec ops

Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 10 Sep 2003, 01:01:15
can you guys(BAS i mean) just give a estimated guess of when the SEALS or Nagual's island are gonna be released?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 10 Sep 2003, 03:33:36
No. Sorry.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 10 Sep 2003, 03:40:39
can you guys(BAS i mean) just give a estimated guess of when the SEALS or Nagual's island are gonna be released?

No. Sorry.
That was the answer I was expecting ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 10 Sep 2003, 03:42:45
Can you answer this TS
What will be the first Pavehawk, Naguel Lost Island or the Seals ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 10 Sep 2003, 08:03:38
Lost Island
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 10 Sep 2003, 13:59:42
thx m8 for the answer ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 10 Sep 2003, 15:55:21
My spider-sense is tingling, I think we're going to get a heck of a lot of jungle missions in the not-too-distant future then  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 10 Sep 2003, 21:52:11
I disagree...i smell jungle urban and whatever else the world of nagual has to offer!

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 10 Sep 2003, 22:24:34
http://www.ballistic-studios.com/nagual/images/s/south1.jpg
http://www.ballistic-studios.com/nagual/images/s/isle07.jpg
http://www.ballistic-studios.com/nagual/images/s/basisle4.jpg
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 10 Sep 2003, 23:39:28
Wow, that looks awesome, especially the last picture.  What I want to know is what kind of bases are on the island how awesome they're are gonna look.   :o
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 11 Sep 2003, 02:22:07
Is there any size estimate for the Lost Isle?
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 11 Sep 2003, 03:14:01
Is this island supposed to represent someplace in south america or somethin like that? and those pics are awsome, mission there are gonna kick a$$  8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 11 Sep 2003, 06:40:47
The island is supposed to represent an African nation.
This means it will have a mix of terrain including desert, tropical and subtropical areas.

The urban setting are based on generic African cities that we collected pics on and not designed to represent a particular palce (eg. Mogadishu).

Although people may choose the urban cities for BHD type missions, the whole map is designed to be a generic African nation and not a specific place.

The bases are fairly generic as they are from a relatively poor African nation ravaged by civil war.

For a rough idea see these links

http://www.ballistic-studios.com/users/tigershark/screenshots/mission1.jpg
http://www.ballistic-studios.com/users/tigershark/screenshots/mission2.jpg
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 11 Sep 2003, 14:16:53
That looks awesome.  Ahh, can't wait.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 11 Sep 2003, 14:42:57
i dunno why, but this sorta reminds me of liberia and the current situation
Title: Re:Ballistic Addon Studios Update Thread
Post by: Burn on 11 Sep 2003, 23:25:01
 :wow:Lost island is coming...  :osoon to be released...

*Bizon jumps up and down in joy...

It's celebrating time fellas :cheers: ;D

*...grabs a bottle of home-made booze and puts on a partyhat ;D

Yuppeeeeee!!!!!!

I have a gut feeling that this is going to be the best friggin' island ever released ;) :joystick: :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 12 Sep 2003, 01:28:16

Quote
I have a gut feeling that this is going to be the best friggin' island ever released ;) :joystick: :thumbsup:
Quote

FACT!
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 12 Sep 2003, 01:44:19
Erm whats the progress on the updated rangers and littlebirds??
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 12 Sep 2003, 05:26:43
Erm whats the progress on the updated rangers and littlebirds??
ummm....ditto ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 12 Sep 2003, 14:52:39
i think i know the answer (wait and see)
Title: Re:Ballistic Addon Studios Update Thread
Post by: FA Dalai Lamar on 15 Sep 2003, 07:16:45
Yall didn't shelve the sweet Uaz BRDM pack did you?...haven't heard anything bout it in a while....Just checking as I literally drooled when I saw it.

Best Regards,

DL ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 16 Sep 2003, 00:56:22
thats suppose to be part of that pack
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 16 Sep 2003, 23:00:53
I think the OPFOR pack has the UAZ's and BRDM's.  It is usually a (very very) good thing if we don't hear any updates from BAS.  
Title: Re:Ballistic Addon Studios Update Thread
Post by: Fire-Fox on 16 Sep 2003, 23:24:43
Hi!

I have a short question: When will the Delta/Ranger/Spec ops weapons pack be released in a J.A.M. compatible version? Or will this feature come with the update of the DeRaW pack?
Sucks to see the bad guys running around with 24 grenades in their vests and maximum you can carry is 6  ;) (or 10 if you decide not to take any rifle ammo with you  :D).
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 17 Sep 2003, 00:53:43
When the Rangers are re-released they will be JAM compatible.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 17 Sep 2003, 05:34:05
Is the sound for the m-4's gonna be changed to the same as the soar pilots m-4's?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 17 Sep 2003, 18:32:09
I think Tigershark's post says it all, doesn't it??

The pilots M4 use JAM so will the rangers m4 (and that means the same sound, cause sound is defined by the mag)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Fire-Fox on 17 Sep 2003, 23:29:16
Hm, just an idea: Would it be possible to add a small satchel charge (using one inventory slot) with smaller damage to the SpecOps weapons?
*rememberstheSEBdeltaforce* ;)


With highest respect for your outstanding work,
Fire-Fox
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 18 Sep 2003, 00:59:13
it's gonna suck if the sound for the ranger/delta's m-4 is changed.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 20 Sep 2003, 15:24:25
The sound for the rangers m4's will be the same as the Pilot's M4. Because they both use the JAM addon. If you don't like the sounds of JAM, you have a problem since a lot of teams will use JAM.

But if you really don't like JAM; The R/D addon will still have the old mags and these can be used also.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 20 Sep 2003, 20:07:37
The sound for the rangers m4's will be the same as the Pilot's M4. Because they both use the JAM addon. If you don't like the sounds of JAM, you have a problem since a lot of teams will use JAM.

But if you really don't like JAM; The R/D addon will still have the old mags and these can be used also.

Actually...no, the sounds and ballistic characteristics will be changed to match JAM, so the user wont notice a difference.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 20 Sep 2003, 22:27:40
Will there be a good, tripod-mounted PK in the OPFOR pack?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 20 Sep 2003, 23:30:26
No.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 21 Sep 2003, 15:23:46
sorry on the jam issue, evis

but I thought that you said the R/D will keep the old mags so the old missions will be compatible? Or will you change the sounds and ballistics and only keep the original mag name. Anyway, I love JAM, so I don't really care about the original mags
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cplme on 21 Sep 2003, 15:48:19
Whoa long time no real posting on this subject in fact in any subject so i think I should come back into the subject and other subjects here :) Well top quality work again by BAS as always,  the mh60 was a phenomical piece of work, as for people here on this subject asking all the time for release dates sum mean it as a joke but some do actual mean it, u need to remember, when they know a release date they will let you know, remember art takes time.  

Nagual Jungle Island will have its own new created buildings am I correct?


Supafly
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 21 Sep 2003, 18:06:44
Or will you change the sounds and ballistics and only keep the original mag name.

^^^
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 21 Sep 2003, 18:19:39
Can you tell us some of the new weapons the Deltas/Rangers and SEALS will have, or are those secret?
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 24 Sep 2003, 03:11:41
will the pavehawks come with new pilots? instead of those old BIS ones.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 24 Sep 2003, 04:36:19
Quote
will the pavehawks come with new pilots? instead of those old BIS ones.
Ever notice the new pilots in the MH-60 pack :P?

Quote
Can you tell us some of the new weapons the Deltas/Rangers and SEALS will have, or are those secret?

I believe the MK23 SOCOM, some new M4 variants ;D, and a new SAW among other things...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Shadow Striker on 27 Sep 2003, 22:10:41
     Yeah, You can do real good covert and SpecOps missions with this. My EDD (Estimaded Distance of Detection) is 25m-30m tops. Perfect for the OPRA (Observe, Plan, Reveiw, Attack) 'Way of Entry.' They willn't be able to detect you if do the Behind Flank  'Way of Entry' either!  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 28 Sep 2003, 00:56:23
What???
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 29 Sep 2003, 03:26:23
    Yeah, You can do real good covert and SpecOps missions with this. My EDD (Estimaded Distance of Detection) is 25m-30m tops. Perfect for the OPRA (Observe, Plan, Reveiw, Attack) 'Way of Entry.' They willn't be able to detect you if do the Behind Flank  'Way of Entry' either!  ;)

what the heck are you talking about?
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 29 Sep 2003, 21:51:18
What the heck is he talking about???
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 30 Sep 2003, 01:22:00
any1 check out thos vids yet cuz im dling it right now
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 30 Sep 2003, 02:45:01
No, I am not on my gaming machine, which I FDISK'ed, and I cannot view the video, even with the program.  So if anyone can post pictures here I appreciate it.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 30 Sep 2003, 05:07:26
Now that was AWSOME! Nice weapons... was that a PSG-1 sniper riffle... couldnt really tell....
Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 30 Sep 2003, 06:36:14
anyone having trouble trying to get the 2nd video to run?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 30 Sep 2003, 18:47:53
Quote
anyone having trouble trying to get the 2nd video to run?
no

Quote
was that a PSG-1 sniper riffle... couldnt really tell....
I'm not sure either. Could be a Stoner 25 (in use with the rangers as sniperrifle).
Title: Re:Ballistic Addon Studios Update Thread
Post by: supergruntsb78 on 02 Oct 2003, 13:54:08
within 48 hours the island is going to be released aint that wonderfull  no more geussing just the facts  finaly

see BIS forum for anouncement

Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 02 Oct 2003, 14:18:44
wanna link us? :o :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: registered_fugitiv on 02 Oct 2003, 14:32:14
I hope youre right, I dont want to have to resort to violence
If so its great ;D
do you guys at BAS think you could add the Browning High Power and Sig P228 mag to JAM, 13 round 9mm magazine
Title: Re:Ballistic Addon Studios Update Thread
Post by: supergruntsb78 on 02 Oct 2003, 19:08:54
i love violence and my dogs even love it more especial as they are allowed by law to bite if violance is getting out of hand



me and my dogs will protect the bas guys if nessecary  :P

(airforce security K-9 unit )
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 02 Oct 2003, 21:05:04
i love violence and my dogs even love it more especial as they are allowed by law to bite if violance is getting out of hand



me and my dogs will protect the bas guys if nessecary  :P

(airforce security K-9 unit )


Anyone as confused as I am about this post? I think in the years of playing Flashpoint i've missed something...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 02 Oct 2003, 22:19:33
no, I'm not confused. He's with an airforce k-9 unit. Which is a security unit with dogs (big mean ones). He'll protect the BAS guys from all the guys who will use force to get their hands on that island. Nothing to be confused about.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 02 Oct 2003, 22:50:14
Well, back to the island itself.  Are there any special features in the island?  And what units are included with it.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 03 Oct 2003, 01:45:17
Quote
Well, back to the island itself.  Are there any special features in the island?  And what units are included with it.

Homefry, you know better than that ;D. BAS members never, ever give out information like that about an addon before it's released. It's just the way they are.
Title: Re:Ballistic Addon Studios Update Thread
Post by: supergruntsb78 on 03 Oct 2003, 16:39:12
no, I'm not confused. He's with an airforce k-9 unit. Which is a security unit with dogs (big mean ones). He'll protect the BAS guys from all the guys who will use force to get their hands on that island. Nothing to be confused about.

exactly   ;)

its suddenly very quiet from BAS side so lets hope the best
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 03 Oct 2003, 21:17:34
i think it's coming with some opfor pack that was shown on the first video nagual released i think it will be some african contry army and some rebel forces  i read this on the official forums ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 03 Oct 2003, 22:28:00
I guess your right, better to ask though.  Had to get off the K9 issue.  Okay, what would you want to see on the island?
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 04 Oct 2003, 00:37:36
48 hours? ???
someone link me to some info on this
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 04 Oct 2003, 01:50:53
Yes, I couldn't find it on the official forums either.  I didn't think BAS gave a definite release time.
Title: Re:Ballistic Addon Studios Update Thread
Post by: dealer on 04 Oct 2003, 10:20:51
just look in the locked Lost island thread in the official forum...To pages back from the last one Tigershark said:realese is imminent..48 hours

I hope they are not pulling our legs..Because I am really anxious and I am counting every second right now...It they don`t realese it today I am gonna get really mad even though they are gonna realese it eventualy...But it`s just isn`t nice to give realese dates and not stick to them..Better not say anything....  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 04 Oct 2003, 11:53:55
As I said on other forums, it is not up to Tigershark when the island is released, so DO NOT get your hopes up.

Nagual will make the decision, and release the island when HE'S ready, and not before.

So don't get too excited, it may be out soon, it may not.
Title: Re:Ballistic Addon Studios Update Thread
Post by: supergruntsb78 on 04 Oct 2003, 18:05:24
at 12:15 it was 48 hours ago its now 17:57 hours  this means some last tweaking probably had to be done

as usuals with BAS it will only be for the best  

so we will wait with patience  although the patience is getting rather thin  ;)

i surely hope it will stand over my expectations (probably it will)

Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 04 Oct 2003, 18:13:42
If I didn't make myself clear enough in the last post:

The "48 hours" is NOT a definative deadline. So don't get all excited thinking it'll be out in a few hours... It'll be out when its out, as usual NO etas.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 04 Oct 2003, 18:30:00
Well IF it is released soon, ill be just sitting here and waiting  ::) and perhaps making some missions with the BAS stuff to get some ideas for when the island is released  :joystick: hope fully my team wont get shot up  :gunman: cause JAM could do this  :beat: to a guy, might have to get  :help: from the MH-60s and Littlebirds... And when its all over  :cheers: and a  :toocool:

lol.... just a lil story with smileys  ;D to be funny I guess...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 04 Oct 2003, 18:46:12
I didn't think you used release dates.  So, when it's finished it's finished.  Everything is better without release dates.  Will this be another OFPEC exculsive (or will all of your addons be)?
Title: Re:Ballistic Addon Studios Update Thread
Post by: supergruntsb78 on 04 Oct 2003, 19:10:29
please read my last post carefully before getting pissed of becuase there is no need for it

the post has in it  IT WILL BE RELEASED WHEN READY

probably just some tweeking up to do


 >:(

Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 04 Oct 2003, 19:16:26
Still, I think (not sure), but think he means the 48 hours has little or no relevance.  It will be released when Nagual wants to, that could be a month.
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 04 Oct 2003, 22:22:58
i thought no ETA's was the bas policy so i wouldn't wait for it today so i'll wait untill it's done
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 04 Oct 2003, 22:56:20
"done when its done"....i think thats BAS's catchphraise?

I'm happy to wait, not like we're paying them!

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 04 Oct 2003, 23:44:50
"done when its done"....i think thats BAS's catchphraise?

I'm happy to wait, not like we're paying them!

Vyper
i would't say it better ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 05 Oct 2003, 00:07:57
thats because you couldn't....

take the hard line....if you want a great island now! spend some time and make one....otherwise just hold your horses....patience is a virtue ladies and gentlemen

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Oct 2003, 00:22:47
Has anyone noticed the Landrover SOV in the projects bar on the Ballistic website.
Title: Re:Ballistic Addon Studios Update Thread
Post by: viper172 on 05 Oct 2003, 00:47:42
thats because you couldn't....

take the hard line....if you want a great island now! spend some time and make one....otherwise just hold your horses....patience is a virtue ladies and gentlemen

Vyper
i was agreeing with you
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 05 Oct 2003, 03:23:59
Has anyone noticed the Landrover SOV in the projects bar on the Ballistic website.

Yep.... I think it has been there awhile
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Oct 2003, 04:51:57
Oh, I hadn't noticed.  I thought I had discovered something new.  :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 05 Oct 2003, 05:45:06
ITS BEEN RELEASED!
IM GETTING IUT AT 300 KBS
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=940d441ad63d75b4f51c4ff0c6bc26ce;act=ST;f=4;t=34275
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 05 Oct 2003, 07:45:22
Hmm nice but I am sad... and the reason I am sad is because none of the islands work right! The BAS_I2.pbo (the smaller one), when I use that island, it has NO ground textures at all, its all white. And when I click show textures in the editor, OFP crashes.. Now with the big island (BAS_I1.pbo), OFP wont even open! It gives me a really strange error:

Cannot create 3D device:
  Adapter 0 (8500) Fullscreen
  Resolition 1024x768, format X8R8G8B8/D24S8, refresh 75 Hz.
  Error D3DERR_OUTOFVIDEOMEMORY


 :noo: :noo: :noo: :noo: :noo: :noo: :noo: :noo: :noo: :noo: :noo: :noo:
What is up w/ that shit???? Is it because of the size of the island? Or that my PCs is just to crappy? Or do I have too many addons in my addons folder? Or do I need version 1.92??? This is probably the first report about this (probably even the first error report) and probably no body knows what it is, im really confused here.... I installed everything correctly, I put it into the Res/Addons folder... This is very odd and im very sad because I waited so long and it doesnt work, but the OPFOR pack is just amazing! :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: TheCaptain on 05 Oct 2003, 12:07:02
Your comp probably doesn't have enough memory (video memory? swap file space?) for the bas addons + whatever other addons you're using combined with bis' old way of caching addons. Try 1.92 and it should all work perfectly.
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 05 Oct 2003, 14:52:30
Cannot create 3D device:
  Adapter 0 (8500) Fullscreen
  Resolition 1024x768, format X8R8G8B8/D24S8, refresh 75 Hz.
  Error D3DERR_OUTOFVIDEOMEMORY


getting this aswell  :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 05 Oct 2003, 14:57:26
KyleSarnik

Im getting the same errors as you, you not on a Ati card are you?
Title: Re:Ballistic Addon Studios Update Thread
Post by: BronzeEagle on 05 Oct 2003, 14:58:10
Since this is the BAS thread i wanted to congratulate them on the JAM project.  Those m16's and m60's make quite a clatter.  I hope that they take the sound from those m16s and 60s and place them on the bas m4 and m240/m249 variants.  The sounds from JAM really pump me up.  Thanks for reading this.
Title: Re:Ballistic Addon Studios Update Thread
Post by: screamingeagle_101 on 05 Oct 2003, 15:26:11
I'm having som probs aswell. Sometimes when playing it exits the game, I'm back at windows and an Error message comes up.
But other then that I am quite impressed.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KJAM on 05 Oct 2003, 15:39:48
i have it all i can manage to say is WOW

i have 1.92 and it has no problems with it, well except for a slight bit of lag, this island gives me less lag than nogova does.....well so far lol

great work guys, if i had loads of money id give it to you ;D but i dont so oh well
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 05 Oct 2003, 16:26:01
For those experiencing memory problems, there are a few things you can try.

1) reduce the land details setting you have ofp running at. This island twice the size of a standard OFP island (meaning 4x the landsurface) so using high detail (or even normal on low spec machines) may take too much memory for your system to handle.

2) use mod folders to organise you addons and run 1.92

3) reduce the number of addons in your folders

4) always check that old versions of addons are not located in different folders (eg JAM)

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Oct 2003, 17:10:23
I'm sure this island is great, but darn 56k!! The screens look great though.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 05 Oct 2003, 18:36:09
Ah SelectThis... I think I may have found 2 solutions..

I think I still have the old JAM pbo in my regular addons folder, and the new one on the res/addons folder..

If that doesnt fix anything I will get 1.92, but can anyone post a working link for it? (the one in the news section doesnt work)
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 05 Oct 2003, 18:38:56
Quote
I'm sure this island is great, but darn 56k!! The screens look great though.

Heh, heh, I ran my 56k from 11 PM to 5:45 AM to download this. And once it was done, I played around with it for an hour before going to bed ;) . If you don't want to pull all-nighters, then grab a download manager and download it in chunks. It's worth it ;D !
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 05 Oct 2003, 19:09:06
*searches every OFP site for working link to 1.92*

Any help is much apre.. (i cant spell it but you get the point)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 05 Oct 2003, 19:14:46
www.opflashpoint.org.... Many thanks!
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 05 Oct 2003, 19:19:35
I upgraded to 1.92, installed it, and tried this whole island thign again.

SAME ERROR!

 :'( why? why??!!!  :'(
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Oct 2003, 19:27:08
KyleSarnik, please edit posts instead of makeing new posts everytime.
m21man, yeah, I am going to do just that, leave it on all night.

What vehicles does the OPFOR pack include?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 05 Oct 2003, 19:42:05
Readme #1
Quote
==========================================================
Tonal (The Lost Isle) 1.0
OPFOR 1.0 (African)
by Ballistic Addon Studios, 2003
http://www.ballistic-studios.com/
OFPEC Code: BAS
01 October 2003
nagual@ballistic-studios.com
==========================================================
Island by Nagual
Textures by Ebud, Nagual
Modelling by Nagual, Eviscerator, Ebud
Scripts by Rom, Nagual, TJ
Music by Cassandra G (cassie)

Special Thanks to SelectThis for misc model and jungle tweaks and addon making advice, Agent_smith for the warehouse, Leone for runway textures, Bn880 for video dialog scripts, Rom for taxiway coding and technical advice/assistance and Snake_man and the wrptool team for wrptool beta.
Special thanks to Katerina and the BAS Team for beta testing.
Special thanks to Ebud for endless work on the textures.
Special thanks to Cassie for all the excellent music.
Special thanks to the friends/girlfriends/wives ect who put up with us while spending lots of time making the island and opfor.
==========================================================
INSTALLATION:
==========================================================
Place the PBO files in Addons\, Res\Addons\ or a mod folder in your Operation Flashpoint directory:

* BAS_I1.pbo 1.00
* BAS_I2.pbo 1.00
* BAS_O.pbo 1.00
* BAS_OPCPP.pbo 1.00
* BAS_OPFOR.pbo 1.00
* JAM_Magazines.pbo 2.00
* JAM_Sounds.pbo 1.00

The Island anim Folder must be placed in Res\Addons\ folder (not everyone has normal addons folder):
* BAS_Isle_Anim

Place the Tonal Folder in your Missions\ or Missions\Ballistic\ folder:
Tonal Folder
* BAS_Isle_JungleOp.bas_i1.pbo
* BAS_Isle_RebelRoad_v1.bas_i2.pbo

Place the Insurgency_01.pbo into the Campaigns\ folder:
* Insurgency_01.pbo

Place the MP mission files in your MPMissions\ folder:
* dm@ 10 elimination v1.bas_i1.pbo
* tdm@ 24 kimbeassault v1.bas_i1.pbo
* tdm@ 18 slumskirmish v1.bas_i1.pbo
* co@ 9 jungleop v1.bas_i1.pbo
* co@ 17 rebelroad v1.bas_i2.pbo

MP Insurgency Coops have at least 3 extra player spots not counted in name, for opposition forces:
* co@ 5 scoutpatrol v1.bas_i1.pbo
* co@ 14 closetohome v1.bas_i1.pbo
* co@ 16 militiadump v1.bas_i1.pbo
* co@ 20 internalconflict v1.bas_i1.pbo
* co@ 5 zinaba v1.bas_i1.pbo
* co@ 11 warpath v1.bas_i1.pbo
* co@ 17 holiday v1.bas_i2.pbo

==========================================================
Tools Used for island and object creation:
==========================================================
WrpTool Beta
Visitor 2 Light
WrpEdit
WrpBuddy
Oxygen 2 Light
The G.I.M.P (gimp.org)
Adobe Photshop
http://www.africafocus.com/
Misc sound and graphics tools.

==========================================================
Technical Details:
==========================================================
Tonal
WRP : 25kmx25km
Textures: 512x512 resolution ground textures
Objects: 130,000+ objects

Tonali 1
WRP : 12.5kmx12.5km
Textures: 512x512 resolution ground textures
Objects: 60,000+ objects

==========================================================
Notes:
==========================================================
Tonal Isle is a large world map for Operation Flashpoint: Resistance.
Set on the south east coast Africa, and combined with BAS OPFOR, it offers a wide variety of environments and battlefields for OFP, and a scenario / theme to open up new missions in the Tonal world.
The Tonal project has taken a very long time make, with countless hours poured into it over this year (2003) and before. But it is not perfect, so future versions will finalize things like urban models and vegetation (see below).

Being larger than the standard BIS islands, the Tonal isle can be very demanding for a PC, so the more powerful machine the better, especially for mission editors. Use of fog in places like the jungle does make the lag much more playable, the jungle was always intended to be used with weather fog limiting the view distance.

The Tonali 1 isle is a extra bonus peripheral island, small and fairly rough, it is a lower-end isle for smoother editing and gameplay, a bonus for lower end PC players.

There is a lot of space on the Tonal isles, so explore ;)

==========================================================
BAS OPFOR:
==========================================================
The bas isle is intended to be used with the BAS OPFOR African units. The rebel and government soldiers and vehicles can be used for all sorts of african based conflicts on the isles.
See the included BAS Tonal File for detailed information on the Tonal Background.
The islands have been built around government, rebel, civilian and militia areas, the OPFOR addon provides units who fit and fight well in each area.

==========================================================
Texture Notes:
==========================================================
The island land textures are custom made, with transtions generated in Visitor 2, then hand placed in wrpedit and wrptool.
The jungle land texture was taken from a google search, then edited. I haved tried to find its orginal source but have not so far.
2 other textures are edited versions of royalty free textures found online.
Some base base Textures are from original BIS resistance textures.

The runway textures at the main desert airport were made by Leone, some edited by nagual. So special thanks to Leone for going to the trouble of sending a CD full of textures through the mail.

A small number of jungle plant textures were orginally edits from textures in the Deadly Dozen : Pacific Theater game, they have been edited since then and mixed with totally new textures.

Aside from the above, the majority of custom textures were hand made by BAS texturer Ebud, who put countless hours into the island textures, many based from reference pictures of real african places.

==========================================================
Known Issues:
==========================================================
Map lag: due to the size of the map, and detail of the terrain in the central and western area, the editor and ingame map is sluggish. When zoomed in to around medium it can be hard to click / double click on depending on the power of your PC. Zooming out further or all the way in often helps when mission editing. Setting land textures to 512x512 in OFP prefrences can also help.

General Lag / system intensive: As said earlier, the Tonal mainland is resource hungry. It best to find a good balance between veiw distance, terrain and other video settings.

Misc Model bugs: with lots of custom models, many are some of the first models by nagual, expect some anomalies somewhere, there's sure to be something missed.

==========================================================
Mission Notes:
==========================================================
All missions are considered bonus items, so enjoy them for what they are worth.
In the Insurgency campaign, sometimes you are granted CAS (untested in mp). To call in an AREA or PRECISION strike you need to select it, then click on the map where you want the Area or strike point to be. The CAS mission will begin after clicking the map.

==========================================================
Future Versions:
==========================================================
The first version of Tonal isle will be improved upon sometime in the future. More work will be done on jungle objects, city objects and details, general lods, bug fixes and more scripts and sounds. Grasses and trees will also still be added and improved. This will take time, but with 1.0 out it can be done at its own pace (better than releasing 1.0 next year)
The general layout will remain the same. Potentially more terrain in the future, like a seperate island somewhere out in the ocean, depending on map lag.
The main airport will also get some more attention after the models are finished.

The main focus of future updates will be improving performance, work on the Tonali's, and continuation of the ongoing Insurgency campaign.

More information, updates and mission packs can be found on the Ballistic main site and:
http://ballistic-studios.com/nagual/isle/
==========================================================
Scripts:
==========================================================
*************************************
Mist
To activate TJ's excellent ground mist script (good for jungle swamps), exec the following line in an game logics init field:
[this,.7,500,1] exec "\bas_o\s\mist.sqs"

[Object,Delay,Lifetime,Velocity] exec "\bas_o\s\bas_mist.sqs"
[Object,Delay,Lifetime] exec "\bas_o\s\bas_sand.sqs"
[Object,Delay,Lifetime] exec "\bas_o\s\bas_mist2.sqs"

The higher the delay, the less strain the mists puts on the PC, but makes the mist thinner. Really thick mist looks good but needs a strong PC.
*************************************
MP Video Options
To include a dialog in MP missions for setting terrain detail and view distance, the following can be used:

Description.ext:
#include <bas_i1\s\bas_MPvideo.hpp>

Init.sqs:
[] exec "\bas_i1\s\vidoptions.sqs"

Ingame Radio Trigger:
[] exec "\bas_i1\s\dlg_video.sqs"
*************************************
River Crossing:
To prevent AI from going prone in jungle swamps, you can use a river crossing script by Rom:
Triggers (any amount of trigger covering watery areas) setup like:

Size
Anybody
Present
Repeated

Then exec in a gamelogic or unit init:
[trigger1,trigger2,...] exec "\bas_o\s\BASrivercrossing.sqs"

Any unit that steps into the trigger area will be checked, and when they go near water they will enter "stand up" mode and not go prone, saving them from drowning in combat. The units will be set back to AUTO mode after leaving the water.
*************************************
BAS Blackhawk Map:
The main Tonal island is already setup to use the map in the BAS blackhawks. The blackhawk addons will automatically load the island map, you need to add this line to the init field to setup the crosshair (due to larger island size):

bas_60mapsize = 512

*************************************
==========================================================
Music:
==========================================================
Classname - Title
bas_islemuse1
bas_islemuse2 - Survival
bas_islemuse3 - Theme
bas_islemuse4 - Horizon
bas_islemuse5 - Resting
bas_islemuse6 - Warp
bas_islemuse7 - Home

Special thanks to Cassandra G for 6 excellent original music tracks custom made for the project. Each track fits in well with african themed missions.

http://www.mp3.com.au/Cassandra_G

==========================================================
Added Objects / Options:
==========================================================
Lots of different object can be found in the editor under
Empty > Lost Isle - Misc >
- is used to make urban detail objects grouped at top
They range from civilian objects to houses, trees, custom fires and bushes.

==========================================================
Sounds
==========================================================
The sounds were taken from all sorts of sources, like many ofp editing sounds, they are not custom made, just custom coded.
Sources included:
Spec Ops II
Ghost Recon
Delta Force Games
 
Under Empty > Sounds > in the Mission Editor there are some new sound objects for missions (can also be used in the "trigger" section of Trigger Effects):

* Ambient -Aircraft
* Ambient -AK Fire
* Ambient -Birds
* Ambient -Combat
* Ambient -Insects
* Ambient -MG Fire
* Ambient -Swamp
* Ambient -Thunder
* Ambient -Wind

Other sounds that can be used in "Voice" and "Anonymous" section of Trigger Effects, or with the unit say "sound" command, are:
class name // description
bas_briefgear = Briefing gear sound, add line *onBriefingGear "bas_briefgear"* without the * to init.sqs for it to play when player check briefing weapons.

bas_dooropen = door opening sound
bas_doorclose = door closing sound
bas_Tvloop1 = ambient radio / tv sounds
bas_Radioloop1 = ambient radio sounds
bas_Radioloop2 = ambient radio sounds
bas_Radioloop3 = ambient radio sounds
bas_nature1 = ambient bird/nature sounds
bas_swamp1 to 4
bas_jungleS1, bas_jungles2,
bas_bugs1 to 4

==========================================================
Unit Faces:
==========================================================
Faces for mission editing :
BAShostage1
BAShostage2
BASAfrican1
BASAfrican2
BASAfrican3
BASAfrican4
BASAfrican5
BASAfrican6

==========================================================
Group Names:
==========================================================
Some new group names have been added for mission editors. They can be used with this line in leaders init field (or in a script):

this SetGroupId ["Primary", "Secondary"]

or

this SetGroupId ["Primary", "groupcolor0"] (to use only first name)

Some names are doubled up to allow for more combinations, and with the default BIS names there is lots of options, eg.
FireTeam Alpha, Delta Escort, SOAR CAS

Primary (Names):
1STSFOD
Agent
Assault
Chalk
DeltaForce
Escort
FireTeam
Gov
Guard
NightStalker
Ranger
Rebel
Recon
SAS
Scout
SEAL
SOAR
Specialist
Support
Tango
SF
SAR
CSAR
ASAR
CAS
Eagle
Lion
Tiger
Bear
Wolf
Raven
Tracker
Hunter
Alfa
VIP
Sniper
Command
FireBase
Intel
Fury
FireStick
Guerrila
Tatu
Tonal
Militia
Force
Team
Assasin
Artillery
Medivac
ParaJumper
Rescue
Sentry
Sentinel

Secondary (Colors):
One
Two
Three
Four
Five
Six
Seven
Seven
Eight
Nine
Zero
Pack
Group
Team
Wing
Squad
A
B
C
D
Scout
Recon
Assault
Escort
Guard
Support
Specialist
Agent
SAR
CSAR
ASAR
CAS
Tracker
Hunter
Sniper
Command
FireBase
Intel
Guerilla
Tonal
Militia
Force
Assasin
Artillery
Medivac
ParaJumper
Rescue
Sentry
Sentinel

============Disclaimer:========
This is NOT an official Addon. You know the drill! Use at your own risk.
==========================================================
Due to the extensive / excessive amount of work put into this project to make the Tonal isle unique, copyright is claimed on the original work.
This addon is not to be altered or edited for any purpose without the express permission of the authors. Nor should it be distributed except in the form provided.
Ask for permission to use any Tonal objects/textures BEFORE using them in another project.
Requests will be considered some time after release.
==========================================================
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 05 Oct 2003, 19:42:55
Readme #2
Quote
==========================================================
Addon Name: OPFOR (for OFP v. 1.92)
Version: 1_00
by Ballistic Addon Studios
http://www.ballistic-studios.com
OFPEC Code: BAS
01 October 2003
==========================================================
DESIGN TEAM
===========

Project Coordinators:            Eviscerator, Ebud and SelectThis
Modeling/Mapping:             Ebud, Eviscerator, SelectThis, Deadmeat
Textures:          Ebud
African Civilan Faces:      Red Storm (from Ghost Recon)
African Voices:         Novalogic (from Delta Force2)
Footsteps:         Various games, mainly Americas Army: Operations and Spec Ops II: Green Berets.
Cpp File:          Eviscerator, SelectThis, and Nagual
Scripters:         Rom
Beta Testers:               Katerina, GatorDev, and all the BAS Team.
Missions:                    Nagual
Producers:         Eviscerator and Ebud
Readme:            Ebud and Nagual

Special Thanks: Vipersheart for the G3 model, marfy/seb muller for the ZU23 and Vektorboson for the rotorwash script.


VERSION HISTORY
===============
1.0 (28-09-03)
- First release


ADDON DESCRIPTION
=================
This addon provides a comprehensive set of units for a ficticious African conflict.For more information please refer to the Tonal History document included with the pack.

Features include:

- African Government troops and support units.
- African rebel troops and support units.
- African civilians.
- One unit per side that allows for custom faces rather than the default African faces.


Every single member of BAS had input into this addon. The team has worked tirelessly to bring what we hope is one of the most interesting addons available in the OFP community.


Enjoy the addon from the BAS Team!


INSTALLATION
============
There is 2 PBO files in the compressed file (BAS_OPCPP.pbo, BAS_OPFOR.pbo), which need to be extracted into your Operation Flashpoint/Addons folder.
(NOTE: you can use either the OFP/Addons or Res/Addons folder)

Put the following in your addons folder:
BAS_OPCPP.pbo
bas_OPFOR.pbo


KNOWN ISSUES
============
* Random civilians will reset to default texture after a saved game is loaded, a game engine bug.

ADDED UNITS:
============

RESITANCE SIDED

GOVERNMENT
==================
BAS_GovernmentOfficer
BAS_GovernmentSoldier
BAS_GovernmentSoldier2
BAS_GovernmentSoldier3
BAS_GovernmentSoldier4
BAS_GovernmentSoldier5
BAS_GovernmentMGunner
BAS_GovernmentHVYMGunner
BAS_GovernmentSniper
BAS_GovernmentRPGSoldier
BAS_GovernmentRPGAASoldier
BAS_GovernmentRPGAPSoldier
BAS_GovernmentRTO
BAS_GovernmentMedic
BAS_GovernmentScout
BAS_GovernmentScoutEngineer
BAS_GovernmentSoldierUrban
BAS_GovernmentPilot
BAS_GovernmentCrew

BAS_GovernmentOfficerHD
BAS_GovernmentSoldierHD
BAS_GovernmentSoldier2HD
BAS_GovernmentSoldier3HD
BAS_GovernmentSoldier4HD
BAS_GovernmentSoldier5HD
BAS_GovernmentMGunnerHD
BAS_GovernmentHVYMGunnerHD
BAS_GovernmentRPGSoldierHD
BAS_GovernmentRPGAASoldierHD
BAS_GovernmentRPGAPSoldierHD
BAS_GovernmentRTOHD
BAS_GovernmentMedicHD
BAS_GovernmentScoutHD
BAS_GovernmentScoutEngineerHD
BAS_GovernmentSoldierUrbanHD
BAS_GovernmentPilotHD
BAS_GovernmentCrewHD


MILITIA RESISTANCE - MALE
==================
BAS_GMilitiaAKM
BAS_GMilitiaSKS
BAS_GMilitiaFAL
BAS_GMilitiaG3
BAS_GMilitiaRPD
BAS_GMilitiaPKM
BAS_GMilitiaSVD
BAS_GMilitiaRPG
BAS_GMilitiaRPGAA
BAS_GMilitiaRPGAP

BAS_GMilitiaAKMHD
BAS_GMilitiaSKSHD
BAS_GMilitiaFALHD
BAS_GMilitiaG3HD
BAS_GMilitiaRPDHD
BAS_GMilitiaPKMHD
BAS_GMilitiaRPGHD
BAS_GMilitiaRPGAAHD
BAS_GMilitiaRPGAPHD

MILITIA RESISTANCE - FEMALE
==================
BAS_GMilitiaWAKM
BAS_GMilitiaWSKS
BAS_GMilitiaWFAL
BAS_GMilitiaWG3
BAS_GMilitiaWRPD
BAS_GMilitiaWPKM
BAS_GMilitiaWSVD
BAS_GMilitiaWRPG
BAS_GMilitiaWRPGAA
BAS_GMilitiaWRPGAP

BAS_GMilitiaWAKMHD
BAS_GMilitiaWSKSHD
BAS_GMilitiaWFALHD
BAS_GMilitiaWG3HD
BAS_GMilitiaWRPDHD
BAS_GMilitiaWPKMHD
BAS_GMilitiaWRPGHD
BAS_GMilitiaWRPGAAHD
BAS_GMilitiaWRPGAPHD

BAS_GRandomMilitia
BAS_GRandomMilitiaW


RES CIVS WITH ROCKS
==================
BAS_opforciv1RES
BAS_opforciv2RES
BAS_opforciv3RES
BAS_opforciv4RES
BAS_opforciv5RES
BAS_opforciv6RES

BAS_opforciv1wRES
BAS_opforciv2wRES
BAS_opforciv3wRES


EAST SIDED

REBELS
==================
BAS_RebelOfficer
BAS_RebelSoldier
BAS_RebelSoldier2
BAS_RebelSoldier3
BAS_RebelSoldier4
BAS_RebelSoldier5
BAS_RebelMGunner
BAS_RebelHVYMGunner
BAS_RebelSniper
BAS_RebelRPGSoldier
BAS_RebelRPGAASoldier
BAS_RebelRPGAPSoldier
BAS_RebelRTO
BAS_RebelMedic

BAS_RebelOfficerHD
BAS_RebelSoldierHD
BAS_RebelSoldier2HD
BAS_RebelSoldier3HD
BAS_RebelSoldier4HD
BAS_RebelSoldier5HD
BAS_RebelMGunnerHD
BAS_RebelHVYMGunnerHD
BAS_RebelRPGSoldierHD
BAS_RebelRPGAASoldierHD
BAS_RebelRPGAPSoldierHD
BAS_RebelRTOHD
BAS_RebelMedicHD

MILITIA - MALE
==================
BAS_MilitiaAKM
BAS_MilitiaSKS
BAS_MilitiaFAL
BAS_MilitiaG3
BAS_MilitiaRPD
BAS_MilitiaPKM
BAS_MilitiaSVD
BAS_MilitiaRPG
BAS_MilitiaRPGAA
BAS_MilitiaRPGAP

BAS_MilitiaAKMHD
BAS_MilitiaSKSHD
BAS_MilitiaFALHD
BAS_MilitiaG3HD
BAS_MilitiaRPDHD
BAS_MilitiaPKMHD
BAS_MilitiaRPGHD
BAS_MilitiaRPGAAHD
BAS_MilitiaRPGAPHD

MILITIA - FEMALE
==================
BAS_MilitiaWAKM
BAS_MilitiaWSKS
BAS_MilitiaWFAL
BAS_MilitiaWG3
BAS_MilitiaWRPD
BAS_MilitiaWPKM
BAS_MilitiaWSVD
BAS_MilitiaWRPG
BAS_MilitiaWRPGAA
BAS_MilitiaWRPGAP

BAS_MilitiaWAKMHD
BAS_MilitiaWSKSHD
BAS_MilitiaWFALHD
BAS_MilitiaWG3HD
BAS_MilitiaWRPDHD
BAS_MilitiaWPKMHD
BAS_MilitiaWRPGHD
BAS_MilitiaWRPGAAHD
BAS_MilitiaWRPGAPHD

BAS_RandomMilitia
BAS_RandomMilitiaW

EAST CIVS WITH ROCKS
==================
BAS_opforciv1E
BAS_opforciv2E
BAS_opforciv3E
BAS_opforciv4E
BAS_opforciv5E
BAS_opforciv6E

BAS_opforciv1wE
BAS_opforciv2wE
BAS_opforciv3wE

CIVILIAN
==================
BAS_opforciv1
BAS_opforciv2
BAS_opforciv3
BAS_opforciv4
BAS_opforciv5
BAS_opforciv6

BAS_opforciv1w
BAS_opforciv2w
BAS_opforciv3w

BAS_RandomCivilian
BAS_RandomCivilianW


VEHICLES AND WEAPONS
=====================
Vehicle || Weapon || Ammo

RESITANCE SIDED - GOVERNMENT

BAS_GUAZPK   || BAS_PK_BRDMMounted                 || BAS_PK_BRDMMounted
BAS_GUAZDShK || BAS_DShK                           || BAS_DShK
BAS_GBRDM    || BAS_DShK                           || BAS_DShK
BAS_GBRDMPK  || BAS_PK_BRDMMounted                 || BAS_PK_BRDMMounted
BAS_GovBMP   || Gun73,MachineGun7_6,AT3Launcher    || Heat73,Shell73,MachineGun7_6,AT3Launcher
BAS_GT55     || Gun105,MachineGun7_6               || Heat105,Shell105,MachineGun7_6
BAS_GZSU     || ZsuCannon                          || ZsuCannon
BAS_GMI24    || BAS_MachineGun30E,BAS_Rocket57x128 || BAS_MachineGun30E,BAS_Rocket57x128
BAS_DShKG    || BAS_DShK                           || BAS_DShK
BAS_GZU23    || BAS_ZuCannon                       || BAS_ZuCannon
BAS_GSU25    ||                                    ||
BAS_GMI8
BAS_GUral
BAS_KLR

Weapon        Class                                 Ammo
HK-G3SG1      || BAS_G3SG1                          || JAM_W762_20mag
Rocks         || BAS_Toss                           || BAS_Rock
Type 63 Radio || BAS_Type63


EAST SIDED - REBELS

BAS_AUAZPK         || BAS_PK_BRDMMounted              || BAS_PK_BRDMMounted
BAS_AUAZDShK       || BAS_DShK                        || BAS_DShK
BAS_AUAZDShK2      || BAS_DShK                        || BAS_DShK
BAS_RebelBRDM      || BAS_DShK                        || BAS_DShK
BAS_RebelBRDMPK    || BAS_PK_BRDMMounted              || BAS_PK_BRDMMounted
BAS_RebelBMP       || Gun73,MachineGun7_6,AT3Launcher || Heat73,Shell73,MachineGun7_6,AT3Launcher
BAS_AT55           || Gun105,MachineGun7_6            || Heat105,Shell105,MachineGun7_6
BAS_DShK (russian) || BAS_DShK                        || BAS_DShK
BAS_DShKA          || BAS_DShK                        || BAS_DShK
BAS_ZU23 (russian) || BAS_ZuCannon                    || BAS_ZuCannon
BAS_AZU23          || BAS_ZuCannon                    || BAS_ZuCannon
BAS_ACessna182
BAS_AUral
BAS_AUral2

SCRIPT VARIABLES:
- BAS_OPFOR_Effects = 0 disables all the smoke effects (tank smoke device, Mi24 rocket smoke, Mi24+Mi17 rotorwash)
- BAS_OPFOR_Gov_TankSmoke = 0 disables the automatic smoke device on all Gov tanks
- BAS_OPFOR_Reb_TankSmoke = 0 disables the automatic smoke device on all Rebel tanks


BACKGROUND READING ON THE OPFOR
=================================

Tonal Defense Forces Orbat as of Sep 21, 2003
====================================================================
TONAL AIR FORCE
 
1st Air Wing
No. 1 Squadron  
Helicopter operations and training
135 personnel; 5000 flight hours budgeted
 
14 M-8
8 MI-24

No. 2 Attack Squadron (Fury)
Air/Ground operations
126 personnel; 2500 flight hours budgeted

8 SU-25
 
TONAL ARMY
 
First Brigade
 
1 Mechanized Battalion
1 Armored Battalion  
2 Infantry Battalions
1 Reconnaissance company
1 Engineer company
1 Logistic Support Battalion
1 Military Police Company
1 Signal Company
1 Field Artillery Battalion
Brigade Training Center
 
Special Units  
1st Air Defense Regiment  
1st Tonal Scouts Company  
 
Paramilitary
Tonal Guard (900 part time personnel)

1st Tonal Scouts Company Background:
Formed by a retired Rhodesian captain and former legionnaire, the Tonal Scouts are the mainland's first line of defense.
Mostly made up of white men from African bush wars, the scouts are expert trackers, stalkers, hunters and guerillas, though they recruit indigenous young men with hunting and tracking talents. Spending their time patrolling remote and jungle regions of Tonal, the scouts are the primary intel source for the TDF.
They don't have the hardware of the western special forces, but with their training and knowledge of the archipelago they are the elite of the TDF.

As the only TDF unit capable of spending extended time in the jungles, the scouts are also used for direct action and rescue missions, and their specialty of guerilla warfare and counter insurgency operations.
Following the 2003 Government policy of zero-tolerance of rebels forces, the Tonal Scouts have been working tirelessly on locating and destroying rebel assets in the jungle and suppressing rebel income sources.
Aside from the jungle, the scouts are often used to support regular TDF infantry in assault, as their skill and knowledge of the terrain can turn the tide of many battles.

The scouts are also used as guides for international peacekeepers and occasional SF who deploy. Interactions with SF has also given the Tonal Scouts extra counter-insurgency training. They have the skills for undercover work amongst the population, and are in closer contact with the locals than any other TDF soldiers. Due to tight knit tribal group being near impossible to infiltrate, local black scouts will more often be used for undercover work. The majority of plain-clothes operations by scouts have taken place at the end of longer investigations, during the raids and busts in towns and Tonali's that occur often to suppress rising anti-government militia.


=====================================================================
Rebel Forces:
=====================================================================
Tonal Rebellion Front
Manpower:
Unknown, civilian population is constantly filtering in and out of rebel training camps.

Income:
Kidnapping and extortion of westerners, Drug and Weapons smuggling, keeping supply lines open to African countries who relied heavily on soviet arms.
Food is taken both from jungle and ambush/theft of supply convoys, and control of southern farms. In time of famine rebels often capture Tonal towns to hoard all supplies, or use plain clothes militias to gain access to grain stores.
Two tactics used by the rebels are establishing firm footholds in the hearts and minds of the civilians, for militias, and starving Tatu by controlling farms and Tonali's.

Organization:
The TRF operate by a mix of traditional tribal structure and military ranking/organization. Their base of operations is the jungles of Zinaba in the east of Tonal, and fight often with the TDF over the northern territories. Using dirt tracks through the jungle, the rebels can deploy throughout the south, center and north eastern areas of tonal, though prefer raids and guerilla attacks over open fighting.

The tribal side of their culture makes them a fierce enemy, with perceived glory for combat and harsh penalties for inaction or insubordenance. While violent and reckless in their attacks on the TDF and civilians, they are a disciplined force when they are pushed, and extremely hard to exterminate due to their ability to take off uniforms and merge into the population. The TRF have never fully lost Zinaba to the government.

Rebels forces have ex soviet hardware stashed throughout the jungles, one of the telling factors of imminent rebel action is when the move their armour, something they do not do often to avoid detection by the small but powerful TDF air force.

 

ABOUT BALLISTC ADDON STUDIOS
============================
Ballistic Addon Studios is a talented group of modellers, texture artists, scripters and mission makers that strive to make the best quality addons for the community. Ballistic was created from the foundations of Tigershark/Jellybelly Productions (TJP) to not only design and create addons but also to help others publish addons using the established quality standards Ballistic believes in.

--------------------------------------------------------------------------------------------

Please visit the OFP Editing Center for further updates and discussions of this addon.
http://www.ofpec.com


*************Disclaimer:*******************
This is NOT an official Addon. You know the drill! Use it at your own risk.


Enjoy the addon!
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 05 Oct 2003, 20:10:59
lets see w/ the help of my good freind Cpl Vagabond, i cleared out my addons folder and voila, it works, and i must say, its beutifull  :'( ;D :thumbsup: :wow: :beat: :cheers: :afro: :gunman: :joystick: :toocool: 8) :o :-* :D :) ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 05 Oct 2003, 21:01:07
Did you play that SF Forces single mission? The jungle fighting in that mission had my heart going like a hammer.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 05 Oct 2003, 21:04:01
Also, I've got a prediction. Have you scoped out the large city to the east of the island, the city named Tatu? I predict that the moment BAS releases the Updated Delta/Ranger pack and the Desert Vehicles pack, we'll have more BHD missions than can be counted taking place in that city :P .
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 05 Oct 2003, 21:04:47
Hi Ballistic studios! I love your stuff and i hope you some day will try making some cool ships or enterable buildings pack but thats not my issue here. I downloaded the basopforpack + islands after 3 retries and put your stuff in the res addons folder, but then one of the pbo's named Jam_maagzines wanted to over write another file...
from your mh60 & jam stuff and i clicked yes :P  then when i started the game it says that my config is missing weapons something and then i realize that maybe i shouldn't have overwritten the file.
So then i make a mod folder and put the stuff there instead and download the bas mh60 again and put back the jam_magazines pbo.
then it works a lot better exep for when i start ofp i get 'no entry config.bin/cfgWeapons_JAM_M79'. Then i actaully can preview a mission in tha editor, but......of course something bad happens again ...
everytime im throwing a grenade the first time it comes a error message saying script \JAM_Magazines\FX\FiredEH.sqs not found,  there's plenty of nice troops to choose from but i can't use them all, beacuse when i try previewing a mission when i have put in a uaz PK or some "-rebel soldier" i get a error message saying No entry '.modelspecial'.

 :'( anyone please help me out whats wrong?! is one of the pbo files damaged or what?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Oct 2003, 21:08:35
Wow, no wonder it's such a large file.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 05 Oct 2003, 21:11:22
I believe that you're supposed to overwrite the old JAM file in the MH-60 pack with the new one in the t/t pack. I did that, and it worked fine. If if doesn't work, scrub all your addons directories down to just the official BIS addons, then put the t/t pack in the Res/Addons, then use mod folders for everything else.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 05 Oct 2003, 21:26:15
Has anyone else noticed a lack of steering wheel on the BRDMs?? Oh and i love that underground bunker thingy, and the bridges at Lorengau Pass. This island is amazing its got everything, large airport, large urban cities, huge jungles, complex riverways, miles and miles of roads, tons houses and above all, lag free (for me at least). Over all I give it a 53 out of 20.... lol... Simply amazing... :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 05 Oct 2003, 21:29:18
Also, I've got a prediction. Have you scoped out the large city to the east of the island, the city named Tatu? I predict that the moment BAS releases the Updated Delta/Ranger pack and the Desert Vehicles pack, we'll have more BHD missions than can be counted taking place in that city :P .

well....  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 05 Oct 2003, 22:20:11
What "underground bunker thingy" are you talking about? I found some tunnels half submerged in a swamp in the southwestern jungles...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 05 Oct 2003, 22:49:46
Great addon when igot it working!  ;D
just overwritten the jam magazines pbo file AND also put the pbo files
BAS_OPCPP.pbo
BAS_OPFOR.pbo
in the regular addons folder and it worked nice. It didn't gave me anymore missing addon errors! or anything else missing  ;D
now time to make a huge urban fighting !
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 06 Oct 2003, 00:12:09
A list of all interesting features I came across will be posted on a website soon, it will include a breif desription, a grid loctaion, and how to find them.
Title: Re:Ballistic Addon Studios Update Thread
Post by: FA Dalai Lamar on 06 Oct 2003, 04:53:34
Evis and BAS type Gods,

Please say you are still releasing the BRDMs and UAZs from this incredible pack in standard Russian/FIA Flavor....PLEASE.....PLEASE!!! I still make Russian vs. Resistance missions primarilay and you teased me with the original glimpses of these vehix.
Beest Regards,

Dalai Lamar ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: teeps on 06 Oct 2003, 09:13:43
I'm having a bit getting OFP to run with this.  I have installed Tonal and Opfor into a seperate mod folder, and I have another mod folder with just the BAS stuff in.  I am running OFP with a shortcut pulling in just these two mod folders, so just BAS stuff, nothing else.

I can get OFP to run, but when I try to go into the mission editor it CTD's with 'Cannot memory map file music.pbo', before giving me the choice of island.

The system specs are 512 Mb RAM, 1.2 Athlon, Ti4200, and WinME, OFP is version 1.92

Any ideas anyone?
Title: Re:Ballistic Addon Studios Update Thread
Post by: teeps on 06 Oct 2003, 09:32:46
Please ignore the post above, I didn't realise 1.92 installed a different executable!  Everything is great now.

Thanks.
Title: Re:Ballistic Addon Studios Update Thread
Post by: PathFinder on 06 Oct 2003, 10:49:50
Two words,

Standard Set
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 06 Oct 2003, 15:48:11
Also, I've got a prediction. Have you scoped out the large city to the east of the island, the city named Tatu? I predict that the moment BAS releases the Updated Delta/Ranger pack and the Desert Vehicles pack, we'll have more BHD missions than can be counted taking place in that city :P .

Woah! You figure that out all by yerself? Holy jeez man you should read minds or predict the future! I would never have figured that one out - except for the fact that there's been at least 3 maps that could have accomodated a mission like that since the movie came out. Where have you been?
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 06 Oct 2003, 17:31:46
Quote
Woah! You figure that out all by yerself? Holy jeez man you should read minds or predict the future! I would never have figured that one out - except for the fact that there's been at least 3 maps that could have accomodated a mission like that since the movie came out. Where have you been?

Reading crystal balls...

Tatu is definitely the best city so far for BHD missions, but people seemed to stop making BHD missions a while ago. But the new BAS cities are perfect for urban warfare with their nice wide streets and thin alleys. Just use BAS MH-60s and MH-6s to insert troops into some open spaces in Tatu, then fight. The 4th mission in the campaign was a perfect example of the potential of Tonal for urban warfare.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 06 Oct 2003, 18:31:32
DAMN IT  >:(  >:( >:( >:( :'( :'( :'(

This island is so fucking large it's sice is larger than my RAM and video card memory can handle. Unless I upgrade to a better graphic card and more RAM I won't be able to get it running!! :'( :'( :'( :'( :'( :'(

It looks great on the screenshots  :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: SEAL84 on 06 Oct 2003, 18:37:44
Wow.  the Island+OPFOR is great, just great.

Let's see, what is there to love about this pack...

RPG sound effects - now you actually KNOW when someone is firing one at you, and there's a backblast....how great is that!?

Vehicles...great stuff....I second the motion of releasing them for regular Russians.

Realistic firefights!  Hundreds of rounds flying around just over your head makes it feel like a real war!  Stick your head in the sand and pray that someone wastes that RPD gunner...

Sheer variety of the units - awesome....and are those Gimbal's Tossers or your own scratch-made angry mobs (models aside, obviously)?

Now for the three things I don't like:

1 - The optics on the government sniper's weapon are behaving crazily.  I can't zoom and the scope is shaking all over the place, even when prone and stationary.

2 - missing script files in "Rebel Road" - ak74hd.sqs  ???

3 - Your loonies had better stay away from the swamps.  They have a tendancy to go prone and drown (including those not under your command)  ::)  Not something you could fix, but it's damned annoying anyway.


Just for laughs I set up a raid in the Oasis...the place is defended by a ragtag group of Rebels and Uncle Sam's Rangers are storming the place...oh man...RPGs flying around, tracers wobbling out towards the Rangers, Littlebirds doing gun runs, Pavehawks roping in more teams....ooooohhh it makes me all giddy!  I played as a sniper, and I was popping heads at 500 yards with my M24....hahahaha great stuff BAS!

BAS = Gods among men.  Let us all prostrate ourselves before their manifest magnificence and pray for their continued good graces  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Red7 on 06 Oct 2003, 19:47:24
Quote
3 - Your loonies had better stay away from the swamps.  They have a tendancy to go prone and drown (including those not under your command)    Not something you could fix, but it's d**ned annoying anyway.

Have a look in the readme file for the island, theres a script called "river crossing" which makes all the AI stay in the standing position when they're in the water.
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 06 Oct 2003, 20:39:55
Reading crystal balls...

Tatu is definitely the best city so far for BHD missions, but people seemed to stop making BHD missions a while ago. But the new BAS cities are perfect for urban warfare with their nice wide streets and thin alleys. Just use BAS MH-60s and MH-6s to insert troops into some open spaces in Tatu, then fight. The 4th mission in the campaign was a perfect example of the potential of Tonal for urban warfare.

Same with TRUAX, MOGHADISH and BHD maps...if you can't fly a MH-6 thru those streets then there's some issues. And no - you don't fly MH-60's thru streets.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 06 Oct 2003, 20:40:43
Yea whats with the G3 sniper scope?? It keeps jumping from unzoomed to zoomed, and when you press the zoom or unzoom butten it stops but you cant zoom in or out... Its just impossible to use like that... Also the BRDMs have no steering wheel...??? Anyways everything else is just great and can't wait for the updated rangers and deltas.... (and littlebirds...)
Title: Re:Ballistic Addon Studios Update Thread
Post by: libriut99 on 06 Oct 2003, 20:55:19
BAS .....great job  , thanks for an execellent addon .

I've got a prob. though ...

when I try to put a BAS blackhawk in the editor I get a message "missing .modelspecial" . and the game crashes .
Anyone knows what it means ?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 06 Oct 2003, 22:39:28
BAS .....great job  , thanks for an execellent addon .

I've got a prob. though ...

when I try to put a BAS blackhawk in the editor I get a message "missing .modelspecial" . and the game crashes .
Anyone knows what it means ?

You need to make sure the SOAR are installed, and that you have JAM2 Installed in your ofp/addons folder.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 06 Oct 2003, 22:42:24
BAS, thanks for all your hard work, which is never appreciated enough.  Excellent work!!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Arctic on 06 Oct 2003, 23:54:08
BAS-great addon!

I have a problem on the Tonal Island map in mission editing mode, but I am not sure if it is just b/c of my system specs. I can only create/modify units, groups, markers, or triggers if they are in the bottom right corner area of the map. Anywhere else I double click on, no windows appear. I can, however, make the green grouping box thing appear when I click+drag the mouse.

My specs are:
Windows ME
512mb of RAM
4+ GB of free space
General Video card (unsure of the correct title of the card)
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 07 Oct 2003, 00:03:07
What's your GHz/MHz ? If you're running on a lower end system, then it can be damn near impossible to actually click on the map in the editor.
Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 07 Oct 2003, 00:29:09
I have a question for the upcoming rangers/deltas update.

Will there be new animations for the grips on the rifles and such?
(besides the animations for the littlebirds)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 07 Oct 2003, 01:53:46
these islands and units are awesome!!!! :o and they run fine on my computer, the only problem for me was that it took ten hours to d/l!
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 07 Oct 2003, 02:00:05
For those having lag problems in the mission editor here are a few suggestions.

1) Turn your terrain detail to Low (even if it's for the mission editing, you can turn it up later)

2) Go into the flashpoint preferences and in the texture tab change the texture sizes down.

eg:
cockpits and objects from 2048x2048 to 1024x1024
(i don't think any addon makers are using 2048 texture sizes so you should notice no difference)

landscape to 512x512
(as above I dont think any addon maker islands are using texures larger than 512x512)

This should help in the mission editor. Don't forget that Tonal is a 512x512 island meaning it has 262,144 land points that need to be calculated as opposed to the Nogova 256x256 (65536 land points)

Adjust figures depending on your specs (the above work fine on a AMD2100 ,512 RAM, GFTi4200 64meg

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: SEAL84 on 07 Oct 2003, 02:09:49
SEAL reporting in.  Huzzah!

I'm back after riding a motorcycle aimlessly through Tonal island.  ;D

*SEAL edits out bridge problems  ;D*

This island is way cool.   *wonders where that headbanging smilie went*

Question: are you guys considering putting the fn Mk 48 Mod 0 in the next Delta/Ranger pack.  It's a cut-down SF version of the M240 which came into dervice very recently.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 07 Oct 2003, 02:39:34
Seal84, problems with bridges are frequently caused by the terrain detail setting. Those bridges looked fine to me on the "Normal" setting.

Edit - Tonal doesn't seem to work with the Very High setting, it crashed my comp when I tried this (1 GB RAM). Of course, it looks great without that comically bumpy terrain that you get with the "Very High" setting.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SEAL84 on 07 Oct 2003, 03:48:34
Hmmm....my terrain detail was actually set to "very low" 'cause I'm on a laptop...that's probably the cause of it then?
Title: Re:Ballistic Addon Studios Update Thread
Post by: max_killer_payne on 07 Oct 2003, 09:39:57
I just wanna say:

WOW
[/size]  ;D  :o

That island is very impressive, so are the new addons  :o, I experienced very little lag, how did you pull that off!! ;D  ???

Fantastic work guys, you should get a medal  ;D

Keep the good work coming!  ;D
Oh and the intro for the first mission of Insurgency, AMAZING  :o
Title: Re:Ballistic Addon Studios Update Thread
Post by: Batdog on 07 Oct 2003, 14:25:42
From all you compliments it must be a GODDESS of a addon. I hope my 28.8ker kan take 115mb.
Well its 10:19 lets see wat ime it will finsh.  :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 07 Oct 2003, 16:18:17
28.8 kbps ?!? It'll take you two nights to download at that rate. It's definitely worth the time, though.
Title: Tonal Island Pack
Post by: Ranger01 on 07 Oct 2003, 16:56:22
Hey BAS,

Another Damn fine job. I have reported a bug on your site. Problem is that after installing the pack I have no sound in OFP at all. I am not haveing any texture or graphics issues and the islands run as smooth as glass for me.

Any Ideas as to how to resolve the issue...

edit

I Fixed my issue... Moved the Tonal campaign to the Resistance campaign folder and voila!

These Islands ROCK!!!!
I haven't had a lick of trouble since I fixed my sound issue. Even without mist the game is smooth and easy. The new units are awesome!

AMD Athlon XP 1900+;512MB DDR; GeForce4 Ti4600 128MB
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 07 Oct 2003, 23:31:08
Hi guys, ive been out of the loop for a while with moving house and a computer upgrade but i finally got my internet connection back and spent the last 12 hours downloading the new tonal and opfor pack and all i can say is wow.

simply amazing BAS, once again uve broken the boundaries of flashpoint and given the community another taste of your imense talent.

the only problem i had is that in the sf jungle op mission ur using rangers instead of seals ;D but hey, i guess theyll be worth the wait.

all i can say is wow and i beleive that the ofp community is struggling to get out any more words than that.  

Thanx

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 08 Oct 2003, 02:49:53
cant find 1.92! plz link me
thanks alot
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 08 Oct 2003, 04:33:09
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=d8754c18bafab6086638190d77ba6b22;act=ST;f=32;t=32060;st=0;&#entry412562

Straight from the heart of the BIS forums, that wretched hive of scum and villainy!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Batdog on 08 Oct 2003, 12:50:48
WOW. Only 16 hours to download. Gad a little snooze and school in the middle  ;)

Damn the wait was long but it was worth it. COOOOOL  8).

Another fine work of art you godly like people at BAS  :cheers:
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 08 Oct 2003, 14:22:39
thanks alot for the patch......and since im reinstalling ofp....can i automatically patch that version directly to 1.92?
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 08 Oct 2003, 15:11:05
No first you need
-Ultimate upgrade 1
-Ultimate Upgrade 2
-Ultimate Upgrade 3
-Patch 1.46
-than resistance
-patch 1.91
-and than 1.92beta

go to this site for patches http://www.flashpoint1985.com/index2.html
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 08 Oct 2003, 16:08:58
No, you can install Resistance directly ontop of 1.0 if you want.
So you only need 1.0 -> 1.75 -> 1.91 and finally 1.92 beta.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 08 Oct 2003, 17:04:57
I'm having trouble getting the mist script to work...does it only work on the "toe nail" island (just coz i can't pronounce anything) or also toe nail 1? (the smaller one)

Can soembody per chance give me exact instructions...i tried the one from the readme but alas...confussion hit!

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: PV on 08 Oct 2003, 17:08:50
phenomenal.  Thanks again BAS!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 08 Oct 2003, 17:17:25
Mist script?

You can alter fog with the unmarked sliders in the date/weather box in the editor, if that's any help.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 08 Oct 2003, 17:25:15
i think you mean.....bAs....not bIs

but both have contributed as much to the game as the other in my opinion!

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: PV on 08 Oct 2003, 17:56:32
BIS BAS who can keep em straight  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 08 Oct 2003, 18:45:37
Quote
You can alter fog with the unmarked sliders in the date/weather box in the editor, if that's any help.

No, he means that low, drop created mist. You can always make a gamelogic called a "Mist Logic", this will produce some mist.
Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 08 Oct 2003, 20:39:24
I have a question about the campaign:
In the 3rd map of insurgency, the militia ammo dump,
I was playing through it and the CAS Helo destroyed the MG's on the hill before i had blown the 2 ammo dumps...and it started the whole "mission complete" scene, and then dropped back into the game....i then blew the 2 ammo dumps and nothing happened......

So does this mean that i cant get rid of those pesky hill MG's before i blow the ammo dumps?

Great mission by the way
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 08 Oct 2003, 22:24:17
Quote
I have a question for the upcoming rangers/deltas update.

Will there be new animations for the grips on the rifles and such?
(besides the animations for the littlebirds)

Hey that would be nice, I would like to see new anims for the weapons with grenade launchers, it looks kinda dumb when his hand is sticking through the launcher... I also noticed that M203 launcher can't fire the buckshot grenades, or is that something only the M79 can do in real life? Oh and I love the new JAM sounds especaily the G36 ones, just amazing....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 08 Oct 2003, 22:55:22
Its not possible to change the animation without it changing how the person holds all weapons, so it will mess it up for normal rifles. Sorry, but thats the way OFP is. And there is no buckshot round in use for the M203, the buckshot in the M79 is a relatively old round used in the vietnam era.
Title: Re:Ballistic Addon Studios Update Thread
Post by: redfox on 09 Oct 2003, 00:39:07
Is there a way to get the african civ or resistance throw rocks at cars and armor? Right now they just stand / lay there. Just wondering
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 09 Oct 2003, 00:56:02
ya i dont like that :(
they wait till u come out and then attack
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 09 Oct 2003, 00:59:30
No, you can install Resistance directly ontop of 1.0 if you want.
So you only need 1.0 -> 1.75 -> 1.91 and finally 1.92 beta.

thanks
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 09 Oct 2003, 01:03:54
Quote
Is there a way to get the african civ or resistance throw rocks at cars and armor?

Maybe you could play around with these:
http://www.ofpec.com/addons_depot/index.php?ID=168
Title: Re:Ballistic Addon Studios Update Thread
Post by: redfox on 09 Oct 2003, 01:37:30
BAS new addon alreadly has them in there. I thought mabey you would just change the threat of what they throw at. But I not going to go through there code.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 09 Oct 2003, 01:39:08
Quote
Its not possible to change the animation without it changing how the person holds all weapons, so it will mess it up for normal rifles. Sorry, but thats the way OFP is.

http://invasion1944.operation-flashpoint.de/index2.php
Title: Re:Ballistic Addon Studios Update Thread
Post by: Noon416 on 09 Oct 2003, 02:29:05
Quote
Is there a way to get the african civ or resistance throw rocks at cars and armor? Right now they just stand / lay there. Just wondering

Well, I haven't tested on cars/armour (I'm at work so I can't test now), but if you use a normal "Destroy" waypoint targetting a group of soldiers, they go for it with vigour. :)

And I can tell ya, 3-4 thumps across the head and your soldier is not going to be getting up any time soon. ;)

So try a destroy waypoint as a start...
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 09 Oct 2003, 11:10:07
http://invasion1944.operation-flashpoint.de/index2.php


That affects the way that soldier will hold ALL weapons. So even if he pics up a rifle with no mag or grip there to hold, he will still hold it like that.

You've asked, we've said no, drop the subject please.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 09 Oct 2003, 13:08:34
I have a question about the campaign:
In the 3rd map of insurgency, the militia ammo dump,
I was playing through it and the CAS Helo destroyed the MG's on the hill before i had blown the 2 ammo dumps...and it started the whole "mission complete" scene, and then dropped back into the game....i then blew the 2 ammo dumps and nothing happened......

So does this mean that i cant get rid of those pesky hill MG's before i blow the ammo dumps?

Great mission by the way
Dude,

How were you able to blow up the dumps? I have been unable to accomplish this. I set up charges and everything but no success.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 09 Oct 2003, 15:08:50
Iwesshome and The_Dude, the mission is very buggy. If you want to keep your sanity and play the next mission, use the most powerful weapon of all: The ENDMISSION cheat :P .
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 09 Oct 2003, 19:36:53
The "endmission" cheat?  :o

Tell Me.... Tell Me  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 09 Oct 2003, 21:15:31
The "endmission" cheat?  :o

Tell Me.... Tell Me  ;D
Never mind... I found it  ;D
Never needed cheats before for this game  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 09 Oct 2003, 21:23:27
Hows this cheat work?  Id like to move past this unfortunate little mission...
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 09 Oct 2003, 21:51:41
Press LEFT SHIFT and the MINUS sign on the numberpad. A cheat box will not appear. Type endmission to instantly end the mission.
Title: Re:Ballistic Addon Studios Update Thread
Post by: redfox on 09 Oct 2003, 23:24:57
Well, I haven't tested on cars/armour (I'm at work so I can't test now), but if you use a normal "Destroy" waypoint targetting a group of soldiers, they go for it with vigour. :)

And I can tell ya, 3-4 thumps across the head and your soldier is not going to be getting up any time soon. ;)

So try a destroy waypoint as a start...

The Civ already do this! But what I would like to see, example "U.S. convoy moving through a village and civ throwing rock at the convoy." :-) Anyone know?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Arctic on 10 Oct 2003, 19:59:27
I love those hidden tunnel buildings on Tonal! They rock!  :P
I thought I'd just let you know that the one at BF25 somewhat floats off the water and allows the player to enter anywhere through the walls.
Title: re:Ballistic Addon Studios Update Thread
Post by: m21man on 10 Oct 2003, 22:23:46
Happened to me to, but the other tunnels work fine. Speaking of tunnels, that would be a great idea for a large team deathmatch. Just have one squad at one end of the swamp, and the other at the opposite side. Each time has a boat and a mounted machinegun at their starting point. Of course, you can only go a maximum of 5 meters away from the swamp or you are automatically killed. The caves would definitely make for some good CQB.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 11 Oct 2003, 04:02:51
No, you can install Resistance directly ontop of 1.0 if you want.
So you only need 1.0 -> 1.75 -> 1.91 and finally 1.92 beta.

do i have to install red hammer too?
Title: Re:Ballistic Addon Studios Update Thread
Post by: SEAL84 on 11 Oct 2003, 04:49:05
do i have to install red hammer too?

Nope.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 11 Oct 2003, 08:40:28
But Red Hammer does give you Russian radio voices (If you're sick of Spetznatz with Texan accents :P ;D ).
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 11 Oct 2003, 19:31:36
i guess ill just install it cuz im tryin to save up as much space as i can
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 11 Oct 2003, 21:56:12
http://home.earthlink.net/~stran512/error.JPG
i get this error
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 11 Oct 2003, 22:43:36
problem fixed
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 13 Oct 2003, 00:25:05
BIS BAS who can keep em straight  ;D

Yeah, one makes extremely accurate, professional vehicles with brilliant textures...



...and the other released a brilliant game with dodgy vehicles... ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 13 Oct 2003, 03:17:26
There is a patch for the bugged missions in the Tonal&Tango pack. Check the official forum for info.

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 13 Oct 2003, 18:09:43
Seriously, if I was in charge of BIS, I'd make damn sure I offered jobs to the BAS lads. Everything they've released has been awesome and/or pushed the boundaries of OFP  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 13 Oct 2003, 18:48:53
Agreed - but on the downside, it would mean that we wouldn't get their stuff for free. ;D

On the up side, it might mean that the next generation of editors (OFP 2 and so on) might be in English.... and the bits that already are in English might be in good English... (I'm getting fed up with "loose" triggers and so on - it's lose for the verb, you fools!) >:(
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 13 Oct 2003, 19:32:49
the BAS guys really are the best. I can't remember the last time i used a normal BIS made chopper in anything, and i can't wait until BAS releases their Navy SEAL addons
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 13 Oct 2003, 20:01:30
(http://www.angelfire.com/electronic2/squad/MyScore.jpg)

I'm having that much fun!!  ;D ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 13 Oct 2003, 20:12:54
27 kills.... Wow, I'm good...  ;D :gunman:

http://www.angelfire.com/electronic2/squad/MyScore2.jpg (http://www.angelfire.com/electronic2/squad/MyScore2.jpg)









[edit]
Edited by Noon416 to remove the IMG links and replace with URL.
Kyle, we don't need multiple fullsize screenshots choking up this thread
[/edit]
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 13 Oct 2003, 21:28:31
It's amazing what you can do with one FN-FAL loaded with normal mags when you're engaging tangos that couldn't hit an elephant in the ass from 1 meter away...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 13 Oct 2003, 22:49:37
*cough* setcaptive true *cough*

 ;)


Only joking  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 14 Oct 2003, 01:22:41
No it's real... It's my score from a mission I'm making... And I did it with an M24... unitl I ran out of ammo, than I picked up an M249 to finish the job... here's some proof...

http://www.angelfire.com/electronic2/squad/City2_1.jpg (http://www.angelfire.com/electronic2/squad/City2_1.jpg)
http://www.angelfire.com/electronic2/squad/City2_2.jpg (http://www.angelfire.com/electronic2/squad/City2_2.jpg)
http://www.angelfire.com/electronic2/squad/City2_3.jpg (http://www.angelfire.com/electronic2/squad/City2_3.jpg)
http://www.angelfire.com/electronic2/squad/City2_4.jpg (http://www.angelfire.com/electronic2/squad/City2_4.jpg)
http://www.angelfire.com/electronic2/squad/City2_5.jpg (http://www.angelfire.com/electronic2/squad/City2_5.jpg)
http://www.angelfire.com/electronic2/squad/City2_6.jpg (http://www.angelfire.com/electronic2/squad/City2_6.jpg)
http://www.angelfire.com/electronic2/squad/City2_7.jpg (http://www.angelfire.com/electronic2/squad/City2_7.jpg)

 ;D :gunman:




[edit]
Edited by Noon416 to remove the IMG links and replace with URL.
Kyle, we don't need 7 fullsize screenshots choking up this thread
[/edit]
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 14 Oct 2003, 14:55:49
Kyle Sarnik: Are you making that mission in Tatu, Ixtlan, or some other city?
Title: Re:Ballistic Addon Studios Update Thread
Post by: rudyvarner on 14 Oct 2003, 16:51:55
I did a search and didn't see this issue before.

When playing Coop Rebelroad 1.1 included in the Tonal + OPFor pack, I shot the billboard sign on the right side of the road with the M79 and it just floated away.  It was pretty hilarious!  Can anyone else replicate this?  I'll post a screenshot tonight.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 14 Oct 2003, 20:37:48
m21man:

That mission takes place in Tatu, but I am making one in Ixtlan too, and it has black hawks... (maybe all get a screenshot up)

Noon416:

Is it ok if I re-size them first? I just like the putting them on the thread, but I won't do it again w/ out permission...   :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: The_Dude on 14 Oct 2003, 20:51:06
Rudedog:
I had the same problem, it floated away as well, except I hit the ground near it with an RPG....Didn't really affect gameplay so I didn't mind.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 14 Oct 2003, 21:10:47
It's a little laggy at the begining, but it doesn't realy matter since all you have to do is get in the blackhawk... but once you get to the city it gets better...

http://www.angelfire.com/electronic2/squad/City_1.jpg (http://www.angelfire.com/electronic2/squad/City_1.jpg)
http://www.angelfire.com/electronic2/squad/City_2.jpg (http://www.angelfire.com/electronic2/squad/City_2.jpg)
http://www.angelfire.com/electronic2/squad/City_3.jpg (http://www.angelfire.com/electronic2/squad/City_3.jpg)
http://www.angelfire.com/electronic2/squad/City_4.jpg (http://www.angelfire.com/electronic2/squad/City_4.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr.BoDean on 14 Oct 2003, 23:42:25
Ok, So WOW! I finally got to see this amazing island and play around with some of the new toys and units!!  :o  :o OMG! You BAS guys do stunning work ... the attention to detail from the posters and billboards to the water pump to the garbage in the street ..hehe. !!  major props to you. After playing the game Black Hawk Down, I wished for that kind of environment to be available in a game like OFP where you can actually operate the vehicles and control your squad. Plus, we've needed "technicals" for a while. Great job!

  Now my only problem is that to get these addons to work (meaning get my game to even boot up properly) , I had to disable every non-official addon (using OFP Addon Manager)besides all my beloved BAS ones! The mod folder option doesn't seem to be working for me:  http://www.ofpec.com/yabbse/index.php?board=14;action=display;threadid=13616  (http://www.ofpec.com/yabbse/index.php?board=14;action=display;threadid=13616)

    So I may be screwed if someone decides to add a couple non-BAS addons to any Tonal missions.   :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 15 Oct 2003, 12:02:01
Can someone please help me? I keep getting the error like Kamikazepilot had; "cannot create 3d device, out of memory".

system specs;
AMD 1800+
1536MB DDR RAM
PowerVR Kyro 64MB

Addons used;
BIS RES
BAS Tonal files
(no OPFOR pack)

OFP;
V1.94b

When I had 640 MB RAM I could use like 110 mb of addons next to the BIS files. Now that I have 1536MB I can use 114mb. That doesn't make sence. Is there any way that I can get rid of this problem other than buying a new video card??
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 15 Oct 2003, 14:13:45
The video card is probably your problem Frost, it probably just hasnt got the umpf to power the island with so many models...

Try tweaking your Windows settings, see if that helps. If not try the BIOS settings (If you know how)

Otherwise it might be worth investing in an ATI or a GeForce...
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 15 Oct 2003, 14:33:26
actually i just redid the screen size to 800x 600
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 15 Oct 2003, 14:47:43
actually i just redid the screen size to 800x 600

Heh, yeah, good point.

That does require a lot less GPU power/memory from the graphics card, and would allow you to run the game.

All be it a lot less prettier...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 15 Oct 2003, 15:49:13
I tried 800x600. I REALLY don't want to go any lower than that.
Guess I'll just buy a new video card. Problem is that those new cards have problems with OFP (the "green screen" problem).And they're quite expensive  :-[ I'm only a student, you know.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 15 Oct 2003, 18:12:19
hehe, I'm a student too, I know your pain.

And the GeForce FX problems have been solved by BIS :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 15 Oct 2003, 18:27:59
Well, if goes well, I should make quite some money from february till july. That's when I'm joining the fleet. 3 months 7 days a week means a lot of cash when I'm back  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 15 Oct 2003, 19:00:04
If i were you i'd take it to BIS' Troubleshooting forum before doing something drastic like buying a new 3D card, its probably more related to the size of the addons youre using and not the addons themselves, im sure they'll have some ideas for fixing it, im also using a 64mb 3D card and its working fine for me.
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 15 Oct 2003, 21:07:27
27 kills.... Wow, I'm good...  ;D :gunman:

http://www.angelfire.com/electronic2/squad/MyScore2.jpg (http://www.angelfire.com/electronic2/squad/MyScore2.jpg)

Holy Kyle is our HERO! He can singlehandedly defeat AI using HD ammunition! Parade for KYLE everybody! Ballons and cake for everyone...cause he's our HEEEERRRRROOOOO...

[edit]
Edited by Noon416 to remove the IMG links and replace with URL.
Kyle, we don't need multiple fullsize screenshots choking up this thread
[/edit]


- Especially when it's our HERO doing a victory dance for everyone to see...
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 15 Oct 2003, 21:10:15
*cough* setcaptive true *cough*

 ;)


Only joking  :)

I was thinking more along the lines of 'this setbehaviour "careless"'...

Hehehehehe *not* joking either! No! Really! Really Really!
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 15 Oct 2003, 21:31:38
#1. Not HD ammo, look at the screenshots.

#2. Not singlehandedly, again, look at the screenshots.

#3. If you mean it in a srcastic way then I don't find it very funny... I accauly died like twice before that...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 15 Oct 2003, 23:03:41
Quote
If i were you i'd take it to BIS' Troubleshooting forum before doing something drastic like buying a new 3D card, its probably more related to the size of the addons youre using and not the addons themselves, im sure they'll have some ideas for fixing it, im also using a 64mb 3D card and its working fine for me.
I just tried manually removing my RES addons folder (so I have less addons used). IT WORKED! I can play the island on my normal resolution and settings and NO LAG!  ;D Problem is I'm missing RES textures for the rocks and trees ect. Good looking island BAS!

I really don't understand why I have this problem with addons. If I go beyond 114 md of addons next to BIS/RES addons, I get the "cannot create 3d Device" error  :-[. This is driving me nuts! I'll post something in the official forum, but I doubt anything will come out.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 15 Oct 2003, 23:39:15
-nomap fixed it for me. Now I can play the BAS tonal island, OPFOR pack, MORPEH/USMC addon, BAS MH60 pack and JAM in one mission without a problem. I don't know why this little trick helps so much, but you won't hear me complaining          

I LOVE THE FORUM (for giving me this solution) ;D ;D ;D
I LOVE THE TONAL ISLAND ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
I LOVE BIS ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
I LOVE BAS ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
I LOVE EVISCERATOR (for saving me MUCH money);D ;D

I'm so fucking happy that I totaly forgot that I have to catch some sleep right now, before it's time for me to go to work again :P This island is not good for my health ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 16 Oct 2003, 02:53:41
What!!!!!????? what's that -nomap thing? sounds like i could use it for the BAS island.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 16 Oct 2003, 08:38:58
write this in the target field of your flashpoit shortcut;
Code: [Select]
"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" -nomap
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 16 Oct 2003, 23:36:09
dear BAS,

after playing your island a lot, I can only find one ting that I would like to see changed if possible. Perhaps you've seen the water textures on the ofp.info site;
http://ofp.gamezone.cz/index.php?showthis=5059 (http://ofp.gamezone.cz/index.php?showthis=5059)
If you would change the water to xomething liek this (but a bit less green) it would fit the map more. It's a bit strangerunnig through the jungle and suddently seeing this blue water. I know it's a bit difficult with the desert terrain ect, but I'm sure you will be able to fine th right balance between brown, blue and green. For the rest the island is just perfect. Playing it feels a bit like the early Delta Force games (I LOVED the delta force games)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 17 Oct 2003, 14:18:22
That could only be done with a total conversion mod, and we are not making a total conversion mod...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 18 Oct 2003, 00:25:37
I guess it means when changing water textures, you'd change it for the entire game and not just for your map? That's indeed not very nice.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BronzeEagle on 18 Oct 2003, 00:30:23
I'm so excited about the seals.  Really I am.  Good luck on them.  Is there any way that you could take the init for the jam men units and be able to give a read up on that in case we want to arm the spec ops units with jam weapons to simulate the grunts in Iraq using rangers?  Basically is there a jam readme that has the names of all the jam kits?  
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 18 Oct 2003, 11:05:24
Basically is there a jam readme that has the names of all the jam kits?

Yes, its in the JAM download, both the download and  the readme are available here (http://www.ofpec.com/editors/JAM.php).

 ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 19 Oct 2003, 12:00:24
Hi BAS

im was just curious, when u released the blackhawks and jam and the soar u released the missions but they really only show off the new choppers but in the downloads section at your site you have a section for the 160th soar pilots and it says that there are demo missions for them.

Are you going to release missions specifically for the 160th soar pilots where you have to do some serious fancy flying, and troop pick up and drop off?

Thanx

Tim

Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 19 Oct 2003, 12:49:46
The 160TH demo missions would probably only be some movie-style cutscenes to show what the SOAR Pilots look like. I dont know if Nagual has any plans to make any fancy-flying missions.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 19 Oct 2003, 15:39:28
Ok ive come up with a few suggestions for the next version of JAM... if there os one.

thats it for now...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 19 Oct 2003, 16:58:18
I agree with the above point two;
M60's on the blackhawk should have the VERY COOL JAM sounds!

I don't quite understand what youm mean with the first point. You mean the chells that fare ejected from the gun in-game? If so; that's only a minot detail that only matters for (for example) the m82 ect.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 19 Oct 2003, 17:50:33
Yea, basicly only larger caliber (like .50) need different shells, I was using a .50 sniper riffle with the JAM ammo and the mag was like 2x thicker than the shell, just didn't look right... And with the M60s on the blackhawks can be done by just adding a vehicle M60 weapon and mag to the JAM pbo and then you can addweapon/addmagazine it on to the blackhawk...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 19 Oct 2003, 20:00:38
I was making a mission in the editor with editor addon and agent smiths buldings pack stuff and i came up with the idea to see if the tonal airport terminal building was avaible and i start checking out whats stuff is inside the bas isle misc section and one building named house made the editor crash when i pressed preview :P. It was nice to fix the missions buggs and so but i think it would be important to fix some buggs on the island and some of the stuff that came with it  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 20 Oct 2003, 08:04:41
i was just thinking how good it would be to have another website affiliated with Ballistic Addons Studios called Ballistic Mission Studios.

i mean it makes sense, bring out a sight that offers missions that are of the same quality as BAS Addons, and using only BAS addons.
Nagual could lead the site and if you had a good panel of excellent mission makers eg Nagual himself, Asmo, Sui and toadlife(if the wanted 2 b in) there would be som many high quality missions coming out.

what do u think?

Thanx
Tim

Title: Re:Ballistic Addon Studios Update Thread
Post by: cornhelium on 22 Oct 2003, 04:03:26
I love JAM2, but the one thing I miss is the hiss of bullets flying through past - I hear lots of ricochets but no flying tracers (except when I get shot). Maybe I'm just not hearing them over the machine guns  ;D

Does anybody know which sound file gives the hiss when a bullet goes past please? Is it one of the bulletricochet1.wss type files, or maybe integrated into the weapon sound?

Many thanks - Cornhelium
Title: Re:Ballistic Addon Studios Update Thread
Post by: pang on 22 Oct 2003, 11:55:45
im not certain, but i think its the "(bullet-?)flyby.wss" file located either in "environment" or "soundhit" dir.

but thereÂ's one problem:
the longer and faster a sound "travels" through the ofp world, the more it pitches. this makes a sound -which is quite buzzing at its starting point- very high toned at the distance.
thereÂ's some line in the config which says something like "pitch=XXX"

youÂ'd have to find a good balanced volume for that to simulate a real bullet flyby.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 23 Oct 2003, 01:43:31
hey BAS since you released your island, can you say what you might release next? SEALs, pavehawk, or updated rangers/deltas.
Title: Re:Ballistic Addon Studios Update Thread
Post by: asmodeus on 23 Oct 2003, 02:42:48
@ Tim Pink

Quote
mission makers eg Nagual himself, Asmo, Sui and toadlife(if the wanted 2 b in)

 :o  I'm honored to be grouped with such excellent mission designers!

As far as your suggestion, I thought they were going to do this awhile ago and I think it'd be cool to do this if they have the time...  I'd submit some missions to it!  (I actually already have submitted 1 mission to BAS, and I've got at least 6 more in the works)

@ BAS Staff

The Tonal, OPFOR, JAM2 pack is awesome work!  I'm very impressed and keep finding more cool areas on Tonal to make missions on!   (great work Nagual!)   ;D

I could go on listing the great things and thanking you, but I bet it's all been said.  I'll just sum it up with this:

:cheers:

*buys a round for the BAS crew*

Asmo
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 23 Oct 2003, 03:56:19
Asmodeus:

if you need more ideas (http://www.reignofchaos.homestead.com/tonallist.txt)....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 23 Oct 2003, 15:13:35
@ Asmo

i liked to c some of your missions, i have heaps of good ideas but im not to sure how to implement them.

I would like to see more missions combining the Delta's and Rangers, you know like the Delta Assault with Ranger Blocking Forces.
IM me if u wanna develop some ideas

Thanx
Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 23 Oct 2003, 20:47:36
Timothy:

Im making a few missions on Tonal, maybe I will start a campaign or something out of them, anyways a few of them are done, and im working on 3 at the moment (yea at the same time... ::) that take place in three of the citys (Kimbe, Ixtlan, and Tatu)

And I just remembered....

http://www.angelfire.com/electronic2/squad/City2_1.jpg
http://www.angelfire.com/electronic2/squad/City2_2.jpg
http://www.angelfire.com/electronic2/squad/City2_3.jpg
http://www.angelfire.com/electronic2/squad/City2_4.jpg
http://www.angelfire.com/electronic2/squad/City2_5.jpg
http://www.angelfire.com/electronic2/squad/City2_6.jpg
http://www.angelfire.com/electronic2/squad/City2_7.jpg

http://www.angelfire.com/electronic2/squad/City_1.jpg
http://www.angelfire.com/electronic2/squad/City_2.jpg
http://www.angelfire.com/electronic2/squad/City_3.jpg
http://www.angelfire.com/electronic2/squad/City_4.jpg

And I'm still waiting for a response from BAS....
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 24 Oct 2003, 13:04:08
And I'm still waiting for a response from BAS....
About what??
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 24 Oct 2003, 22:06:48
If I can refer to some of your effect scripts (by refer I mean _unit exec {\BAS_mah60\scripts\rotorwash.sqs} in the init.sqs) for my AH-64/A-10 addon witch I am making. Also can I use some of the weapons from your DAP (like the chaingun and hellfires) on the AH-64 (I wouldn't see the point of making new weapons if yours are allready perfect for it). Basicly most of that stuff could be done in the init line in editor, but its a lot easier just to sum it in an addon. All credit would go to you, and of course promote your addons because they would be needed for the scripts to work.

Also me and a friend are going to (attemp to) model an AH-64 pilot and have been trying to figure out how to get setobjecttexture to work. The config stuff I know (hiddenselections i think) but what do you do on the model (p3d) to make setobjecttexture work for it? If you could either explain it or direct me to a tutorial it would be very helpful, and that goes for anyone who might know a thing or 2 about it, and if it is used on the addon you will be thanked and given credit for helping me/us....
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 25 Oct 2003, 01:23:58
Ok nvm ive made my own weapons, but I would still like to use some of the dust scripts....
Title: Re:Ballistic Addon Studios Update Thread
Post by: Fire-Fox on 26 Oct 2003, 14:36:19
Dear BAS,
I have two questions about the new JAM version.


1)The models for the M14, M16A1 and some other weapons are obviously from the SEB Nam Pack. But why didn't you, while you were at it, include at least all of the most common weapons in JAM? In my opinion, the following weapons from the SEB Nam Pack should be 'standard' (-> as JAM is actually setting the standard, it is in your hands):

- Chicom Type 56 (which is, I think, called 'Model 56' in reality, but I'd prefer to see just 'AKMS' as its description because the 'AKMS' looks and behaves just like the M56 but is more common around the world)
- Ithaca 37 (well, it's a classic shotgun)
- M1911
- SA7 Launcher

You know, there are still more in the Nam Pack, but these four are in my opinion those that are most common and still in use today.


2) Why aren't there any JAM versions at all for the following BIS weapons:
- Ingram
- CZ75
- Skorpion


3) Big big thanks for all your great addons, BAS! 8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 28 Oct 2003, 12:35:34
Hi Bas

There hasnt been any more talk about the desert pack lately so i was curious as to how it is coming along.
And are you planning on doing a LAV or ASV with it?

thanks

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 28 Oct 2003, 14:39:09
I read somewhere that BAS was taking over Marfy's Hummers - any progress on them? And any chance of (through the judicious bending of reality) mounting an M134 on the roof of them?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Oct 2003, 15:10:18
Progress is good.

About the M134, not a chance I'm afraid. It isnt in use IRL, so it wont be in the pack.

(Please dont post pics of the 2 trials hummers with M134's, we are aware of their existance, but will not be making them)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 28 Oct 2003, 16:44:39
I know - hence my comment about bending reality. ;) I trust the versions with M2, M249, M240 and Mk19 will be made, though?

What about the other variations on the HMMWV chassis, like the AT weapon carrier and so on?
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 28 Oct 2003, 17:07:13
Will there be a SH-60F Seahawk with a zodiac under it ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 28 Oct 2003, 17:34:36
I don't know if this has been covered before, but is anyone else having trouble with the cave systems in the western parts of Tonal? They're not touching the ground, and I'm finding that I can walk through the walls into them.... ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 28 Oct 2003, 22:31:15
should make an TOW and ambulance verisions as well.
actual shoudl jsut make all these

M998 cargo/troop carrier without winch
M1038 cargo/troop carrier with winch
M966 TOW missile carrier, basic armor, without winch
M1036 TOW missile carrier, basic armor, with winch
M1045 TOW missile carrier, supplemental armor, without winch
M1046 TOW missile carrier, supplemental armor, with winch
M1025 armament carrier, basic armor, without winch
M1026 armament carrier, basic armor, with winch
M1043 armament carrier, supplemental armor, without winch
M1044 armament carrier, supplemental armor, with winch
M996 mini-ambulance, 2-litter, basic armor
M997 maxi-ambulance, 4-litter, basic armor
M1035 soft-top ambulance, 2-litter
M1037 S-250 shelter carrier, without winch
M1042 S-250 shelter carrier, with winch
M1069 tractor for M119 105-mm light gun

and the m707 Striker
http://www.globalsecurity.org/military/systems/ground/m707.htm
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Oct 2003, 23:10:46
yes... we should JUST make those variants of the Hummer...  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 28 Oct 2003, 23:44:50
Quote
And I'm still waiting for a response from BAS....

Still...
Title: Re:Ballistic Addon Studios Update Thread
Post by: SEAL84 on 29 Oct 2003, 01:09:34
Two quick things...

First, a question:  Why is it that when I set up a fast-rope WP for the Blackhawks, they ignore the speed limitations I set down?

I'll explain - I have a helo fly to an IP (initial point).  Then he turns and heads for the insertion point under orders to fly at speed "limited".  The insertion point WP has the line of code in the appropriate box to make the chopper rope its cargo in - but for some reason the pilot REFUSES to fly at slow speed to get there!  He puts the proverbial pedal to the metal and zooms past the insertion point, resulting in the chopper either smashing into buildings when the code finally kicks in or roping teams into rivers and stuff.

I've fiddled with behaviour and the open fire/hold fire stuff, but that doesn't help.

I should point out that this seems to happen only in the cities - somehow I set one up at the mainland airport that worked alright but I couldn't find any differences in how I set it up.  I used a bigger activation radius and that *sort of* kept the guy on-target, but when I tried the same thing in the city, it didn't work - he tried to put the team down in totally random spots (like the side of a building - BOOM!) instead of just having the "slow down and descend" code kick in earlier.




The second thing is a suggestion/request.

Can you guys arm your SEAL snipers with the SR-25?  

Link: http://world.guns.ru/sniper/sn13-e.htm
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 29 Oct 2003, 01:58:41
Hi

Thanks for the response deadmeat, any pics of the pack available that havent been seen yet?

and are you considering making a LAV?

Thanx

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 31 Oct 2003, 14:06:21
B.A.S. has gone very quiet, any updates at all..............Guys.............hello?


Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: KJAM on 31 Oct 2003, 14:32:38
BAS!!(http://smileys.smileycentral.com/cat/23/23_1_27.gif)

LOL
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 01 Nov 2003, 18:38:45
hopefully they're getting ready for a big release! ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: BronzeEagle on 02 Nov 2003, 20:54:28
It might be the navy seals.  Hells yeah.  
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 03 Nov 2003, 11:50:04
Don't get over excited.

October was a month of rest for the whole BAS team, so we havn't been working on much really.

As allways, be patient, good things come to those who wait.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 03 Nov 2003, 18:32:26
Quote
As allways, be patient, good things come to those who wait.
Yoda
Title: Re:Ballistic Addon Studios Update Thread
Post by: KJAM on 03 Nov 2003, 23:15:59
Quote
Quote:As allways, be patient, good things come to those who wait.  
Yoda

No...............BEER advert (guinness i think ) LOL
Title: Re:Ballistic Addon Studios Update Thread
Post by: MadAussie on 04 Nov 2003, 13:29:45
Gday guys..

I have recently sent an email to your COC regarding your recent ( and excellent ) tonal isle pack..
Outstanding..
Superb object detail.. and the blur in the LOD's.. mmm  :P  ..The best ive seen in any OFP isle release.. A big thumbs up to the whole BAS team   ;D
Now to the point of this.. one question
Is BAS supportive or unsupportive of other isle makers using BAS objects in their projects..???

Of course with full acknowledgements in readmes/sites etc.. and it would promote the BAS pack as an OFP requisite.. (even though its obvious.. from the chopper line- delta's and rangers- tonal - UPCOMING desert pack!! )
From TJP to BAS with a few other select teams.. always setting the benchmark.
Anyway.. enough suck suck lick lick
Keep it up BAS!

MadAussie out...
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 04 Nov 2003, 15:02:32
Quote
Is BAS supportive or unsupportive of other isle makers using BAS objects in their projects..???
No, it says in the readme that the island and its objects are copyrighted and cannot be distributed without BAS's permission. Since Nagual and other members of the BAS team have said that at the moment they will not allow other island makers to use Tonal objects in a publicly distributed pack, you're out of luck here.
Title: Re:Ballistic Addon Studios Update Thread
Post by: MadAussie on 05 Nov 2003, 06:00:30
Gday again..
So .. unsupportive of major public use..
Im a while off a beta still so ill have to wait...
Id be lying if i said my own private Iraqi Isle wasnt using them though..
So I suppose this is what this is.. a post for permission (have sent emails too) .. and i looked back a bit.. couldnt find a post regarding it.. (but im lazy too)..
BTW.. i have read the readme..
Ask for permission to use any Tonal objects/textures BEFORE using them in another project.
Requests will be considered some time after release.
Fingers crossed..  ???

MadAussie out....
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 05 Nov 2003, 16:03:53
I was wonderin..u BAS guys got any wallpapers of your units I could get a hold of...I'm looking for a new desktop..thanks in advance....
Title: Re:Ballistic Addon Studios Update Thread
Post by: lt_poncho on 06 Nov 2003, 18:48:33
Any site updates?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 07 Nov 2003, 14:56:22
Any site updates?

No, because you lot killed the server downloading Tonal.

We are in the process of moving to a new server, so watch this space.
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 07 Nov 2003, 16:32:30
No, because you lot killed the server downloading Tonal.

 

hey atleast yall know your popular  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 08 Nov 2003, 11:20:10
Quote
No, because you lot killed the server downloading Tonal.
Don't tell me you expected anything less  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 08 Nov 2003, 15:55:15
i saw the thing about your Pavehawk in the official forums. does that mean they're gonna be released soon?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 08 Nov 2003, 17:29:06
yes
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 08 Nov 2003, 18:52:19
Is there anywhere I can reliably find the two patches? I've been looking for them, but Patch 2 keeps failing, and I can't find Patch 1 anywhere. ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 08 Nov 2003, 19:33:48
Is there anywhere I can reliably find the two patches? I've been looking for them, but Patch 2 keeps failing, and I can't find Patch 1 anywhere. ???
I saw patch one at The Avon Lady's site and patch 2 at ofp.info
Title: Re:Ballistic Addon Studios Update Thread
Post by: Pathy on 08 Nov 2003, 19:35:34
Quote
So .. unsupportive of major public use..
No offense ::) (and please dont take any), but i think BAS are unsupportive of anything that does not increase thier own glory. Why else would they have long ago found a way to decode the BIS models, and not shared it? (that is, if that statement is true, which i cant confirm, BUT, there has been v strong evidence) Thats my main issue with BAS, they are selfish >:(, and only work to thier own ends...other than that, they do fairly good work. :) ;)...pity tonal would fry my processor. :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 08 Nov 2003, 19:41:23
I think the needs of the community would be best served if people took no notice of rumours.

In the end that is all they are, and they only serve to spread disharmony and mistrust.


Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: Pathy on 08 Nov 2003, 19:47:42
Umm its not just that rumor. But, im not in the buisness of all out war on BAS, they do some quite good stuff, their attitude just annoys me (and alot of other addon makers) from time to time. Like the "we'll publish your addons for you if they are good enough" policy, which is really "we'll nick your addons and put our name to them so we get the recognition for them", and you cant deny that, as its not exactly hard to publish an addon independantly, so why else would they offer?

Anyway srry, this isnt the place for that duscussion.

Nice work on the island guys, alot of hard work and time went into it, and i have ultimate respect for that.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 10 Nov 2003, 04:41:09
when are you BAS guys gonna release the SEALs and updated rangers/deltas? is it gonna be before thanksgiving or Christmas?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 10 Nov 2003, 11:59:50
My only real criticism of BAS would be their fondness for Blackhawks. Obviously everyone has their own favourite unit they're championing - I, for instance, would like to see those desert Hummers and things released - but BAS just keep releasing more and more Blackhawks. Don't get me wrong, I like things like the DAP, though my favourite vehicle has to be the BAS Little Birds, but it seems that there's a new Blackhawk being released every couple of weeks, with no significant difference between the models.

I like the idea of releasing a full set of Blackhawks and whatnot, and it obviously makes sense from a production point of view, but personally I'd prefer to see a bit of variation in their output. Why not put the hawks on the back burner and release the Hummers, or the Land Rovers or something?

The other thing that disappoints me is that the MH-47E (Cargo) doesn't support the other BAS vehicles; it seems that it can only carry BIS jeeps, while I'd certainly consider it useful to be able to carry, say, a UAZ for coverrt insurgency missions. Or maybe suspending a BRDM or something.
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 10 Nov 2003, 14:55:56
yeha the cargo ch47E also should be able to carry alot more slung under nether it
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 10 Nov 2003, 16:36:18
Agreed; obviously we can't expect them to code in support for all the vehicles out there, but it's disappointing that they don't support their own vehicles.

Actually, I'd quite like to see some of those open-top Hummers...
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 10 Nov 2003, 18:29:16
No offense ::) (and please dont take any), but i think BAS are unsupportive of anything that does not increase thier own glory. Why else would they have long ago found a way to decode the BIS models, and not shared it? (that is, if that statement is true, which i cant confirm, BUT, there has been v strong evidence) Thats my main issue with BAS, they are selfish >:(, and only work to thier own ends...other than that, they do fairly good work. :) ;)...pity tonal would fry my processor. :(

ho hum, again, I'll post the same statement in here as I did on the official forums:

here we go, some form of official statement (I suppose)

We have close contacts with FlipeR (from the OFPInternals team) and he has access to P3DEdit, since he helped OFPInternals to write the tool.

This is how we get our MLODs, we cannot have every model, or any model.

The conversions are far from perfect, as far as I know the tool was still in early Alpha stages when development was canceled.

At the stages of development that the Addons community is at now, having such a tool would be a step backwards, not forwards.

I'd just like to finish this statement by saying we [BAS] DO NOT have direct access to this tool, and it takes us a long time to fix the models we do get.

Please DO NOT start emailing us requests for models, as they will simply be ignored, since we cant actually forfil them anyway.


There, now you know all about our apparent "MLOD deal", which is infact just the rumour mill at its best. We DID NOT devise any method of decrypting ODOL models, and therefore it is not ours to give away. FlipeR and OFPInternals came up with the tool, and it was their decision to keep it private.


Umm its not just that rumor. But, im not in the buisness of all out war on BAS, they do some quite good stuff, their attitude just annoys me (and alot of other addon makers) from time to time. Like the "we'll publish your addons for you if they are good enough" policy, which is really "we'll nick your addons and put our name to them so we get the recognition for them", and you cant deny that, as its not exactly hard to publish an addon independantly, so why else would they offer?

That was the original concept of BAS, however, since then we have decided to "abandon" that way of working, for two reasons:

1) To achieve the quality we are looking for the addon often has to be worked on by many people, so it is easier to just be a team of people who make addons.

2) We never got any requests from people for us to publish their work, so we cant publish work that does not exist. To those ends, we simply make our own addons that we want to make. To those ends, I suppose I (or Tigershark) should edit the "we want to be an addon publishing house" part from our website.

We have never "nicked" anybody's work, it has all been our own generic work, or modified BIS work. Any other work we use (i.e. vektorbosens dust scripts) we give full credit and praise to the original authours.

Please get your facts straight before posting such sweeping comments.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 10 Nov 2003, 18:41:39
when are you BAS guys gonna release the SEALs and updated rangers/deltas? is it gonna be before thanksgiving or Christmas?

You should know by now: NO release dates...

Quote
The other thing that disappoints me is that the MH-47E (Cargo) doesn't support the other BAS vehicles; it seems that it can only carry BIS jeeps, while I'd certainly consider it useful to be able to carry, say, a UAZ for coverrt insurgency missions. Or maybe suspending a BRDM or something.

The MH-47E is a Special Operations Helicopter, NOT a workhorse. It is used by the 160TH SOAR for mass insertions of Ranger Teams, their equipment and supplies. It would NOT be used to transport the equipment of other countries, and would rarely be used to transport their soldiers. The fact it does not support our newer addons is for a reason: Because it would NOT support them in real life.

Also, I would like to point out the fact that Tonal was released a long time AFTER the MH-47's, this means the in-built coding for them does not have support for any further vehicle types - hence the reason you cannot use it to transport newer BAS addons.

The MH-47 WILL be updated after the Ranger SOV is released, as this is the primary vehicle which it transports, however, support for any of the vehicles in the OPFOR pack will NOT be added, the MH-47E is NOT a workhorse, the CH-47D IS.



And, at the end of the day, not wanting to sound spiteful or patronising; WE make the addons, so WE make what WE want to make, if that happens to be every variation of the H-60 series, then so be it...
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 10 Nov 2003, 19:31:16
Well I hope you guys make every variant of the H-60 inlcuding seahawks would be super :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 10 Nov 2003, 19:40:41
Well I hope you guys make every variant of the H-60 inlcuding seahawks would be super :)

lol.....
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 10 Nov 2003, 20:55:26
Quote
The MH-47E is a Special Operations Helicopter, NOT a workhorse. It is used by the 160TH SOAR for mass insertions of Ranger Teams, their equipment and supplies. It would NOT be used to transport the equipment of other countries, and would rarely be used to transport their soldiers. The fact it does not support our newer addons is for a reason: Because it would NOT support them in real life.

Yes I agree its pretty stupid to have an MH-47E with UAZs and BRDMs, but I would also like to see it cary more cargo. Maybe something more that you can load into the back (like ammo crates or some other equipment) and not just vehicles.... Cause ammo crates would seem (to me) quite logical to load into the back of any chopper...

And I think what everyone else is looking for (or should be) is a CH-47D with similar cargo scripts... Im guessing that all it would take is a little script editing and perhaps a new config with the under sling cargo scripts built in... Im not making a suggestion directly to you BAS, its simply an idea that would just be... interesting to see on future addons (by anybody) in general... I just can't stand not sharing my thoughts... lol
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 10 Nov 2003, 21:00:25
There is nothing stopping someone from making their own version of a cargo carrying CH-47D, just like the MH47E.

After all they can use the MLOD model of the CH47D and model it the way they want, to carry the cargo they want it to carry.

Mind you, they may need to use the BAS scripts, with permission of course, or write their own.


Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: SGT DrakeSavage on 10 Nov 2003, 21:01:57
My only real criticism of BAS would be their fondness for Blackhawks. Obviously everyone has their own favourite unit they're championing - I, for instance, would like to see those desert Hummers and things released - but BAS just keep releasing more and more Blackhawks. Don't get me wrong, I like things like the DAP, though my favourite vehicle has to be the BAS Little Birds, but it seems that there's a new Blackhawk being released every couple of weeks, with no significant difference between the models.

I like the idea of releasing a full set of Blackhawks and whatnot, and it obviously makes sense from a production point of view, but personally I'd prefer to see a bit of variation in their output. Why not put the hawks on the back burner and release the Hummers, or the Land Rovers or something?

Uhh as far as i know they have only released the SOAR blackhawks and no others? Supposedly they are gonna release the Pavehawks soon, but by my counting that only brings the number of blackhawk variants released to a whopping two. And it has been almost 3 months since the SOAR blackhawks were released, not just a few weeks...
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 10 Nov 2003, 21:18:11
It apears that the RSOV and CRRC are allready supported by the MH-47E cargo sling script.... Not sure what the CRRC is, but its in there.... And if you want to add the sling abilities to a normal chinook put this in its init:

[this] exec "\BAS_Cargo\helocargo.sqs"
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 10 Nov 2003, 21:36:14
Uhh as far as i know they have only released the SOAR blackhawks and no others? Supposedly they are gonna release the Pavehawks soon, but by my counting that only brings the number of blackhawk variants released to a whopping two. And it has been almost 3 months since the SOAR blackhawks were released, not just a few weeks...

Well, the BAS Blackhawks currently residing in my addons directory are the following (can't remember the prefices, so bear with me):

AH-60 DAP
UH-60K
UH-60L
UH-60M
Plus the ones under "BAS Spec Ops Vehicles" or whatever. They are over-represented, quite frankly.

Quote
Yes I agree its pretty stupid to have an MH-47E with UAZs and BRDMs, but I would also like to see it cary more cargo.

How is it stupid? A covert ops unit operating behind enemy lines may well decide to use an OPFOR vehicle, if it is better suited to their purposes. It is rare these days, but certainly not unheard of. And please consider carefully your use of the word "stupid"; put brain in gear before engaging keyboard, as it were.

Quote
The MH-47E is a Special Operations Helicopter, NOT a workhorse. It is used by the 160TH SOAR for mass insertions of Ranger Teams, their equipment and supplies. It would NOT be used to transport the equipment of other countries, and would rarely be used to transport their soldiers. The fact it does not support our newer addons is for a reason: Because it would NOT support them in real life.

Agreed, but see my comment above. I'm certainly not talking about transporting other countries' vehicles and personnel, I'm talking about pressing enemy vehicles into service as a sort of disguise.

Quote
Also, I would like to point out the fact that Tonal was released a long time AFTER the MH-47's, this means the in-built coding for them does not have support for any further vehicle types - hence the reason you cannot use it to transport newer BAS addons.

Fair enough, and of course completely understandable. It wasn't a complaint, more a disappointment, in the hopes that the next version would remedy it, as you discussed below.

Quote
The MH-47 WILL be updated after the Ranger SOV is released, as this is the primary vehicle which it transports, however, support for any of the vehicles in the OPFOR pack will NOT be added, the MH-47E is NOT a workhorse, the CH-47D IS.

And will the CH-47D be making an appearance? Please bear in mind that I'm not talking about a workhorse, I'm talking about insertion of spec ops teams in enemy vehicles, nothing else. What harm is there in adding the option?

Quote
And, at the end of the day, not wanting to sound spiteful or patronising; WE make the addons, so WE make what WE want to make, if that happens to be every variation of the H-60 series, then so be it...

To be quite honest, you do sound spiteful and patronising. I know the entire BAS team has been getting a lot of fairly offensive and unfounded flak lately, but I would appreciate it if reasonable and - in my opinion - constructive criticism like mine be answered in the same tone. You have a thread for feedback, so surely it is reasonable to expect feedback, both positive and negative.

My point stands; I am greatly impressed by the quality of the BAS addons, but I have to say I'm getting very tired of more and more Blackhawk variants, few of which seem to differ noticably from any of the others. This is realistic, of course, and the real-life differences between the variants are, of course, hardly noticeable in game terms, but it does fairly little to keep my interest.

We see frequent teasers of upcoming units; "Navy Seals released soon!" "Marfy's Hummers now being developed by BAS!" and so on, but at the end of the day there's just another Blackhawk.

I like Blackhawks; I use them every chance I get in my missions. But it does get tedious.

I'm not asking you to stop making Blackhawks; if you want to produce every H-60 variant known to man, go ahead. I'm just suggesting that my interest - and presumably also others' - would be maintained far better if the H-60 releases were interspersed with some of the other much-touted units. My longing for the Hummer pack is, of course, well-known, and I have heard many cries for the SEALs. And, of course, Land Rovers are always nice (will they come with the full "Pink Panther" weapons fit?).

So please, don't go off in a huff, or give me that sort of half-flippant, half-defensive answer. I'm a great BAS fan, I'm just trying to give you the feedback you obviously want.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 10 Nov 2003, 21:44:38
Quote
It apears that the RSOV and CRRC are allready supported by the MH-47E cargo sling script.... Not sure what the CRRC is, but its in there....

Doesn't take long to find out:

http://www.navyseals.com/equip/watercraft.html

Onto the Blackhawk issue, i really dont see where the problem is, we have only released Blackhawks ONCE, and they were Army Blackhawks, the new ones are Airforce Pavehawks, which have vastly different roles. We have interspersed our Blackhawk releases with a huge pack of OPFOR units and an island, not exactly sticking to solely Blackhawks now is it?

As for the SEAL's, the guy making them has been AWOL for a few months, nothing we can do about it till he gets back, so theres really no point badgering us about the release, as we have no idea. And those 'teasers' you mention are around 6 months old, not exactly shoved in your face every minute of every day.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 10 Nov 2003, 22:18:49
I get the point about the blackhawks...but like they say its there choice what they make..

However...i must agree with the teaser shots of the desert pack and SEALs (fair enough if the guy's gone awol)...the shots we're shown of the hummers and such look virtually finished and that was a long time ago and we're not told otherwise so its to be expected people wonder where they are.

But we don't pay and so technically we have no right to complain and we are all big BAS fans..just wondering whats going on, there are few updates on the sight after all

Merci

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 10 Nov 2003, 22:27:08
Well, the BAS Blackhawks currently residing in my addons directory are the following (can't remember the prefices, so bear with me):

AH-60 DAP
UH-60K
UH-60L
UH-60M
Plus the ones under "BAS Spec Ops Vehicles" or whatever. They are over-represented, quite frankly.

Quote
My point stands; I am greatly impressed by the quality of the BAS addons, but I have to say I'm getting very tired of more and more Blackhawk variants, few of which seem to differ noticably from any of the others. This is realistic, of course, and the real-life differences between the variants are, of course, hardly noticeable in game terms, but it does fairly little to keep my interest.


Your point stands... pointless...

The ONLY BAS H-60s are:

UH-60L
MH-60L
MH-60K
AH-60L

Thats a grand total of 4, yes 4 units...

You can hardly say thats "over representing it" can you?

What about the numerous versions of Deltas and Rangers, the endless versions of M4's... hell there must be at least 30 different M4 packs, AT LEAST...


Quote
So please, don't go off in a huff, or give me that sort of half-flippant, half-defensive answer. I'm a great BAS fan, I'm just trying to give you the feedback you obviously want.

Whilst we appreciate this, and we ARE thankful for it (tho we may not show it sometimes), as you have said, we are "getting a lot of fairly offensive and unfounded flak lately" and after a while it does begin to get at us, afterall, we're only human too.

The point I was trying to make was, that we actually put the effort in to making these addons, (I KNOW its an old one) for free, for you guys. So maybe we can at least have our own choice in what we make? please?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 10 Nov 2003, 22:56:17
Your point stands... pointless...

Oh, how charming.

Quote
The ONLY BAS H-60s are:

UH-60L
MH-60L
MH-60K
AH-60L

Thats a grand total of 4, yes 4 units...
You can hardly say thats "over representing it" can you?

No, but another Blackhawk pack coming already...

Quote
The point I was trying to make was, that we actually put the effort in to making these addons, (I KNOW its an old one) for free, for you guys. So maybe we can at least have our own choice in what we make? please?

Of course, and I haven't challenged that. I've only tried to point out why people are getting somewhat agitated.

My posts have been nothing but courteous and constructive, and I'd appreciate replies in kind.I know you're getting flak, that's why I'm trying to make helpful comments, and you - and, I must say, several other members of the BAS team, on other forums - have immediately gone on the defensive. Hardly surprising, given some of the comments, but perhaps there would be less flak if you reserved the irritation for those who deserve it.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Noon416 on 11 Nov 2003, 00:50:33
Okay all, this might be a good time for everyone to step back and just take a breather.


1. Everyone has made their point and in a civil manner

2. Both sides have acknowledged each other's points and provided answers via valid statements of their own.

3. This is moving away from the topic and threatening to become a personal argument (of which they have no place in OFPEC).



I'd rather not get into the middle of this, but I will put a stop to it, if it starts to get out of hand

Thank you.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KTottE on 11 Nov 2003, 10:44:37
I would just like to interject and say that BAS are doing this for free, and out of the goodness of their hearts, as are any addonmakers.
So those of you craving more addons from them should take that into consideration and also consider the fact that BAS doesn't have to release anything, at all.

And at the same time, BAS, and other addonmakers, have to realise that by making one or more of their addons publically available and also announcing the creation and upcoming releases of other addons they put themselves into a position where people will badger them for more addons, for different addons, complain about existing addons and whatnot.

Just some things to consider...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 11 Nov 2003, 18:48:31
Quote
No, but another Blackhawk pack coming already...
no, a PAVEhawk pack. That a four letter difference  ;)
They don't force you to DL. Becides the BAS blackhawk pack is one of the best chopper addons available. (with no other good blackhawk)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 11 Nov 2003, 21:05:58
no, a PAVEhawk pack. That a four letter difference  ;)

Still essentially the same chopper. I'll still DL it, of course - there's no way I'd miss having the full set!

Quote
They don't force you to DL. Becides the BAS blackhawk pack is one of the best chopper addons available. (with no other good blackhawk)

It definitely is, and in every way vastly superior to the original BIS stuff (but that goes for almost all BAS addons). The only Blackhawks that even came close were the old TJP Blackhawks, and hey - you know where he is now!
Title: Re:Ballistic Addon Studios Update Thread
Post by: dob on 12 Nov 2003, 01:40:50
 ;D ;D ;Dmerci de france just one bug in tonal ... 4 me

in the 2nd part of nogava addon bridge
it follow whith error the ground

in verry low detrail : 2 metters of difference
in low : 10 cm its ok but can u edit the id of the bridge with 1 script for
different level of detail? sorry for my english  ;)

verry good job !!!

comme to visit our team www.clan-mako.net c u in game ;=)

;D[MAKO] dob [MAKO] ;D


Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 12 Nov 2003, 10:44:19
Umm its not just that rumor. But, im not in the buisness of all out war on BAS, they do some quite good stuff, their attitude just annoys me (and alot of other addon makers) from time to time. Like the "we'll publish your addons for you if they are good enough" policy, which is really "we'll nick your addons and put our name to them so we get the recognition for them", and you cant deny that, as its not exactly hard to publish an addon independantly, so why else would they offer?

Anyway srry, this isnt the place for that duscussion.

Nice work on the island guys, alot of hard work and time went into it, and i have ultimate respect for that.

I am afraid DM didn't relly explain the publishing aspect fully.

Pathy....I'm afraid you have misinterpreted the intention here. The purpose was never to create an elitist type attitude. When I created BAS I knew we would devote a lot of energy into detail and quality. My intention in offering publishiong came from an unfortunate situation in which small addon makers who were making great stuff, were being ignored because they weren't well known or some major flaw in the addon kept them their work from being recognised.

My intention was that if they wanted to work with BAS to get the addon up to a high standard they could exploit our name to get the recognition they deserved.

Your comment about us was incredibly unfair and somewhat insulting as if you had read our site carefully you would see that we offered full credit to the creator of the addon. The addon would be referred to as BAS presents XXX addon by YYYY. And the community would feel confident that the addon exhibited some basic quality stds. such as thorough beta testing, use of LODS, etc. This system is not unlike who book publishing works. Unknown authors are given much more credibility when they are published by recognised publishing houses. We have never taken (nor will we ever) credit for someone elses work.

The whole concept was a selfless attempt to help budding addon makers get more attention for their addons. It's unfortunate that you chose to interpret the whole exercise as you have.

We are still open to helping these types of addon makers should they want to publish their addons, despite whatever "sinister" rumours people such as yourself wish to propogate.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 12 Nov 2003, 11:07:14
My only real criticism of BAS would be their fondness for Blackhawks. Obviously everyone has their own favourite unit they're championing - I, for instance, would like to see those desert Hummers and things released - but BAS just keep releasing more and more Blackhawks. Don't get me wrong, I like things like the DAP, though my favourite vehicle has to be the BAS Little Birds, but it seems that there's a new Blackhawk being released every couple of weeks, with no significant difference between the models.

I like the idea of releasing a full set of Blackhawks and whatnot, and it obviously makes sense from a production point of view, but personally I'd prefer to see a bit of variation in their output. Why not put the hawks on the back burner and release the Hummers, or the Land Rovers or something?

The other thing that disappoints me is that the MH-47E (Cargo) doesn't support the other BAS vehicles; it seems that it can only carry BIS jeeps, while I'd certainly consider it useful to be able to carry, say, a UAZ for coverrt insurgency missions. Or maybe suspending a BRDM or something.

Torak,
My vision for BAS has always been to produce the US Special Ops equipment that was lacking in the game. To this end, and due to my passion for the Pavehawk, this project is merely an extension of that. Sure, it may appear to be just a reskin of helos that are already in game. But as is this is a personal goal of mine to get this in game and a decision that BAS is entitled to make, I really don't understand how ant criticism of that decision can be labelled "constructive".

Where your issue lies I think is why the Pavie takes precedence over other advertised projects. Without knowing how BAS is organised and how it operates, it is rather presumptious to assume that for some reason the Pavie has been given priority. Remember, the BAS team is stretched across continents, time zones, operate in variety of cultures and each distinct and different real life responsibilities that are all juggled to give the top quality addons you enjoy for free. Overcoming this immense difficulties we still deliver consistent quality to the community, often in the face of incredible displays of immaturity and lack of appreciation by members of the community.

Each project is divided up into various teams....the Desert Vehicles Pack, the Pavie and the SEALS are each being worked on by separate teams each with their cown constraints on time and ability to cordinate effort. The fact that the Pavie is being delivered before the Desert Vehicle pack is not a reflection of the importance we place on the addon, but more of a simple function of which was easiest and quickest to implement by a team.

Short answer....I have been working on the Pavie...it will be finished soon...the Desert Pack being worked on by another team...needs more work. It is unfortunate that you don't appreciate that delivering any addon is a large undertaking in itself, however, if the Pavehawks timing is not suitable to your liking, I'm afraid there is very little we can do about it. We all need to work adn support or families and such and cannot devote our time to OFP 100%.

If we do appear snide it is simply because we grow tired of being publically chastised for decisions, timings, ideals, etc. when all we are trying to do is give to the community....share with the community the fruits of our labour...the fruits produced from our love for this game and our desire to see the scope increased with our units and maps.

Enough said I think. The unfortunate thing about the Internet is that it is like giving everyone a printing press and saying you can print whatever you want. What people don't realise, is that their opinion is not always the most valuable out there....nor do others necessarily want to read what they have to type. You say it's your right to voice your opinion...fine....it's also ours to either value it or dismiss it.

I hope this has provided some insight in to why the Pavehawk is being released before other projects.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 12 Nov 2003, 11:31:12
Where your issue lies I think is why the Pavie takes precedence over other advertised projects. Without knowing how BAS is organised and how it operates, it is rather presumptious to assume that for some reason the Pavie has been given priority. Remember, the BAS team is stretched across continents, time zones, operate in variety of cultures and each distinct and different real life responsibilities that are all juggled to give the top quality addons you enjoy for free. Overcoming this immense difficulties we still deliver consistent quality to the community, often in the face of incredible displays of immaturity and lack of appreciation by members of the community.

Of course - that's understood and appreciated. I think, though, that ultimately BAS wouldn't meet such a hostile attitude if there was a bit more information from within. Obviously frequent status reports and things are out of the question, but perhaps something as simple as stating where each addon is in the production process would be sufficient to quieten the critics (amongst whom, I must add, I don't count myself).

Short answer....I have been working on the Pavie...it will be finished soon...the Desert Pack being worked on by another team...needs more work. It is unfortunate that you don't appreciate that delivering any addon is a large undertaking in itself, however, if the Pavehawks timing is not suitable to your liking, I'm afraid there is very little we can do about it. We all need to work adn support or families and such and cannot devote our time to OFP 100%.

Of course, and I'm not disputing that (I can't speak for others, of course, who have made some quite unreasonable demands). I think the whole point is that the comparative lack of information gives the impression that there is some sort of priority system, which as you say is obviously not the case.

If we do appear snide it is simply because we grow tired of being publically chastised for decisions, timings, ideals, etc. when all we are trying to do is give to the community....share with the community the fruits of our labour...the fruits produced from our love for this game and our desire to see the scope increased with our units and maps.

Agreed, and certainly all the BAS addons I've seen have been of unparallelled quality, all far surpassing BIS' stuff. That's why I'm trying to show where that reputation (amongst certain groups) has come from, since it's a shame that such a great addon team allows itself to develop a bad reputation by responding in such a defensive and - sometimes - hostile way to most feedback, rather than saving it for the critics who have to limit themselves to unfounded rudeness (for whatever reason).

Enough said I think. The unfortunate thing about the Internet is that it is like giving everyone a printing press and saying you can print whatever you want. What people don't realise, is that their opinion is not always the most valuable out there....nor do others necessarily want to read what they have to type. You say it's your right to voice your opinion...fine....it's also ours to either value it or dismiss it.

Referring to my comment above, was that comment intended as a general statement, or with reference to my comments specifically? Either way, that is precisely what I mean.

People in the community need to feel that their opinions are valued (or, if they're the people who post flamebait just for fun or out of jealousy because they can't make addons that measure up to your standard), they need to be told to sod off. But at the moment, the default reply from BAS seems to be telling people to sod off. You can't expect to avoid a bad reputation when the slightest criticism is met by such a torrent of vitriol because you're getting fed up. All you need to do is reply to each comment on its individual merits rather than flaring up, and I think BAS' reputation would improve considerably. Add to that, perhaps, a simple statement under the progress bars on the website - "planning", "scripting", "skinning" and whatnot - so people know what's happening, and the critics who just have a grudge against you wouldn't have a leg to stand on!

I'm posting this for one reason only: I've read a lot of comments on several forums, where BAS is getting a lot of flak for being "unhelpful" and "rude". Initially, this was unfounded, but I'm very disappointed to see possibly the best addon team around being criticised for something they could so easily do something about.

I guess the moderators must be getting fed up with this discussion now, so if you like we could take it to PM. I don't want to start a flame war, I just want to stop seeing BAS shoot itself in the foot.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 12 Nov 2003, 11:36:48
The comment you refer to was a general statement...not specifically aimed at your post.

No flame war necessary...you make some good points. And I hope that by reading my previous post people might get some of the information you suggested we don't readily distribute.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 12 Nov 2003, 11:43:51
Thanks for that.

Any thoughts on the "production stage" idea? It could probably be implemented fairly easily without detracting from the look of the site - and would provide an excellent way of making the "they never tell us anything" crowd shut up.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 12 Nov 2003, 12:24:54
Although it sounds like it has merit....it would actually place even more pressure on us...for example...the Pavehakws have been in texturing for a month now....how come they aren't finished?

Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 12 Nov 2003, 13:19:09
That's certainly a possibility, but at least it would mean people can't complain about a lack of information.

Oh well.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 12 Nov 2003, 13:42:57
Unfortunately BAS and a few other mods seem to be damned if they do and damned if they don't when it comes to the amount of information released.
I've seen mods accused of "teasing" the community when they post regular update screenshots by the same people who had previously been moaning about the lack of updates and screenshots  ::)
It seems to me that on some forums (thankfully not on here) there is a group of people who want everything yesterday and seemingly only for the purpose of finding faults with it. Faced with this day in day out I can understand why BAS would get fed up with it, personally I think they deal with it very well, I'm not sure I would have after all this time and I'm sure there have been days when they've asked themselves "Why the hell am I doing this?".
As an addon maker myself I have an idea of the amount of time and effort that is required to produce an addon of any quality, let alone ones of BAS quality with all the additional features in them, I've been working on my British Land Rovers for about a year now, in between work and having some form of life and I have to admit that it is the quality of BAS's work that has inspired me to produce the highest quality that I can. In fact you could say that it is thanks to BAS that the people I work with think I'm a military obsesses nut with a lifetime subscription to Guns and Ammo as nearly everytime they glance at my screen when I'm on the net I'm either looking at OPF sites or looking for reference pictures of British Army Land Rovers  :P
Now I'm not getting at anyone in particular here, it just seems to me that lately the "they never tell us anything" crowd as Torak calls them (good name for them btw  :)) have been particulary vocal and I'm just getting fed up of reading "When is X going to be released?".
I just wish that just once they would try to make an addon themselves and I mean have a propper go, not just download O2 take one look at it and say "This is too hard" and then give up, then maybe they'd have a greater appreciation for what they are getting from teams like BAS. Before I decided to try making an addon for OPF I'd never done any form of addon makind or 3d modeling and it was thanks to the support of DeadMeat (and the squad I play MP with, far too infrequently these days, who are still waiting patiently for a Land Rover to race about in) in those early days that I've stuck at it as long as I have.
Anyway I'll get off my soap box now and finish by saying BAS have made and no doubt will continue to make high quality addons, the Pavehawk is looking great and whilst it may not be what I'm most eagerly awaiting (all H-60 series choppers tend to look the same after SuperFly has ploughed it into a hill  :P ;D) I'll still be downloading it along with anything BAS produce.  8)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 12 Nov 2003, 14:44:42
Hear hear!

I'm ever so slowly trying to teach myself to make addons - without much luck (I can work 3DS Max fairly well, but I just can't get my head around actually making addons) - for Operation White Night, but so far I've mainly been fixing the other guys' English... Anyone who can churn out as consistently good addons as BAS deserves all the praise they get - it's just a shame that the jealousy mob are so vocal as to affect the modders' responses to everyone else.

I look forward to seeing what they're going to do with the Pave Hawks...
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 12 Nov 2003, 16:26:28
Stick at it, addon making can be frustrating and time consuming but strangely rewarding, there's nothing quite like seeing something in-game and thinking "I made that"  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 12 Nov 2003, 16:59:36
Good point Lilty mate, but it didn't warrant three posts  :P
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 12 Nov 2003, 17:21:44
it's just a shame that the jealousy mob are so vocal as to affect the modders' responses to everyone else.

As the saying goes:

"Its allways the minority that spoils it for the majority"
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 12 Nov 2003, 17:32:11
I just want to say that I don't care what BAS is making, it will be good and I'll download it. Keep up the good work BAS.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 12 Nov 2003, 18:21:39
Good point Lilty mate, but it didn't warrant three posts  :P

I only clicked post once  ::)

*Edit extra posts removed
*Wanders off muttering about the internet connection in work
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 12 Nov 2003, 18:44:45
Quote
"Its allways the minority that spoils it for the majority"
wrong; it's allways the minority (brave addon makers like the BAS guys) that make good stuff for the majority  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 12 Nov 2003, 22:01:01
Stick at it, addon making can be frustrating and time consuming but strangely rewarding, there's nothing quite like seeing something in-game and thinking "I made that"  :D

I can imagine!

At the moment, though, I'm concentrating on a 3D model of a gun mechanism I'm going to patent... (If anyone can tell me how to make individual parts interact in 3DS Max, please send me a PM, I need all the help I can get!)

I think I'll try to learn scripting first, though.

Quote
As the saying goes:

"Its allways the minority that spoils it for the majority"

Spot on! Anyway, here's to BAS and their models!

(EDIT: There/their. Aaargh, how did that get past the ocularis editorialis?)
Title: Re:Ballistic Addon Studios Update Thread
Post by: ofpeditor on 13 Nov 2003, 06:49:33
Lilty, Torak - thank you for the kind words...good to know people out there understand and appreciate the effort the rest of the team puts in.

I heard somewhere that screenshots are morphine for the community...hope these quell your cries for the moment;

...as always, no release dates, no questions, you'll find out soon enough...

(http://ballistic-studios.com/users/ofpeditor/screenshots/oe05.jpg)

(http://ballistic-studios.com/users/ofpeditor/screenshots/pavies.jpg)


Cheers
ofpeditor
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 13 Nov 2003, 07:53:34
ohhh I can see it now...a downed pilot in the ofp world is just about to lose hope when over the horizon he sees a BAS pavehawk coming in covered by A-10s....  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeLiltMon on 13 Nov 2003, 09:41:02
Mmmm morphine, looking better with every screenshot  8)
Are those the new Rangers by any chance?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 13 Nov 2003, 10:05:23
Excuse me a moment, I've got to get a mop... drooling all over the floor. ;D

What special features can we expect, compared to the Blackhawks?

Any progress on getting both door guns working, or is that still the insurmountable obstacle it always was?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 13 Nov 2003, 11:16:42
New rangers, yes.

Door guns, no - its not gonna happen until OFP2 I'm afraid...

Features, a lot are still under development, so no info atm ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 13 Nov 2003, 12:29:03
Hi Everyone

Those screenshots of the Pavies look really really good.

I just wanted to add that what BAS does for the community is just brilliant, i mean they do work tirelessly to bring us addons and they fork out the money for their server just so that we can see what there doing and eventually reap the benefits of their work.

I know its different to addon making but i myself write and produce music for various events and people and nothing sucks more than when you write a song and it takes up alot of your time and when u do finally finish it, all everyone can do is tell u what u should have added and what sounds bad and what instrument you should have used instead.
It really makes you feel like giving up sometimes because u dont seem to be able to please the audience.

Im all for "constructive" critisicm but after a while it starts to become, i cant think of the right word.......annoying and sometimes ungrateful.

Before BAS released the rangers/delta's i was starting to become bored with flashpoint but BAS has changed that with their high quality addons.
i mean a BAS ranger/delta and blackhawk pack is better than none at all

Keep up the good work BAS, Ur addons are always great and i(in my own way) can appreciate how much hard work u put in to them.

Thanx

Tim





Title: Re:Ballistic Addon Studios Update Thread
Post by: SGT DrakeSavage on 13 Nov 2003, 19:09:58
New rangers, yes.

Door guns, no - its not gonna happen until OFP2 I'm afraid...

Features, a lot are still under development, so no info atm ;)

Are you gonna have a 2nd unusable doorgun on the Pavehawks or will there be only 1 like on the SOAR Blackhawks? (Please say 2  ;D)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 13 Nov 2003, 20:22:07
I prefered the empty non-useable minigun on the MH-47E to the closed window of the MH-60's to be hounest.....madeit look like just a lack of crew rather than its just not there....and on the ground with all the fire of a kink firefight you just glance you see two guns so you get the illusion i think!

Just my tupence

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 13 Nov 2003, 20:38:36
That would require a change to the model, and I don't think BAS would be up to it... Especialy so close to release (hopefuly  ;D)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 13 Nov 2003, 23:43:28
No, 2 door guns are not possible, and will not be possible until ofp 2 (still)

The reason the H-60's only have 1 door gun is because the models are allready verhy high poly (the AH-60 is 6500 polys) so we didnt need the extra 700 polys that the minigun provides addig strain to the system.

For that reason, and the fact that 700 polys is a bit much for an eyecandy item, we dropped it, and it will be dropped from the MH-47 update too.
Title: Re:Ballistic Addon Studios Update Thread
Post by: UK_SKA_RULES on 16 Nov 2003, 19:58:37
I'm not sure if this has been mentioned yet, but I was thinking it would be pretty cool to have a couple of hostage models of the rangers and SOAR pilots in this new ranger pack.  They could just be wearing their camoflage gear without all the equipment.  I thought of this because I'm making a mission with some american POW, and they look funny with the helmet and all the other equipment.  Just an idea.  Or is there already some hostage models somewhere?

p.s:  I havent played OFP, or checked any OFP websites since may or so, and it was a nice surprise to come online and find the blackhawks and tonal island.  I'm re-addicted to the game.  Good work!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 16 Nov 2003, 22:50:22
According to the rules of war, prisoners must be allowed to keep any protective gear - helmets, NBC kit, and so on - and just about anything that isn't dangerous and has no strategic value.

That's a fairly simplified summary, but they should still be allowed helmets and things.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 17 Nov 2003, 01:27:08
For the most part, the enemy in the wars and conflicts we have been in lately don't follow the traditional rules of war.

In the pics about 11 or so posts down, where is that on Tonal??
Title: Re:Ballistic Addon Studios Update Thread
Post by: UK_SKA_RULES on 17 Nov 2003, 02:10:30
Yeah, I dont think everyone follows those rules.

In the pics about 11 or so posts down, where is that on Tonal??

You mean this?

(http://ballistic-studios.com/users/ofpeditor/screenshots/pavies.jpg)

Thats just outside tatu on the road going west, di21. It's funny, thats where I first put my helicopter when I was first checked out the island.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 17 Nov 2003, 03:01:28
it'd be cool if the new rangers had an option to take off their helmets.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 17 Nov 2003, 03:15:16
Quote
it'd be cool if the new rangers had an option to take off their helmets.
Please, don't do this. Why would a Ranger want to take his helmet off in combat?!? Instead, there could be a helmetless Ranger for cutscenes, or missions with guys wandering around a base. I hate it when an addon has too many action menu features, you end up with something like this in the action menu:

Take Off Helmet
Lower Goggles
Comb Hair
Scratch Ass
Recite Poetry
Reload M4
Put M4 On Back
Drop M4
Drop M4 Mag
Title: Re:Ballistic Addon Studios Update Thread
Post by: meathead on 17 Nov 2003, 05:19:53
Man Ive never seen so much bickering before in my life!
You little girls need to hush up so you dont spoil it for the rest of us.
I cant believe that you guys would treat someone so rudly who does something for us out of the kindness of there hearts.  I enjoy the addons BAS makes and hope that all you whiners grow up and show the guys alittle respect.
If it was me I wouldve done said **** *** guys! and not released anymore work to the public along time ago!

Sorry had to get that off my chest.
I just wish there was something we could all do for the BAS team in return for all the great addons they made...

Ya know you guys would really be mad if they one day decided to require a *payed membership* or something like that. I know I for one would be mad as hell...
I also know I would be one of the first guys paying  ;D

THANKS BAS!!!  :D
And oh yea...the topic...
Will the Pavehawks come with working windshield wipers or not?  ;)

Title: Re:Ballistic Addon Studios Update Thread
Post by: B-2-0 on 17 Nov 2003, 05:48:12
I have a simple but annoying problem with the Blackhawks.

CHOPPER exec "\BAS_MAH60\FX\Cabin.sqs"

It doesn't work.

I have searched for an answer but can't find one anywhere.

Btw, i found a bug with Tonal Island, it is darker at 1800hrs in summer than it is at 1800hrs in winter.

Could this be fixed in the next update patch?  If there is to be another one of course. :)

*Ed* Ahem, i just found the correct code for the cabin light :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 17 Nov 2003, 10:55:24
Btw, i found a bug with Tonal Island, it is darker at 1800hrs in summer than it is at 1800hrs in winter.

That's because it's south of the equator; in the southern hemisphere, winter is in June.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 17 Nov 2003, 11:32:55
Lol :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 17 Nov 2003, 11:46:01
That's because it's south of the equator; in the southern hemisphere, winter is in June.

The man speaks the truth, and hence it is not a bug ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 17 Nov 2003, 18:14:54
You better believe it, Yippy - the shortest night of the year in the southern hemisphere is at the summar solstics, diametrically opposed to that of the northern hemisphere.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 17 Nov 2003, 19:29:06
You better believe it, Yippy - the shortest night of the year in the southern hemisphere is at the summar solstics, diametrically opposed to that of the northern hemisphere.

wha, wha what?  :P

*scratches head*

 ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 17 Nov 2003, 21:45:52
Well, you know that the earth's axis is tilted about 23°, right? Well, the vernal and autumnal equinoces are on the 21st of March and September, respectively; the summer solstice, on the 21st of June, is nominally the longest day of the year in the northern hemisphere, and the winter solstice, on the 21st of December, is the shortest.

This is all caused by the tilt of the Earth, and thus the southern hemisphere is exactly reversed; just like Hawaii midnight is at the same time as GMT midday, South African winter is at the same time as British summer, and vice versa.

Thus, by the strictest possible definition, winter is defined as the coldest season of the year rather than by a month-based definition, but the northern winter is usually considered to be "the winter".

It all gets rather complicated, I'm half asleep, and I'm just going from memory, so I may not be entirely correct, and I've definitely been very unclear, but it'll have to do.
Title: Re:Ballistic Addon Studios Update Thread
Post by: SoldierX on 17 Nov 2003, 23:46:16
Well, you know that the earth's axis is tilted about 23°, right? Well, the vernal and autumnal equinoces are on the 21st of March and September, respectively; the summer solstice, on the 21st of June, is nominally the longest day of the year in the northern hemisphere, and the winter solstice, on the 21st of December, is the shortest.

This is all caused by the tilt of the Earth, and thus the southern hemisphere is exactly reversed; just like Hawaii midnight is at the same time as GMT midday, South African winter is at the same time as British summer, and vice versa.

Thus, by the strictest possible definition, winter is defined as the coldest season of the year rather than by a month-based definition, but the northern winter is usually considered to be "the winter".

It all gets rather complicated, I'm half asleep, and I'm just going from memory, so I may not be entirely correct, and I've definitely been very unclear, but it'll have to do.
you know this isn't a science class right? ::)

anyways are the updated rangers\deltas and pavehawks gonna be released around the same time as each other?


Title: Re:Ballistic Addon Studios Update Thread
Post by: Torak on 18 Nov 2003, 00:14:58
you know this isn't a science class right? ::)

Yes, vaguely. I'm just having academic withdrawal symptoms, plus an incurable need to show off a classical education. My perfect enunciation doesn't quite come across in writing, y'see. ;D

(Just joking, mate...)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 18 Nov 2003, 12:20:51
*goes back to studying his architecture degree*

looking forward to new Rangers/Deltas and all the shazbang that comes with them... SEALs are a topper on my list too  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 18 Nov 2003, 18:18:10
anyways are the updated rangers\deltas and pavehawks gonna be released around the same time as each other?

No.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Yippyfn on 18 Nov 2003, 18:48:06
Darn. :(

By the way Torak, I believe it. :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 18 Nov 2003, 20:41:47
About the updated rangers, will there still be a unit where you can change the arm patch using setobjecttexture?
Title: Re:Ballistic Addon Studios Update Thread
Post by: UK_SKA_RULES on 18 Nov 2003, 21:40:45
About the updated rangers, will there still be a unit where you can change the arm patch using setobjecttexture?

And a hostage unit like I mentioned earlier.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 19 Nov 2003, 10:47:36
About the updated rangers, will there still be a unit where you can change the arm patch using setobjecttexture?

Possibly, if only to make previous missions made using the soldier work, however im not sure why its needed, all of the units that were previously able to be simulated by having the patches will be made in the config, with groups, units etc so i dont really see why its needed.

And no there wont be a hostage model.
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 19 Nov 2003, 20:48:20
all of the units that were previously able to be simulated by having the patches will be made in the config

So.... You will have a different unit (and classname) for every one of the arm patches? That could work better for some situations, but personaly I would prefer the "old" method using setObjectTexture, that way i could be changed in game (for one of various reasons) and it won't fill up the list in editor... as well as work for missions allready made...
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 19 Nov 2003, 23:23:01
So.... You will have a different unit (and classname) for every one of the arm patches? That could work better for some situations, but personaly I would prefer the "old" method using setObjectTexture, that way i could be changed in game (for one of various reasons) and it won't fill up the list in editor... as well as work for missions allready made...

The update wont just have different arm patches, it will include different soldier models, including helmets, body armour and load bearing equipment, so it will be a lot more than in the first version.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 20 Nov 2003, 22:41:18
I love you BAS and wish you guys would come to stockholm and show off  :Dyour stuff here over at my lan party and so on but thats not gonna happen but anyways you make great stuff and i got a question about the bas tonal island patch 2 installer.

When i ran the installer it was really different and i had to choose one file at a time that was going to be patched and then when the last file was chosen then a Dos like window poped up and showed a lot of lines of code and then my comp freezed up!  :-X
i had to use the power switch to restart the damn comp and now i wonder if i dare to start the installer again or if it has pacthed the tonal island or if it may crash ofp when i try to run it now?
Do you guys got a .zipp installer or .rar och .ace instead of the .exe installer?
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 21 Nov 2003, 04:44:40
The installer (I think) doesnt replace the .pbos, but I think it just edits the config and files inside of it. And yes I did go looking through the files (I always do) so don't ask why...
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 21 Nov 2003, 12:24:41
The installer actually "just" uncompresses the pbo, replaces files within them, and then re-compresses them.

If you open the installer with winrar or powerarchiver, you will find all the files that need to be replaced (in the folders, which represent which pbo they should go into)

This way, if the installer fails, then you can update the island "manually" although this may take some time...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 22 Nov 2003, 17:25:36
to make the installer work correctly you need to have enough free space on your HD. The uncompressed PBO's are large! I'm not sure how much is needed but try not to have less than 500mb (that should be enough)
Title: Re:Ballistic Addon Studios Update Thread
Post by: KamikazePilot on 23 Nov 2003, 18:34:35
is any1 using the 1.94 beta patch with the bas addons? and tonal?
Title: Re:Ballistic Addon Studios Update Thread
Post by: KyleSarnik on 23 Nov 2003, 18:40:45
I am...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 23 Nov 2003, 18:50:35
me to, but what's your point here  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 23 Nov 2003, 19:16:01
me to, but what's your point here  ???
Probably to make sure the BAS add-ons still work with the 1.94 Beta Patch. Hey BAS if I saw correctly some time ago that you will be getting a new server? Do you know when that will be and when we will possibly get some new sneak peak pics on your upcoming projects? ;D

Always looking for that breaking news story   ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 23 Nov 2003, 22:05:20
We should be switching to the new server over the next 2 weeks (plaing it safe on ETAs)

once we're back online, there may, or may not be lots of interesting news items for you :D

You'll have to wait and see  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 23 Nov 2003, 23:09:31
What  :o

We cant work out some arrangement, maybe slipping you an envelope full of hundreds to guarantee first dibs on that news... LOL   ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 23 Nov 2003, 23:43:09
Quote
You'll have to wait and see
HA! just like in the old days when addon-makers were a respected group of talented people honored by the entire rest of the community.  ;)  You have my attention, though. You better come up with something good. But than agian, I have yet to see the day that you come up with something bad  :)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 24 Nov 2003, 22:58:37
Is the new server for your homepage, testing, or playing??
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eviscerator on 25 Nov 2003, 09:16:02
Is the new server for your homepage, testing, or playing??

Homepage.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 25 Nov 2003, 14:59:04
Well, that makes sense.  I imagine you get a large amount of traffic there.  Well, by any means, take your time.  I can't wait for the new helo's and units.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 27 Nov 2003, 03:43:34
Hey Guys

Any news on the Pavehawks or any screen shots?

Thanx

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 27 Nov 2003, 04:58:29
Probably the usual pre-release silence :) .
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 27 Nov 2003, 05:03:14
lol

Aint that the truth.

I have a question that is a bit of topic but im making a campaign using Tonal/bas addons and i was curious, if the U.S  decided that enough was enough and they were going to intervene to stabalise the region, what size force would they dispatch?, is there some kind of doctirine on what size forces to dispatch to a country? or can i just make it all up?

sorry if this is way off topic but i thought you(the BAS team) would know the answer


Thanks

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 28 Nov 2003, 13:08:13
The Size of the Force is desided on by the allies helping the size of the enemy force. but the US will always try to take control of a airport/runway that can handle landing of c-5's to move in m1a3's.. in the past it would be an marine force landing by sea and or by helo. as well as airborne units of the army. usual SF units will have already landed and set up some kinda post or contacts with locals.
but really situation dictats the size of the force.
but remember the current idea is to use as small as a force as possible.
most likely jsut a few 100 marines to secure a airbase then build up from there.
but you can look over all the FM's at http://www.adtdl.army.mil/atdls.html
you might find something there..
but since somila the US tries to avoid at all costs to go into african conflicts. since it holds no value to them.
the french might try to sablize it since it use to be a french colonaly. but really it is up to you since you are in fact the C&C and are planning the missions.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Nov 2003, 16:57:09
I believe you mean M1A2, since the A3 is not yet officially in service... (or out of the proving grounds for that matter)
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 29 Nov 2003, 05:14:16
yeah i just meant the abrams wichever model number it is now. most people just say m1a1.
but you get the picture.

and i found soem stuff on stablize and support missions.
look around you might find some stuff.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 29 Nov 2003, 11:27:12
Hi Again

Thanks for the info, i was planning on a small force to begin with but mainly rangers and tanks.
and a few SF and SOAR.

@ Deadmeat
any eta on when the new server will be up and running?

Thanx

Tim
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 29 Nov 2003, 13:04:25
@ Deadmeat
any eta on when the new server will be up and running?

Nope, sorry
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 01 Dec 2003, 23:40:21
Did, I think Wetwork (or whoever was doing the SEAL's) ever come back??  I think I saw somewhere the SEAL's progress depended upon him.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 02 Dec 2003, 00:16:55
Got a question I watched the movie Tears Of The Sun are those US guys Seals ???
If yes a question for BAS would you make Seals like those without helmets and funky haircuts  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 02 Dec 2003, 19:05:50
Yes... they are US Navy SEALs.

Quote
If yes a question for BAS would you make Seals like those without helmets and funky haircuts
I hope we find out soon  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 02 Dec 2003, 19:13:49
cool.
if BAS dont plan to make such a Seal team I only need some soldier model with good seal camo texture I can make the funky hair.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 06 Dec 2003, 05:20:50
It seems that its all gone quiet.  Maybe they are working, or relaxing.  Either way...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Pathy on 06 Dec 2003, 20:50:33
I say leave them in piece to work....personally i find it 10x harder to work with alot of attention focused on what i'm making....BAS are probably more used to it, but its usually the quietest times that are the most productive.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Grendel on 06 Dec 2003, 21:18:08
I agree.  Less time updating a web site means more time spent on the addons.  Remember that old safari/zulu movie with the wardrums?  It was when the wardrum stopped that everyone got really worried... ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 07 Dec 2003, 01:00:14
i got a problem with your uh-60 blackhawks + a custom island!!  :-\

http://www.fileplanet.com/dl.aspx?/planetrainbowsix/atwar/ofp/addons/islands/aec-island.rar

is a pretty cool island that features malden, everon and kolgujev togheter in a island group and each one of those islands where big but togheter you can make a Very big and har fought co-op mission but when i try to adjust the bas_60mapsize = 512 setting and i even put it on 1024 instead of 512 but the radar image in the uh-60 only displays the island that im starting on kind of.. and when im flyng to one of the other islands the display only shows that im outside the radar... i really want help with this, can anyone help me out?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tim Pink on 07 Dec 2003, 13:02:54
Hi Everyone

I just thought id give a heads up about an Ofpec staff match that im trying to organize for next weekend.

What relevence does it have to this Topic i hear you ask
well the whole match will be based around Tonal island and will use most(if not all) of the BAS addons.
im aiming for a Tonal Defence Force vs Tonal Rebelion Front showdown.

so please all people are welcome, Especialy all the BAS team members.
(After hearing Tigersharks interview at got flashpoint, i think its time the BAS team got to relax and have some fun with their own addons).

so head on over to the comments board and find the thread.
Thanx

Tim

Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 07 Dec 2003, 20:27:06
I think for the map problem, the map maker has to make a file for the Blackhawks to read, so maybe the map doesn't have it programmed in.  I'm not sure, just a guess.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 07 Dec 2003, 22:50:44
I think for the map problem, the map maker has to make a file for the Blackhawks to read, so maybe the map doesn't have it programmed in.  I'm not sure, just a guess.

A good one at that.

The MH-60 doesnt have this kind of island scripted into its "map array"

check the readme to see how you can add your own maps (i think - tho i'm pretty sure)
Title: Re:Ballistic Addon Studios Update Thread
Post by: SelectThis on 08 Dec 2003, 01:33:39
To get the crosshairs working properly you need to set the variable bas_60mapsize = 512. That can be done via the init line of the player unit or some other method (as long as it is set when the mission starts).

To actually see the island display, you'd need to make a custom texture of the islands, then use the setobjecttexture method as outlined in the readme. (This texture can go into the mission folder).

SelectThis
Title: Re:Ballistic Addon Studios Update Thread
Post by: BronzeEagle on 24 Dec 2003, 01:33:32
Navy Seaaaaaaaaals.  Charlie Sheeeeeeeen.
Title: Re:Ballistic Addon Studios Update Thread
Post by: futurehornetdriver on 24 Dec 2003, 18:09:49
Navy Seaaaaaaaaals.  Charlie Sheeeeeeeen.

....WTF......
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 28 Dec 2003, 07:16:12
hey quick question. what is the flag of both the rebals and of the goverment forces on Tonal?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Thrawn333 on 29 Dec 2003, 21:48:19
First off I want to give an "OUTF*CKINGSTANDING" to the whole BAS crew.  

Because of you my GotY CD hasn't left my PC since I've D/L'd your Delta/Ranger addon, which was immiediatly followed by the Little Birds and Blackhawks.  I've spent so much time trying to utilize your addons to create some great missions.

Now I'm interested in the Tonal Island.  I can't seem to find the link to download it anywhere.  I'm probably missing the obvious and I will smack my face into the wall when someone points it out for me.  Can anyone give me a link?

I eagerly await the next release.

Keep up the good work.
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 30 Dec 2003, 01:09:38
here you go
http://www.atwar.net/download.php?list.8

i believe they have all the packs
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 30 Dec 2003, 02:57:29
There's a main pack, and then two patches. You can get everything from the bottom of this page (http://ofp.gamezone.cz/index.php?special=articles/mods.html).
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 31 Dec 2003, 02:50:38
Good job on the Russian OPFOR pack.  Does this mean something more is coming soon?  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 31 Dec 2003, 08:31:02
Quote
Does this mean something more is coming soon?
Maybe the Pavehawks ;D .
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 31 Dec 2003, 16:08:38
If they don't say much, you take it as a sign that they're about to push something out.
If they say lots, you take it as a sign that they're about to push something out.
If they release someone, you take it as a sign that they're about to push something out.


Isn't eternal optimism ace?  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 31 Dec 2003, 18:04:29
  I don't want to sound argumentative, but I had a reason to post that, so I did.  I'm aware of all the arguments about thier policy, etc.  I refer you to Opflash.org, a quote from Deadmeat.

Quote
The first of a few offerings from us in the near future, happy playing
Title: Re:Ballistic Addon Studios Update Thread
Post by: Mr_Shady on 31 Dec 2003, 19:39:04
Ah, fair enough. Consider my last statement retracted.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 01 Jan 2004, 03:28:40
It doesn't matter, really.  BAS, what other vehicles will be in Russian OPFOR pack?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 01 Jan 2004, 15:15:06
It doesn't matter, really.  BAS, what other vehicles will be in Russian OPFOR pack?

None, thats your lot...

(Read the README for further explanation)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 01 Jan 2004, 16:51:26
I hardly ever read addon's readmes, they're usually the same all the time.  Thanks.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 01 Jan 2004, 20:31:01
doesn't that defeat the object of 'read me' then?

i think, although not sure, that they name them 'read me' so, ermm... you read them... and also prevents DM from shouting RTFM all the time... and prevents useless questions that are answered in the readme...

aaah, well... Quid Novi?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 02 Jan 2004, 02:31:16
No need to be persnickity about it Carpe. ;) Well, good job guys.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 02 Jan 2004, 12:42:11
not really... teehee... just love reading DM repeating RTFM all the time  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 02 Jan 2004, 13:12:26
We have some awesome stuff we have been beta testing these past days which will create new gameplay options with one of our existing units.

That's all I can say....but it's very sexy...stay tuned.

The Pavie should be released Jan 2004.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BoNeCoLLeCToR on 02 Jan 2004, 14:42:13
Great news TS can hardly wait ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 02 Jan 2004, 17:24:44
always enough information to wet the mind, but too little to keep us wonderring. Don't rush tiger, keep it going  :D

[edit]

that made no sense.... lol

enough information to make us excited but the right amount not to stop us wondering

make sense now?

[/edit]
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 02 Jan 2004, 19:21:11
Awesome, can't hardly wait.
Title: Re:Ballistic Addon Studios Update Thread
Post by: BronzeEagle on 04 Jan 2004, 02:52:44
Can you give us some information on the navy seals project as far as a month and year of release?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 04 Jan 2004, 02:55:34
lol - BAS don't give release dates... untill the final final moment and then its like...

'By the way, we will be releasing addon tomorrow'

patience is a virtue my friend  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 04 Jan 2004, 03:11:46
Quote
Can you give us some information on the navy seals project as far as a month and year of release?
Emphasis on year ::) .
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 04 Jan 2004, 03:22:05
Lets play which addon is Tigershark talking about.  I think its the Littlebirds, or so I hope.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 04 Jan 2004, 03:52:11
Emphasis on year ::) .

 >:(

ermmm... thats hardly fair... these lads are creating addons for your enjoyment in their spare time. Perfection takes time.

with 6 on going projects, and a team of 10 or so? their time is divided on projects. In all honesty, if you can do better, go do better. If you can't, then keep comments like that to yourself. Saying things like that is hardly gonna make them work quicker? no... more like they'll turn round and tell us all to go fuck ourselves.... and i wouldn't blame them
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 04 Jan 2004, 03:55:16
Quote
ermmm... thats hardly fair... these lads are creating addons for your enjoyment in their spare time. Perfection takes time.
The units didn't look too terribly finished when I last saw them.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 04 Jan 2004, 04:04:44
The units didn't look too terribly finished when I last saw them.

hence the taking time... prehaps they have been put on the back burner... pavies are coming out soon, so they must have been the main project of focus... SEAL's arnt the only project....

(although would love to see them soon)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Noon416 on 04 Jan 2004, 04:06:19
m21man,
You're entitled to your opinions, but you're not entitled to post snide and unhelpful comments at OFPEC.

If you feel so aggrieved by the pace of their work, how about emailing them and offering to help.

Short of that, don't post any further remarks that aren't of a polite and constructive manner.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 04 Jan 2004, 04:12:45
 ::)

*steps aside*
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 04 Jan 2004, 04:36:27
Quote
If you feel so aggrieved by the pace of their work, how about emailing them and offering to help.
I don't care about the pace of their work. BAS doesn't work fast because it does good work, so making a quality unit pack will take a while. Plus, I heard that one of the key members of the BAS team who was working on the SEALS was temporarily not working on them.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 04 Jan 2004, 05:33:06
TS, what addon are you talking about??
Title: Re:Ballistic Addon Studios Update Thread
Post by: wolfy on 12 Jan 2004, 12:14:47
i just wanted to say that BAS make some of the best addons around. i would have told tigershark on tj's server but i was too busy concentrating on where he was so i could avoid him shooting me! lol!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 12 Jan 2004, 14:21:21
Does Bas have a mp server? cool, whats the ip and what addons are required? And when do they play?
   8) it would rock to play with bas stuff togheter with the people who made them, show off my blackhawk flying skillz!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 12 Jan 2004, 22:14:35
BAS, there aren't any pictures of some units floating around on your hard-drives, are there?  

Commando, go to http://www.ballistic-studios.com . The server info should be on the page.

However, when I tried to access the site, I got this message:

Quote
Active Server Pages error 'ASP 0240'

Script Engine Exception

/Default.asp

A ScriptEngine threw expection 'C0000005' in 'IActiveScriptParse::ParseScriptText()' from 'CActiveScriptEngine::AddScriptlet()'.

EDIT:  The site works now.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 13 Jan 2004, 03:49:01
Quote
BAS, there aren't any pictures of some units floating around on your hard-drives, are there?
Maybe some pics of the SEALS? ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Quid Novi on 13 Jan 2004, 20:45:14
talk about a broken record  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 13 Jan 2004, 21:31:03
Quote
talk about a broken record
I want to see pictures if they've done anything new on the SEALS. Where's the "broken record"? ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: strikeman on 13 Jan 2004, 21:40:19
Just a little OT, But what ever happened to the Hummers with Tows and .50 Cal you were making in conjunction with Lavos from the Desert OFP Project?

Is that a dead project? I could use some hummers with .50 cals for some missions I want to make.

Strikeman
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 13 Jan 2004, 22:21:12
I assume BAS is still working on them.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 14 Jan 2004, 17:31:52
We'll post pics when they're ready to post.

We've finally got the ball rolling on the server transfer again, so watch this space...

And no, the Hummers are NOT dead.
Title: Re:Ballistic Addon Studios Update Thread
Post by: strikeman on 14 Jan 2004, 18:19:48
Roger that, I was just wondering since your site has not been updated in ages.

Strikeman
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 14 Jan 2004, 20:06:17
Roger that, I was just wondering since your site has not been updated in ages.

Read back a few pages and you'll find out why...  ::)
Title: Re:Ballistic Addon Studios Update Thread
Post by: strikeman on 15 Jan 2004, 04:48:45
If you guys need some web page help, id like to offer my assistance. I got plenty of time on my hands these days.

If I can give back in anyway let me know. I use your addons all the time.

Strikeman
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 22 Jan 2004, 22:06:43
Do you guy's make missions seperate from Demo missions?  I was curious because the quality of the missions that come with the addons are really good.
Title: Re:Ballistic Addon Studios Update Thread
Post by: stridev on 03 Feb 2004, 03:07:16
Greetings, all.  To the BAS folks, I love all your stuff.  Great work.  I downloaded the Tonal/Tango pack recently (twice) but can't get them to extract (ZipIt).  I finally got the island and the units from another site and have been having fun making missions with them, but am dying to play the Insurgency campaign and other missions.  Is there another way of getting the missions i.e. another site you know of?  Any help is appreciated.  Thanks.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 03 Feb 2004, 04:02:32
WTF is ZipIt? Use WinRAR (http://www.rarlabs.com).
Title: Re:Ballistic Addon Studios Update Thread
Post by: stridev on 03 Feb 2004, 08:38:31
thanks, m21.  that was good advice.  it worked.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 13 Feb 2004, 23:15:18
Blackhawk Down came on today, and I was watching, do the Blackhawks have two guns or one??

Also, where do you get reference pics, I've been looking all over for good military pics of Blackhawks and Rangers.  Thanks!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 13 Feb 2004, 23:51:01
Homefry......

www.fas.org = awesome site

google it otherwise and do image or site searches...search for the manufacturer, just try everything really! thats what i do.

Vyper

P.S. Two guns but as you probably know the BAS blackhawks only have one working due to game limitations.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 14 Feb 2004, 00:26:40
Yeah, FAS is perhaps the most informative out there.  Ah, I'd still be nice to have, but I suppose the extra poly count isn't really worth it.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Vyper on 14 Feb 2004, 18:23:18
game limitations as in only 1 weapon firing at any one time....so no two guns

Vyper
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cpt. FrostBite on 16 Feb 2004, 15:01:52
He probably meant a dummy gun just for the looks of it. BAS didn't do this because of the high poly count of the gun. It would only cause even more lag (for those who have lag) when using these choppers.

In RL MH-60 Blackhawks have two guns. Some pavehawks have even been seen using 4 guns (two minguns like on the blackhawks and two guns in the open doors). hehe, can't wait to see one of these in OFP2. Ofp2 will support multiple gunners in vehicles. Not two, but multiple. Get the point?: Vehicles packed with guns like some vehicles used in Nam and in WW2 will be perferctly possible.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 16 Feb 2004, 18:43:14
the ability for passengers to fire out of the vehicle is what im most looking forward to
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 16 Feb 2004, 19:09:40
Oh I can see that in a MP game....  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 19 Feb 2004, 04:21:00
indeedy  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: fragsta on 20 Feb 2004, 22:18:01
They're going to do that? :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Tigershark on 23 Feb 2004, 14:21:23
Update coming soon.....hang in there BAS fans.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 23 Feb 2004, 14:57:00
weeeeeeee  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: fragsta on 23 Feb 2004, 18:34:01
I'm a BAS fan! *holds on for dear life*
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 23 Feb 2004, 19:21:53
*Grins, sends off application to be a contract member of BAS* ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 27 Feb 2004, 18:46:04
when is the BAS week??? I read about some bas week coming up but i can't get to the bas page because they say its not there, and stuff..
But when is the pavehawks gonna be released and stuff?

Feeling very exited about stuff right now.  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 27 Feb 2004, 19:52:38
BAS week starts 1st March...

They will release 4 addons in said week, and other stuff inbetween the addons - most likely missions and screenies i suspect.

The addons to be released are:

not long to wait  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 28 Feb 2004, 14:12:52
thx thx thx  :D now i feel much better  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 28 Feb 2004, 21:49:09
I hope they release the Littlebird Updates first.  Ever since I saw those new animations, I knew I had to have them.

I think I can say good job BAS now, because I know they never let me down.  Can't wait  ;)  ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 29 Feb 2004, 06:19:29
I hope they release the Littlebird Updates first.  Ever since I saw those new animations, I knew I had to have them.

lol.... trust me, once you see these, the new animations are the last things you'll be smiling about  :D
Title: Re:Ballistic Addon Studios Update Thread
Post by: fragsta on 29 Feb 2004, 10:41:13
:D Hurrah! That sounds excellent.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 29 Feb 2004, 16:44:20
Quote
lol.... trust me, once you see these, the new animations are the last things you'll be smiling about  

Messiah, how would you know??  ???  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 29 Feb 2004, 18:29:17
Tigershark and Deadmeat are close friends... plus PUKF are affiliated with BAS - we share pictures and talk about our projects most days - BAS know alot about one of my projects in particular, so I trust them they trust me (to an extent - no beta's here  ;D)

Nothing i've told u is any different to whats been posted in the official forums - BAS have said the update will make you smile, and im agreeing  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: fragsta on 29 Feb 2004, 19:23:09
Can you just tell us if we will be able to shoot while sitting on the sides of the new littlebirds? That would really, really make my day! That would just be so fantastic!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 29 Feb 2004, 20:36:37
like i'm going to say anything... i havnt seen the addon, just pictures that Tigershark sends me to tease me  :D and anything he and Deadmeat has told me is in the strictest confidence... all i've said on these boards is what has already been said over on the official forums...

and anyways, its not possible due to ofp engine limitations - maybe ofp2?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 29 Feb 2004, 21:59:13
As Messiah has allready said, its not possible due to game engine limiations, sorry...
Title: Re:Ballistic Addon Studios Update Thread
Post by: fragsta on 29 Feb 2004, 22:58:57
Damn. Oh well, that's life....hmm...

What if two addons were to be linked together as one? What I mean is, there is one half of the helicopter which has the pilot and a gunner (this is one addon) and can hold half the amount of troops a whole blackhawk can, and the other half has one gunner position and the gun changes with addweapons depending on what gun the person who fills the space is holding?

The two halves are put together permanently as if one were carrying the other, and they are created as a group rather than as a unit.

I think it could work. If a blackhawk addon is able to carry a humvee, this should be able to work, right?
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 01 Mar 2004, 00:27:18
Trust us, we've tried.

With the current coding abilities, it IS possible, but it'd look very very crap (you'd end up with the gunner being a few 100 m behind, "jumping" back into position, the lagging behind again...

For the time being, its best to just wait for OFP1.5 or 2
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 01 Mar 2004, 00:31:08
Excellent, excellent job.  Best helicopter i've seen in any game, period.  Can't wait for the Littlebirds!
Title: Re:Ballistic Addon Studios Update Thread
Post by: macguba on 01 Mar 2004, 00:43:04
Lol.   What Homefry means is that the Pavehawks are out.   Grab them from the Addon Depot.     Mission coming tomorrow.   There is also an interview with Tigershark and Deadmeat on the homepage.

Still to come this week, in an unknown order:   Littlebirds, OPFOR pack and Ranger/Delta update.
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 01 Mar 2004, 08:30:39
thosae pavehawks are cool but now they nbeed to release PJ's and FAC to go with.. as well as Airforce pilots
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 01 Mar 2004, 17:38:18
From the interview:

Quote
Tigershark:....We have USAF Special Operations guys planned - PJ's, Combat Controllers.  These may get released with a version 2 of the helo, or as separate units.  But we really need to focus on the SEALS next, so they will probably take a while.

Title: Re:Ballistic Addon Studios Update Thread
Post by: mikeb on 02 Mar 2004, 17:04:02
i seem to get a problem when loading opfor/tonal.

what happens is as i start flashpoint with a mod folder (with all the bas stuff in) i can see the island anim for desert island on the title menu but only the landscape itself.  all the units that should be on the island and the resource overlay have changed into a strange mixture of brown and green polygons.

i know this sounds more like a technical issue and i thought at first it may be that my computer can't hack it cos all the addons come to huge size - but usually when this happens (too many addons) i get a blue screen and the computer locks up.  hence this problem seems only to happen with BAS and specifically the OPFOR/Tonal pack.  I'm going to post in the official BIS forum too of course but i thought i would post here as well as it seems to be a BAS specific problem i am having.

If any of you can help I would be most grateful as I really want to do those tonal and pavehawk missions!!!

M
Title: Re:Ballistic Addon Studios Update Thread
Post by: Eagle on 02 Mar 2004, 17:34:07
First off...update OFPR to v.1.96 BETA, then when you run the executable put this in the shortcut or in the run command line...

"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE"-nomap

The nomap command helps prevent and fix errors like the one you are describing, if it doesnt work try the BIS Forums in the Troubleshooting section.

If that doesnt work try this thread because this problem is littered all over these BAS threads.
Title: Re:Ballistic Addon Studios Update Thread
Post by: mikeb on 02 Mar 2004, 18:20:34
thanks.

i've also got nosplash and the thing directed to a mod folder.  where in the order should i put -nomap?

EDIT:  

hey that solved it!!!!!  thanks v much - didn't see the -nompa thing written in the 1.95b readme - can anyone explain why that works and exactly what it's meant to do?  v useful!!!!

thanks again
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 02 Mar 2004, 18:27:55
eh screw the SEALS unless they want to release seahawks to go with the SEALS.. i want the PJ's and CFAC.. and airforce pilots.
lol

tho pj's and stuff would be a pain since the airforce still wears it's ranks on the shoulders..
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 03 Mar 2004, 01:11:22
Isn't there a setobjecttexture, or something similar.  I'm sure BAS can do it that way, they never let us down.   :thumbsup:
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 03 Mar 2004, 14:47:10
today's wednesday, wonder what will be in santa claus BAS bag today?  :cheers:

I made a coop conversion of Captain Winters pawehawk mission, the way i think it was ment to be  ;D nah a friend of mine wanted to try it togheter with me and today maybe we gonna try it out  :)
Tried it in sp but got killed by t55, very good mission by Winters. Recomended to every one!  :joystick:
Title: Re:Ballistic Addon Studios Update Thread
Post by: macguba on 03 Mar 2004, 14:56:57
It's not Captain Winters, its Winters - they are different people.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 03 Mar 2004, 18:29:18
sorry...  :-[
Title: Re:Ballistic Addon Studios Update Thread
Post by: macguba on 03 Mar 2004, 18:47:42
OPFOR vehicle pack, including working scud launcher, now in the Addons Depot.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 03 Mar 2004, 19:50:13
And an excellent one at that..  Mac, you beat me to it.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 03 Mar 2004, 20:38:55
very cool!
Title: Re:Ballistic Addon Studios Update Thread
Post by: macguba on 03 Mar 2004, 21:02:35
Lol of course I beat you to it, I was the one who uploaded it.   ;D
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 03 Mar 2004, 21:15:24
one queastion tho aboot the scud in the Russian OPFOR pack.. how do you get the AI to launch it?
IE i want to play as the west and I want to be attacked by the scud..
Title: Re:Ballistic Addon Studios Update Thread
Post by: Splintercell on 05 Mar 2004, 02:49:04
Where the Download for the day, or is BAS week done.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Mar 2004, 15:57:49
BAS week isn't done, the Littlebirds have been delayed, however.  The Delta/Ranger Update is still scheduled, so look forward to that.

@BAS:  Please take your time with the Littlebird.  I looked forward to this addon the most, and I can't wait to know what that hidden feature is.  I'd rather wait until it is completly finished, rather than have some bugs.  Good luck with it, and can't wait for the Rangers and Delta's.

-Homefry
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 05 Mar 2004, 16:08:56
what bugs did the OPFOR Russian pack have?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 05 Mar 2004, 19:51:16
Check the main site, here. (http://www.ofpec.com)

The pictures on the site are awesome.  The new weapons textures look a lot better, especially the desert weapons.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 06 Mar 2004, 12:49:34
i don't think you can have a a.i attack you. It says in the readme that the player has to be the leader of the scud  :)
one think i have noticed is that the scud starts to jump around and bury itself partly into the ground when i ordered the a.i to fire and when i fire the stuff myself it just gets all white on the screen and i can't see anything that white and i see the ecp buring text in top right corner of my screen:P
but a friend told me that i have to run 1.96 instead of 1.95  ;D
I got a dude that only play's 1.95 so when i play wiht him i update my ofp to 1.95 and when i play withother people i upgrade back to 1.96  :o
really cool feature with the beta patches
Title: Re:Ballistic Addon Studios Update Thread
Post by: blue_thud on 06 Mar 2004, 18:45:55
Some questions for BAS

You guys said last summer that you had canceled your Marine Corp. project because some mod approached you with better textures and models and that you agreed to cooperate with them, and you said that they would be able to release them soon, so my questions are who is this mod? and have the addons been released yet? and if they haven't when will they be released?

My next question are over your tonal+opfor. Do you guys plan on updating the 2nd patch or re-releasing the Pack during BAS week? because I can not get it to work when I installed the 2nd patch and started up OFP I get this error.
BAS_O\config.cpp/CfgModels/:'*' encountered instead of '{' 

Is there anyway to fix that error? because I'm stuck just using your pack with just the 1st patch.
 
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 06 Mar 2004, 22:10:51
Downloading the Rangers/Delta's now.  

Whenever I start a mission, I get the cannot load mission, or cannot load addon, something like that, then basrepair_h.  Anyway I can fix this?
Title: Re:Ballistic Addon Studios Update Thread
Post by: macguba on 06 Mar 2004, 22:28:43
blue_thud, no update to Tonal is planned for BAS week.   The only remaining addon is the Littlebirds, which have been delayed by a week.

Homefry, there is a small addon called bas_repair.pbo in my addons folder ... do you have it?   I don't know if its absense would cause your error, but since the name is similar ...
Title: Re:Ballistic Addon Studios Update Thread
Post by: Viking on 07 Mar 2004, 00:05:08
Hey, BAS!

Nice troops!!!!

Just a bug you:

I cannot seem to be able to open the M4's with aimpoint... I get an error message saying it cannot open the bas_aimpoint.p3d model.

But otherwise, like I said, TOP addon - as always ;)

Cheers
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 07 Mar 2004, 01:01:36
Homefry, there is a small addon called bas_repair.pbo in my addons folder ... do you have it?   I don't know if its absense would cause your error, but since the name is similar ...

No, its there. I moved all my non-BIS addons to a mod folder though, could that effect it?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Kammak on 07 Mar 2004, 12:44:10
I have the error on the M4s with aimpoint too.

Errorbox pops up when I pick up any M4 aimpoint says:

"Cannot open object bas_weap\bas_aimpointsight.p3d"

I then have the weapon, but the scope\weapon view is just empty with no sight or crosshair.

M14 and MP5SD w/aimpoint still work fine...but no M4s.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Commando on 07 Mar 2004, 13:56:15
maybe its because you haven't deleted the old bas stuff before you put in the new?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Kammak on 07 Mar 2004, 15:19:48
The aimpoint M4s work okay for you Commando?

The update overwrite the v1 files without any problem, so I don't think that is the issue, but perhaps....

Everything works fine, so I don't think its a bad file, it is specific to just those four weapons.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 07 Mar 2004, 15:38:39
I have the error on the M4s with aimpoint too.

Errorbox pops up when I pick up any M4 aimpoint says:

"Cannot open object bas_weap\bas_aimpointsight.p3d"

I then have the weapon, but the scope\weapon view is just empty with no sight or crosshair.

M14 and MP5SD w/aimpoint still work fine...but no M4s.

if you check over at the official forums, this bug, and others have been rectified in a pacth to be released on saturday (v1.55)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Kammak on 07 Mar 2004, 17:10:00
Thanks Messiah!

Sorry if I'm being dense, but where/what are the "official forums"?  
Title: Re:Ballistic Addon Studios Update Thread
Post by: macguba on 07 Mar 2004, 18:00:39
www.flashpoint1985.com and follow the link
Title: Re:Ballistic Addon Studios Update Thread
Post by: Lancer on 08 Mar 2004, 22:13:32
Hey,


This question might be unanswerable, since you guys like to not release dates and time-frames, but, how is the Desert Pack coming along?

Thanks for any help.
Title: Getting past thrid mission
Post by: Terame on 09 Mar 2004, 02:09:52
Sorry if this is off topic, I have been searching the net for a solution.

In the third mission of the BAS Tonal campaign I have set & blown charges on the two ammo dumps and taken out the machine guns, but after the "around slow" and "Mission Complete" I am still there and nothing further transpires.

I have tried to open up the missions, to see if there is a glitch, but no luck there.
Suggestions?

Thanks
Title: Re:Ballistic Addon Studios Update Thread
Post by: calm_terror on 09 Mar 2004, 03:52:18
use the endmission command.
left shift and number pad minus
then type endmission
Title: Re:Ballistic Addon Studios Update Thread
Post by: Terame on 10 Mar 2004, 00:46:41
THANKS CALM_TERROR :D
I'll try it tonight
Title: Re:Ballistic Addon Studios Update Thread
Post by: bugkill on 11 Mar 2004, 02:50:39
deadmeat and tigershark,

  i sent you guys some emails that feature some pics of an addon that i think you guys should look into doing. i have yet to get an response, so i passed it to sjb to see what he thinks about it. let me know if you are interested or if you even got the message.
Title: Re:Ballistic Addon Studios Update Thread
Post by: macguba on 11 Mar 2004, 23:53:52
BAS mission concept video in the Mission Depot - MP
Title: Re:Ballistic Addon Studios Update Thread
Post by: fargo on 13 Mar 2004, 04:29:18
hi im not sure if this is the place to be asking this but, does anyone know when the BAS ch-53s are coming out and the bas seals those were what i was really looking forward to especially the 53s because i love making marine missions
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 13 Mar 2004, 17:41:30
read backa  few pages
Title: Re:Ballistic Addon Studios Update Thread
Post by: DraigCoch on 14 Mar 2004, 13:40:50
Wasnt there suppose to be some patch released this weekend for the Delta/Rangers and what about the Littlebird update? How is that going on the additional testing?
Title: Re:Ballistic Addon Studios Update Thread
Post by: headshot_snipe on 14 Mar 2004, 17:08:49
does anyone have a aiming problem with the sniper rifle which the silenced spotter and sniper have? to hit someone i have to aim at their feet and the bullet hits their heads? is that a bug or am i been affected by FADE?

I did play with a no-cd patch, because i am really lazy to change the cd all the time with other game cds,  but now i use the FDF mod exe which doesn't require the cd either, could this be activating FADE? or is this just a bug? funny thing is that it works for the sniper and spotter non silenced...

(btw take it as you will, but i have bought flashpoint resistance)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 15 Mar 2004, 04:01:12
Use the beta patches, 1.96 is the latest.
Title: Re:Ballistic Addon Studios Update Thread
Post by: m21man on 15 Mar 2004, 06:08:14
The SR-25 is zeroed strangely, it happens to everyone.
Title: Re:Ballistic Addon Studios Update Thread
Post by: headshot_snipe on 16 Mar 2004, 12:29:26
btw it happens also for most silent weapons as well, i haven't tried them all, but they seem to shoot a bit too high, is there gonna be a patch for the ranger/deltas soon? i don't know how you would fix it, but i would imagine that it wouldn't take that long right? anyway, this addon pack is just great!! i guess i will justplay with the non silenced atm...
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 17 Mar 2004, 01:13:26
btw it happens also for most silent weapons as well, i haven't tried them all, but they seem to shoot a bit too high, is there gonna be a patch for the ranger/deltas soon? i don't know how you would fix it, but i would imagine that it wouldn't take that long right? anyway, this addon pack is just great!! i guess i will justplay with the non silenced atm...

They will all shoot too "high" if you aim too close. To be able to allow the AI to use the weapons, they have been zeroed at ~150m (with the exception of the sr-25s)

The way the game engine (and real life) compensates for this by giving the round a higher (and more curved) ballistic trajectory. So if you aim less than 150m and more than about 50m, then yes, the weapon's zero will seem "low"
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 21 Mar 2004, 20:37:01
Hello, wonder if anyone can help me whit this.

Installed ofp again today after a loooong time away, installed all the BAS addons, i installed the Tonal island last, before i installed the island all is well, but after all my soldiers and cars tank ect are invisable, weapons show, kinda funny, but hard to play..lol

any ideas?

(http://privat.bluezone.no/jankris/images/ofp.jpg)
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 21 Mar 2004, 20:51:11
What version of OFP are you running atm?


Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 21 Mar 2004, 20:53:10
1.96, and the 1.5 (??) of the Rangers

edit: also patched the island whit patch 1 and 2
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 21 Mar 2004, 21:07:11
Did you install the new release candidate or are you still using the 1.96 beta?

Try removing the Tonal stuff and then see if things are better.


Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 21 Mar 2004, 21:13:38
thx for help

im using the realese candidate, removed 1 and 1 file and it seems the BAS_I1.pbo is my problem, removing this and the soldiers come back, its 68mb so i guess i need it bad :-\
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 21 Mar 2004, 21:33:33
Did you also install any patches for Tonal when you installed it?


Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 21 Mar 2004, 21:34:47
both patch 1 and 2
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 21 Mar 2004, 21:41:36
Try installing Tonal again......if you didnt keep the download files this means downloading again.

Will take a long time with a dial-up connection......ask me I know.

If you still have the downloads......try re-installing Tonal.



Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: MattRochelle on 21 Mar 2004, 22:20:14
can any1 help with me with the tonal patch 2, once i patch up and i try to play the game a erro comes up and it wont start ofp but when i just put tonal in and the 1st patch it works.  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 22 Mar 2004, 04:22:45
Try installing Tonal again......if you didnt keep the download files this means downloading again.

Will take a long time with a dial-up connection......ask me I know.

If you still have the downloads......try re-installing Tonal.



Planck


Did, same thing  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 22 Mar 2004, 14:46:17
Realy not getting this..lol, reinstalled Tonal, Rangers weapon show, but by putting in a default west soldier, all i see is his shadow

(http://privat.bluezone.no/jankris/images/ofp1.jpg)


***edit*** before i just needed to remove the BAS_I1.pbo file, but installing the afganistan map i need to remove the hole every addon that came whit Tonal, or else, invisable  :(
Title: Re:Ballistic Addon Studios Update Thread
Post by: teeps on 22 Mar 2004, 21:16:31
This isn't to do with not actually using the 1.96 is it?  Several people (myself included) downloaded 1.96 etc assuming it would just replace the executable, but it's actually differently named.

Teeps
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 23 Mar 2004, 02:04:08
Going to try and reinstall the hole gamn, the dynamic range sound mod also made them disapear
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 23 Mar 2004, 05:09:17
This is driving me nuts, did a full reinstall, all worked well until i installed BAS_DeRaD.pbo then they went invisable again  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 23 Mar 2004, 05:32:04
Just a thought here.......have you tried using the -nomap command line switch in your shortcut.



Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: kris on 23 Mar 2004, 06:13:28
Just a thought here.......have you tried using the -nomap command line switch in your shortcut.



Planck

Thank you!!!!

That did it, i stopped playing a long time ago so dident even know of this, what does it do?

thx again
Title: Re:Ballistic Addon Studios Update Thread
Post by: Planck on 23 Mar 2004, 20:57:49
It stops ALL addons from being memory mapped at game startup I believe.

So I think you were suffering from an acute memory shortage.

Glad you got it sorted.


Planck
Title: Re:Ballistic Addon Studios Update Thread
Post by: Avenger29 on 25 Mar 2004, 03:21:33
I know the silenced weapons problem of shooting too high has been covered already, but you may find this interesting: I have tried out all the silenced weapons up close, and only the EOTECH sighted M4's and the SR-25SD have these problems. The reflex and ACOG sights shoot just fine up close, as do the regular unsilenced versions of all the weapons. WHY IS THIS!?

Also, the AIMPOINT sighted M4's will not work on my because it is missing the sight!!!. PLEASE BAS, do a quick patch for this!!!

Also, my RANGER GL SD was armed with an unsilenced M4! But I have been able to correct this problem. Otherwise, the addons are great. I am running this with OFP GOTY patched to 1.91.

BTW: Can't get to BAS's sight, I think there server is crashed from all the downloading!
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 25 Mar 2004, 03:42:14
The addons weren't hosted by the BAS site, I think it went down from all the hits they were getting.    As for the Ranger GL, I think I read this was being fixed, as is the Aimpoint problem.  I'm not so sure on the latter, though.
Title: Re:Ballistic Addon Studios Update Thread
Post by: FormatC on 31 Mar 2004, 20:22:30
What were BAS thinking of releasing those new JAM2 ranger/delta pack,,  To my horror I found that all the sniper rifles, especially the silent ones have optics that miss by more than 20 yards... even from 50m they rarely hit the target.  Who beta tested these needs eyes testing.  Cant help but feel it was beta tested by some kid that was so grateful for the chance to play with them he was affraid to comment to the team.  And if it was in house tested, then shame on you guys at BAS, another dent in your once perfect reputation, :'(
Title: Re:Ballistic Addon Studios Update Thread
Post by: Iwesshome on 31 Mar 2004, 20:46:22
FormatC,

BAS is aware of that and other minor issues that came with the update. The last word I heard in the OFP community is that they are working to get a patch out that will address these issues. Please keep in mind that BAS works for free and spends many long hours developing these add-ons for your enjoyment. I am sure they do not wish to have these problems in their releases as much as you do and within time it will be rectified.

Why don't you give them a round of applause for the hard work they put into providing you with these add-ons instead of insulting them with the comments you posted above. ;)

IW
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 31 Mar 2004, 22:45:19
What were BAS thinking of releasing those new JAM2 ranger/delta pack,,  To my horror I found that all the sniper rifles, especially the silent ones have optics that miss by more than 20 yards... even from 50m they rarely hit the target.  Who beta tested these needs eyes testing.  Cant help but feel it was beta tested by some kid that was so grateful for the chance to play with them he was affraid to comment to the team.  And if it was in house tested, then shame on you guys at BAS, another dent in your once perfect reputation, :'(

Maybe you should take your time to read a little mate.


A quote from Deadmeat:

Quote
They will all shoot too "high" if you aim too close. To be able to allow the AI to use the weapons, they have been zeroed at ~150m (with the exception of the sr-25s)

The way the game engine (and real life) compensates for this by giving the round a higher (and more curved) ballistic trajectory. So if you aim less than 150m and more than about 50m, then yes, the weapon's zero will seem "low"

That's why, its how the scopes are set.  Maybe next time you should ask instead of put them down.
Title: Re:Ballistic Addon Studios Update Thread
Post by: FormatC on 01 Apr 2004, 00:43:12
You see the problem is,,, I work beta testing for another mod,, and those exact sort of issues of optics is a priority, along with sound and texture problems.  In a organised team there are set agenda's of debugging that goes on.  Im fully aware  that some errors do slip threw the net but that problem should really have been dealt with before release.  Further to the fact that making optics more realistic and having them a little off makes gaming better is fair enough but that much off belittles the addon.  I love BAS  choppers and was amazed by the first work.  Tonal Pack was the start of the problems and a slide down in my opinion.  Sure Tonal island is probably the best island on flashpoint it was amazing.  Perhaps to big and even with patch fixes still has alot of errors.  I know its for free but Im part of the crowd who know flashpoint 1 is as far as im taking it as my PC is now dated.  Flash2 will laugh at my PC :) and die at the intro.  So im looking not for purist high res addons, more very playable and enjoyable to use.  The last deltas didnt quite make it, although they look great.  
Further again,,, as for insulting, its hardly an insult,, my opinions come along with many others views outside the ofpec circle and with understanding of addon making.  As you maybe in co-operation with BAS it dont mean we have to agree with your views.  I like BAS alot like i said the choppers are amazing and a must addon for any fan of modern era flashpoint.  Pure genius.  Also of course in no way do I expect you to agree with mine, but forum as it is,, sharing thoughts and concerns for benefit for all.  
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 01 Apr 2004, 01:20:01
Quote
Further to the fact that making optics more realistic and having them a little off makes gaming better is fair enough but that much off belittles the addon.

I fail to see how accuracy makes the addon worse, but if you like point-and-click games, like CS, thats your opinion. This discussion is just going to end in a argument, so, although I don't agree with your opinion, I'll respect it and stop.

Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 01 Apr 2004, 01:48:24
To my horror I found that all the sniper rifles, especially the silent ones have optics that miss by more than 20 yards... even from 50m they rarely hit the target.

If it was meant to be a close quaters battle weapon, it would have suitable optics and zeroing.

Use the rifles at the sort of ranges they are designed (and coded) for, and they work fine.

We are aware of some problems, but thats life. We're working to fix them, so please be patient.
Title: Re:Ballistic Addon Studios Update Thread
Post by: TERA_Forrest on 02 Apr 2004, 21:09:36
First i would like to give a big THANK U BAS!  I love your addons, they're awsome!  I've been making maps for awhile and I love using your addons.  I've got a few things that i'm having problems with though.  

1.  Blackhawks and other helos that have the "rope down" option.  I can get the helos to drop ai (followed the "readme") but the helos won't drop them where I've got the "move" waypoint.  It will often fly off somewhere and drop the A.I. off around the genral area, in water, on top of houses, and in trees causeing injury.

any scripts or ideas on how to force a drop where i want them?

2.  Some of the guns sights are off, they shoot above the actual "dot" in the sights.  I see that someone has already posted on this, but this is somthing I think would massivly improve the addon.  Just letting u know.

now this question is for anyone who knows...

ever since I've installed the new BAS_Delta/rangers_1.5 and other BAS addons, i've noticed when i boot up OFP i get a white screen.  I can't see anything.  I saw where some was saying to turn on a "-nomap" option in the shortcutt.  Where is this option, or where do I type it out?

I'm using OFP GOTY edition 1.96
windows xp pro
1.6 athalon cpu
768 ram
Title: Re:Ballistic Addon Studios Update Thread
Post by: Marines850 on 02 Apr 2004, 21:45:15
Please make some Huey Gunships and an Apache Longbow. WHy havent you guys yet?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 03 Apr 2004, 00:37:49
For using -nomap:

Go to your desktop, and right-click on the shortcut.  Choose properties.  A new window should open.  Click on the tab named "Shortcut", then, under target, it should read this (if using the beta patches):

"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" -nomap

If your using an official, non-beta patch, FLASHPOINTBETA.EXE should be FLASHPOINTRESISTANCE.EXE

As for the Apache and Huey's, I think they may have been working on them, but no longer are.  The addons are, however, being made by other mod teams.
Title: Re:Ballistic Addon Studios Update Thread
Post by: TERA_Forrest on 03 Apr 2004, 08:37:47
thanks for the info, works just fine now.
Title: Re:Ballistic Addon Studios Update Thread
Post by: trebor on 06 Apr 2004, 12:47:11
Hi guys,
I have downloaded most of the BAS addons and they have been fine. But i downloaded the chinook today and i had a few probs, first of all i cant seem to fast rope. I set it to hold and then it doesnt come up like with the black hawks to fast rope. Secondly i soor a pic of two delta bikes coming out of the back of the chinook on the BAS website. I cant seem to get them onboard.
Anyway thanx for your help.
Trebor.
Title: Re:Ballistic Addon Studios Update Thread
Post by: trebor on 06 Apr 2004, 16:18:03
Hi any news on the seals?
Thanx
Title: Re:Ballistic Addon Studios Update Thread
Post by: Olphy on 06 Apr 2004, 16:36:18
Hey all.

I was wondering if anyone here would be able to help me.

I am in the progress of making a mission with various BAS units including their recent ver. 1.5 of their Deltas and Rangers. But for some reason when I have a BAS SOAR Pilot in it, it comes up with a message saying:

"cannot open object bas_soar\bas_soarcreww.p3d"

This is becoming very annoying and is delaying thw work on my mission. I hope anyone of you can help.

Cheers.
Title: Re:Ballistic Addon Studios Update Thread
Post by: jmcmahan on 06 Apr 2004, 18:00:22
Hate to bother ya, but is there any time frame for the Rangers/Delta v1.55  with the aimpoint fixes and such?  Your addons are *very good* by the way.



Edit by Noon416: compliment being read as insult[/size]

Thanks Noon416.  I had ment it as a complement and apologize to anyone who understood it as otherwise.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Sefe on 06 Apr 2004, 22:23:58
Thank you for sharing your valuable opinion.

Have a nice day.
Title: Re:Ballistic Addon Studios Update Thread
Post by: trebor on 07 Apr 2004, 08:55:49
You say you have a BAS soar pilot in it. Do you mean in the mission or in a chopper?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Messiah on 07 Apr 2004, 14:21:07
Hi guys,
I have downloaded most of the BAS addons and they have been fine. But i downloaded the chinook today and i had a few probs, first of all i cant seem to fast rope. I set it to hold and then it doesnt come up like with the black hawks to fast rope. Secondly i soor a pic of two delta bikes coming out of the back of the chinook on the BAS website. I cant seem to get them onboard.
Anyway thanx for your help.
Trebor.

make sure the men are in the same group as the chopper...

they should be able to get aboard - and read the readme, that may help
Title: Re:Ballistic Addon Studios Update Thread
Post by: trebor on 07 Apr 2004, 15:21:00
Thanx messiah ill go read the read me now  ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: trebor on 08 Apr 2004, 09:30:22
Nope still not working has anyone else got this prob.
Title: Re:Ballistic Addon Studios Update Thread
Post by: trebor on 08 Apr 2004, 12:48:23
I think ive figured it thanx anyway  ;D.
Title: Re:Ballistic Addon Studios Update Thread
Post by: trebor on 09 Apr 2004, 09:29:55
hi, got any picks of your seals?
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 10 Apr 2004, 03:17:16
The general thing is they release pics when they deem appropriate, so just be patient.
Title: Re:Ballistic Addon Studios Update Thread
Post by: drow on 22 Apr 2004, 06:42:39
dudes,

i dont think anyone from BAS checks this thread...  ???
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 22 Apr 2004, 11:54:31
We do, we just dont reply to requests for pictures and release dates etc.

 ;)
Title: Re:Ballistic Addon Studios Update Thread
Post by: DaveDash on 26 Apr 2004, 22:21:57
I'd like to say I've been using the BAS addons for a while, and in combination with I think it's Shuey's Marines, they're awesome. Now all we need are some modern Russian units. :)

However, my biggest gripe with these units (and this is the same with the Marines addon too) is that the weapons are WAY WAY too accurate.

The recoil on the machineguns is effectively nill, and AFAIK there is NO recoil on any of assault rifles. With the lack of cover in OFP having highly accurate weapons really ruins the atmosphere.

Not only this, the Tango machine gunners (like the old BAS saw gunners) fire in single shot mode. Not only is this extremely unrealistic, it negates the ability to use any fire dispersion scripts and makes it useless to tweak the accuracy. I find I end up using a whole heap of BAS units with standard BIS weapons, which is extremely cumbersome and tedious after a while.

I think if addon makers addressed this, it would lead to much more engaging firefights, and it would make the game a bit more challanging. It's far to easy to go in the prone fighting position and snipe off guys at 300m with the BAS weapons (including the SAW). I've shot many bolt action rifles in real life, and a couple of assault rifles (although never in combat, im not a soldier), and  proper bullet physics seem non existant with a lot new addons.

I could be wrong, and I could be being way off base here. I'm not trying to be putting down some excellent free work for OFP, but rather I am trying to perfect it. :) If the real things ARE this accurate maybe they should be made less so for the sake of the game ( to comprimise for lack of cover, etc )

In my mind, OFP is a hardcore squad level war game - not for your casual gamer, so I just want it to act like one! :)

Cheers
Keep up the good work.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 26 Apr 2004, 22:42:05
Use the HD mags included with JAM2.  They make the weapons less accurate.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DaveDash on 26 Apr 2004, 22:57:40
I do.

That still doesnt address the issue of single shot machine guns, and HD makes hardly any difference to the Rangers/Delta it seems.
Not to mention since all the units are programmed to use single shot mode, a lot of the firefights sound like a whole heap of popguns going off.

I do believe the latest Ranger & Delta Saw gunners actually fire in fully automatic mode, which improves things dramatically, but when I use those said weapons (even HD/non HD models) I find it recoil to be virtually non-exisitant.

The recoil is a big issue because it makes the weapons far to easy to use for the Human player. I shouldn't be able to use the SAW like a sniper rifle. :)

Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 28 Apr 2004, 22:45:31
That still doesnt address the issue of single shot machine guns, and HD makes hardly any difference to the Rangers/Delta it seems.
Not to mention since all the units are programmed to use single shot mode, a lot of the firefights sound like a whole heap of popguns going off.

If you'd be kind enough to tell me which machineguns you are having these "single shot" issues with, I may be able to help you.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DaveDash on 29 Apr 2004, 02:05:47
If you'd be kind enough to tell me which machineguns you are having these "single shot" issues with, I may be able to help you.

All the ranger SAW gunners and Tonial OPFOR machine gunners (not sure of the weapon names sorry) fire rapidly single shots, making the game sound like a whole lot of popguns as I described earlier. If they are firing in auto mode, it really sounds like crap I'm afraid.

I want atmopshere damnit! :)

Having said all that, I had an extensive play around with HD last night from a players PoV and it does improve the game dramatically, no more can I take out 50 guys by myself. The recoil is still really unrealistic though.

Basically at the end of the day, I want long lasting engaging fights (like supposed real life) with atmosphere, and Im just not getting it from custom made units (but they look so damn good!).





Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 29 Apr 2004, 12:03:40
All the ranger SAW gunners and Tonial OPFOR machine gunners (not sure of the weapon names sorry) fire rapidly single shots, making the game sound like a whole lot of popguns as I described earlier. If they are firing in auto mode, it really sounds like crap I'm afraid.

None of these weapons have single shot modes, so it is the sounds you (or your PC more precicesly) are having issues with.

What sort of soundcard are you running? Since when the firefights get heavy, the sounds do tend to "tear" and "warp" (which is most likely what your issue is)

Also, individual sounds HAVE to be played for each shot, since if you have a sound of say a ten round burst, and the machinegun fires a five round burst, then the sound is gonna be pretty wierd. To see what I mean, fire off 29 of your thirty rounds on a BIS M16, then switch to 3 round burst mode, and fire the last round in that mode. You'll see that whilst you only fire ONE round, you hear 3. Not the atmosphere you're looking for right?

I admit, the sounds in JAM are not the greatest, but they are the best we've got. If YOU have some better ones, please share them with us, so that we can improve the game for everyone.

Basically at the end of the day, I want long lasting engaging fights (like supposed real life) with atmosphere, and Im just not getting it from custom made units (but they look so d**n good!).

Not played properly with the HD units have you?

Run through the mini-campaign that came with Tonal, and you will see how much the HD weapons add to the games' atmosphere.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DaveDash on 30 Apr 2004, 03:52:16
None of these weapons have single shot modes, so it is the sounds you (or your PC more precicesly) are having issues with.

What sort of soundcard are you running? Since when the firefights get heavy, the sounds do tend to "tear" and "warp" (which is most likely what your issue is)

Also, individual sounds HAVE to be played for each shot, since if you have a sound of say a ten round burst, and the machinegun fires a five round burst, then the sound is gonna be pretty wierd. To see what I mean, fire off 29 of your thirty rounds on a BIS M16, then switch to 3 round burst mode, and fire the last round in that mode. You'll see that whilst you only fire ONE round, you hear 3. Not the atmosphere you're looking for right?

I admit, the sounds in JAM are not the greatest, but they are the best we've got. If YOU have some better ones, please share them with us, so that we can improve the game for everyone.Not played properly with the HD units have you?

Run through the mini-campaign that came with Tonal, and you will see how much the HD weapons add to the games' atmosphere.
Onboard creative labs soundmax I think. On my older computer I used to get that tearing problem (pressing ESC and then returning to the game would fix it), but not my new one.

To get an idea of my (and I do admit) over fussy problem, load up America's Army, give yourself the SAW, and let loose.

Then load up Operation Flashpoint, add in some of your units, and "listen" to the firefight. You will clearly see a huge difference resulting in a different atmosphere completely. Sure I could go and change the sounds myself, but I don't have any knowledge of that. In the end, I find I just add a whole heap of trigger sounds to my missions to spice up the atmosphere a bit.

The only reason I had a question wether or not your units using single shot mode as opposed to burst/automatic mode is because fire dispersion scripts do absolutely nothing when used on BAS units (yes I'm talking about the machine guns).

More specifically, I want the Tonail OPFOR to use burst (or auto more correctly on an AK-47) mode on their AK-47s too, so they act more like the typical African spray and prey militia. I'm sure I could change this myself actually, if there is any possible way to edit the JAM2 config files? (i.e. are they open source?).

I do agree that the Tonial OPFOR HD pack works extremely well, and that campaign was very challanging. As I stated in my previous post after playing around with the 1.5 Rangers/Delta with HD mags, it makes the game a lot more challanging (and closer to reality). I also found the sniper rifles to be much much improved.

Sorry if I appear to be "just-another-unappreciative-user", I don't mean to come across like that. I really _do_ appreciate the hard work you guys (and the rest of the community) put in, I am merely offering my (and not nessesarily correct) opinion. :)

Operation Flashpoint is the most played game I own (and I own many!) and that I believe is a tribute not only to BIS, but guys like BAS (and others) who keep the game alive with great work.




Title: Re:Ballistic Addon Studios Update Thread
Post by: Tango Down on 07 May 2004, 22:57:27
now b4 i post this question please do not ask me to sift through 95 pages of this thread to find the answer to this which mite already be answered

When using the delta/ranger v1.50 pack you are unable to use the m4s with the aimpoint site...i comes up with a warning message basically saying it cant find the file which holds the site picture. Is there a patch yet or someway of fixing it as the Aimpoint site is the beez neez!
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 08 May 2004, 20:01:33
Usually, since your question has been answered a few times over the last 2 or 3 pages, I'd tell you to search for it (its not hard)

But, since the patch is now out, I'll say "check the BAS site"
Title: Re:Ballistic Addon Studios Update Thread
Post by: STGN on 09 May 2004, 00:07:54
I think the recoile on the M4 is prity realistic I have fired the C7(M16A3) and it does have a very low recoile which JAM resemblence pritty good but the fact that when you are running whit normal tarain detail the land is very smoth and give no cover at all(I would realy like a fire fight on very high deatil it must be a total different expirence) HD weapons are good in the hands of AI but I hat them cause you cant hit shit more than 50m away(which is highly unrealistic).
STGN
Title: Re:Ballistic Addon Studios Update Thread
Post by: bugkill on 09 May 2004, 02:55:07
deadmeat,

       i was wondering if you guys at BAS would consider giving some of the Delta operators unbloused bdu pants. some spec ops operators unblouse their pants (saw it alot while in iraq) and i think that it would go well with your addon. i know you guys got alot on your plate, but all you would have to change would be only 2-3 models for the desert and woodland units. i sent you and tigershark pics about this, but i never got a response back, so let me know what you think and here is a couple of pics.
Title: Re:Ballistic Addon Studios Update Thread
Post by: bugkill on 09 May 2004, 02:57:34
another pic.
Title: Re:Ballistic Addon Studios Update Thread
Post by: bugkill on 09 May 2004, 02:58:55
again.
Title: Re:Ballistic Addon Studios Update Thread
Post by: bugkill on 09 May 2004, 03:03:14
something for possibly the future. tell me what you guys think.
Title: Re:Ballistic Addon Studios Update Thread
Post by: DeadMeatXM2 on 09 May 2004, 12:11:15
Bugkill - not in this version.

We MAY include such a feature for future versions of the pack, but it wont be for a while yet (time now to finish other things)

Just as a side note, all the pictures you've posted are of Army Special Forces (either green-berets, or SFOD-A) and not Delta.
Title: Re:Ballistic Addon Studios Update Thread
Post by: bugkill on 09 May 2004, 20:17:18
ok, thanks for the reply, but their is one thing that needs to be cleared up about "who is who" when it concerns photos of special ops. the fact of the matter is that most of those guys wear damn near the same type of gear depending on what operation they got going on. i've seen task force 20 while i was in iraq and also 5th sf group (which i went on raids with on a couple of occasions in baghdad). the tf-20 guys were a mixture of seals, delta, cia, cct, pj's, and sf. you could pick out the cia guys or the air force operators(sometimes), but it was definitely a guessing game concerning the other guys. they don't wear insignia that says "hi, i'm a navy seal" or "i'm a d-boy", they were just special ops and that was all i needed to know. i spoke to them on a couple of occasions and they were some pretty down to earth guys, who are very professional at what they do. if they are in their assault gear with their helmets on, you were'nt sure who they belonged to, unless you saw them with one of their service bdu caps, that would be a giveaway. also, photos only tell you half of the story and people need to understand that over in iraq, the special ops guys are working jointly with other service special ops teams, that is why we have a JSOC (Joint Special Operations Command) within the military. all i'm saying is that the pics that i posted are examples and if you want me to post some that features delta (task force 20) when they killed the hussien brothers, i will. too many people saw "blackhawk down" and think that delta are the only ones that wear black helmets and black vests, which in reality they are not.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 09 May 2004, 21:54:51
I thought it was Task Force 121, or is Task Force 20 something different, or am I wrong all together??
Title: Re:Ballistic Addon Studios Update Thread
Post by: bugkill on 10 May 2004, 00:49:17
well, we had tf 20 in our area in baghdad (they went to other places also). here is a little snippet i found about them:

BAGHDAD, Iraq -- Scurrying down ropes from helicopters and scaling walls on ladders, U.S. commandos raided three houses in an upscale neighborhood Monday morning.
"Where's Saddam?" the soldiers yelled, according to residents who said they cowered in their bedrooms as the Americans blew out their front doors with explosives. "We know he's in here."
Their search for the deposed Iraqi leader turned up empty, but it had all the earmarks of the elite Special Operations Task Force 20.
For the first time, the U.S. military acknowledged Monday that the highly secretive task force is one of the units spearheading the hunt for Saddam Hussein.
The Pentagon has been reluctant to confirm Task Force 20's existence. But its presence surfaced recently in the raid that killed Saddam's two sons in northern Iraq and the storming of a sheik's house on July 27 in Baghdad that left up to five Iraqis dead, military sources said.
On Monday, a spokeswoman for the 4th Infantry Division announced that four key Hussein regime figures were detained in the past week by Task Force 20 near Saddam's hometown of Tikrit. Two of them were described as "very close associates" of Saddam, Maj. Josslyn Aberle said.
Task Force 20's trademark is lightning-fast assaults, and members have at their disposal anything the military can muster, experts said. In recent months, the unit has turned its attention from hunting for weapons of mass destruction to hunting down Saddam and his top loyalists.
A military spokesman in Baghdad would not confirm or deny Monday's raid in the Mansour neighborhood, a few blocks away from where Task Force 20 struck the sheik's house.
From residents' description of Monday morning's assault, it appeared certain that Task Force 20 was at work. Only hours after the raid, other U.S. soldiers spoke to family members and offered compensation for damaged property.
"They told us that we had been visited by the best army unit in the world that is out to find Saddam," said Yaser Mohammed Ghany, sweeping up shattered window glass and splinters from broken door frames.
The commandos told residents they were acting on a tip that Saddam was staying at one of the three houses.
"They were clearly not your usual soldiers," Ghany said.
Military experts say Task Force 20 is based at Baghdad International Airport and has perhaps 1,500 soldiers and its own logistical, communications and intelligence capabilities. The task force is a combination of Special Operations units, including the Army's Delta Force and Rangers and Navy SEALs, military experts said.
Task Force 20 was formed before the start of the Iraq war and infiltrated the western desert to locate Iraqi Scud missiles and key military units for destruction by U.S. aircraft and other forces, said Patrick Garrett, associate analyst at GlobalSecurity.org in Virginia.
After major combat operations ended, the unit unsuccessfully scoured Iraq for chemical and biological weapons, analysts said.
Now, sources said, Task Force 20 mobilizes in minutes on informants' tips and other intelligence about Saddam's possible whereabouts.
As they seal off the target area, a second unit then enters the house or building to search for the targets. Other task force members follow up and gather intelligence information at the site, analysts say.

  now, the mansour neighbor was within my units area of responsiblity (we ran our patrols there) and know about this incident, but i won't deny or confirm if they (TF-20) were involved either.
Title: Re:Ballistic Addon Studios Update Thread
Post by: jmcmahan on 05 Jun 2004, 02:47:14
I had a question about the aimpoint/203's.  Where is the leaf sight for the for the 203?  I have seen other people's mod,s with this combo where they also leave it off on the aimpoint equiped m4.  So, i guess my question is, just your personal preference or is this the way most people use it in the real world (leaf sight blocks aimpoint sight pic or any other reason).  Thanks and your mod's are the best by far.
Title: Re:Ballistic Addon Studios Update Thread
Post by: rOk on 24 Jun 2004, 11:42:18
Nice article(s) bugkill

Kinda like how deadmeat thinks he knows it all about SF, and then a real life soldier appears and shuts him up-not that it was your intention but I've read on numerous occasions how BAS take pride in accurately doing this and that
Title: Re:Ballistic Addon Studios Update Thread
Post by: Cool Z on 27 Jun 2004, 03:12:02
Has BAS gotten itself a new website or something? Am I putting in the wrong URL: www.ballistic-studios.com

Anyone know a site where I can get ALL of the Latest (last 3 months or so) of addons??

Thx in advance.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 30 Jun 2004, 13:13:45
ofp.info would be your best bet, I wonder what BAS are up to at the moment, im pretty sure its gonna be a slow time for BAs seeing as summer is upon us and all.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Homefry31464 on 30 Jun 2004, 21:52:07
I think the website if just down for a while.
Title: Re:Ballistic Addon Studios Update Thread
Post by: Monkey Lib Front on 05 Jul 2004, 15:06:52
I think the website if just down for a while.

well it is indeed going to be a slow summer seeing as they have given up making addons for OFP.