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Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Messiah on 31 Aug 2002, 15:29:15

Title: Heavy MG
Post by: Messiah on 31 Aug 2002, 15:29:15
now - i have a mission which requires 4 strike teams to storm a town - and are supported by a heavy weapons squad who outflank the enemy posistion.

Now - this heavy squad has grenade launchers and MG's - but i was wondering about a large MG - one which i carried on the back of a soldier and can only be fired when it is placed in the ground and setup.

would that at all be possible?
Title: Re:Heavy MG
Post by: Chomps on 31 Aug 2002, 15:32:46
At fortress-ofp.com, in their MG pack, they have a 50 caliber machinegun that is on a small tripod, so the user is basically prone.

Here is a picture from http://fortress-ofp.com/

http://members.iomartdsl.com/~s.mcculloch/M2NEW2.jpg (http://members.iomartdsl.com/~s.mcculloch/M2NEW2.jpg)

You can get the MG pack from the downloads section.

Hope that helps.  ;)
Title: Re:Heavy MG
Post by: Messiah on 31 Aug 2002, 16:03:45
looks good - but can you pick it up and run around?

also - i was looking for something more modern - the new OICW has a counterpart that is a Heavy MG - i know the OICW is a long way off - but i figure it could be cool.
Title: Re:Heavy MG
Post by: Vyper on 31 Aug 2002, 18:06:05


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Title: Re:Heavy MG
Post by: blath on 31 Aug 2002, 18:26:54
messiah i think i have that mg from the pic and if its the same 1 then no it isnt portable

wen u asked if its possible did u mean will sum1 do it or is it technically possible? cos if its the 2nd 1 then i guess the concept is the same as the LAW, jus that the position has 2 b prone rather than crouched, altho hopefully thats in the cpp rather than a hard-coded requirement (makin the unit crouch) that the LAW calls up

ps- as u may have noticed by now i talk a lot but cant actually do nethin myself, so if im wrong, jus whack me and i'll shut up 4 a while :)
Title: Re:Heavy MG
Post by: Messiah on 31 Aug 2002, 18:35:40
both really - i guessed a machine gun could maybe be called up as a LAW - and if its big enough - then the crouch posistion wouldnt be too bad... although prone would be better

any1 have any insight?
Title: Re:Heavy MG
Post by: ZIKAN on 31 Aug 2002, 23:14:00
Some geezer here :http://cazadoresdemonte.com.ar/malvinas/novedades-ing.htm (http://cazadoresdemonte.com.ar/malvinas/novedades-ing.htm) is working on that idea for his IM65 88.9mm rocket launcher. Mybe he could help ?
Title: Re:Heavy MG
Post by: Marsuitor on 31 Aug 2002, 23:18:02
Doesn't Kegetys AGS launcher have a script to enable the launcher to be "picked" up by a vehicle and carried to a new location and be deployed there? It, would, perhaps, be possible to modify (Kegetys willing) the script too enable GFX's prone .50 to be manportable...
Title: Re:Heavy MG
Post by: Messiah on 31 Aug 2002, 23:41:16
Zikan - thats what im on about - wonder if its possible to make that into a heavy MG and fire bullets.... hmmmm.
Title: Re:Heavy MG
Post by: Thorne on 01 Sep 2002, 19:34:50
Your idea is good but unrealistic because there is no way single would carry the whole mg with tripod and ammo. In real heavy mg squad there is gunner, loader and assistant. Loader carries the ammo, gunner carries the mg it self, and assistant carries the tripod. So I think it's better that heavy mgs don't move at all.
Title: Re:Heavy MG
Post by: SEAL84 on 01 Sep 2002, 20:38:31
Maybe if you coded the "setup" action into the .cpp file or something than you could do that.

For example, the gunner lugging the gun selects "set up fifty cal" and he drops to a crouch.  The other two men come to his position and use "medic healing" animations.  After a few seconds, the gun is set up and the gunner is prone behind it, then the two other soldiers go prone next to you.

Dunno if that's possible but that's my suggestion.
Title: Re:Heavy MG
Post by: DeadMeatXM2 on 01 Sep 2002, 21:20:10
sounds like a good idea to me seal  :) - does anyone know if it's possible?
Title: Re:Heavy MG
Post by: LimeCordial on 02 Sep 2002, 16:59:40
well you'd have to make the AI realise that they are needed to go over and perform their actions....
Title: Re:Heavy MG
Post by: DeadMeatXM2 on 02 Sep 2002, 17:42:15
could be done with scripts, or in the cpp file, like it sets up a move waypoint to the gunner's position when he calls for the gun to be set up, for the support team to go to him
Title: Re:Heavy MG
Post by: Messiah on 02 Sep 2002, 17:50:28
well the point of having this MG (as SEAL knows  ;) ) is to provide heavy covering fire for an assult...

now what seal suggests is a great idea - the medic unit is set to go heal people when commanded - so why not make him come over and sit next to the mg when commanded?

of course, if any of them die, then the MG cannot be used - it would be a great addon in my honest opinion.
Title: Re:Heavy MG
Post by: SEAL84 on 04 Sep 2002, 00:05:12
Could be a problem if any of em bite the bullet...but yeah that's what I meant with the AI movements...it's hard-coded into the setup action.  

If any of the guys are hit, and you are already stay up, then you could remove the action "break down MG" - you'd need to use it to be able to move again.  So, if any of yer dudes die, then you're stuck in one place...unless you feel adventerous enough to come up with a script that lets you "draft" a new loader from the surrounding men...
Title: Re:Heavy MG
Post by: Chomps on 07 Sep 2002, 18:02:24
If you check out the Invasion 1944 Mod, they seem to have a working system of deploying a heavy machine gun.  Maybe they could give you some pointers if you contacted them.


They have a news post about it here:
http://www.invasion1944.com/