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Offline Chrispy

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Sniper Bunkers v1.0 (setPos creations!)
« on: 11 Sep 2007, 08:29:12 »
It's all in the readme. I would really be happy if this makes it to the Editors Depot.

Tell me what you think guys. If there's any "problems", they'll be fixed in the very future. For now, I guess this is just "as is" (I hope that makes sense to you guys lol).

Enjoy! :D

* Edit (as requested from Mandoble):

http://www.deltaforcegaming.com/chrispy/pics/ofp/sniper_bunkers.JPG

Chris :)
« Last Edit: 11 Sep 2007, 21:13:08 by Chris »
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Offline Mandoble

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #1 on: 11 Sep 2007, 12:34:50 »
May you attach a picture showing these bunkers to your first post?

Offline schuler

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #2 on: 13 Sep 2007, 06:08:51 »
hi Chris, i just had a look at this and read your readme.
Quote
so the player doesnt see or hear the buildings falling down and
go what the!"
stop the player from hearing and seeing you would have to make an Init in the folder and  name all the objects this should work
Code: [Select]
object1 setDammage 0.99
object2 setDammage 0.99
object3 setDammage 0.99
object4 setDammage 0.99
i think there is to many bushes and buildings,ect, id make it less complex so someone wanting to use this could copy the objects he wants and form it to his liking, also the bushes are to tall. i really only found one good snipping spot.
   cheers schuler, hope that helps
EDIT i had setDammage at .99 it is to be 0.99


« Last Edit: 13 Sep 2007, 06:49:20 by schuler »
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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #3 on: 13 Sep 2007, 07:26:17 »
Well when I was making the bunkers, I was actually happy about the way they were - but of course not everyone's gonna agree with me. Like said, they can always edit the bunkers to their likings if they wish. I may add duplicates of some without any foliage (so they can choose whether they want a one that already has foliage or one they want to add foliage to :)).

Also, you mean init.sqs? When I actually did the objects I didn't do something like "object1 setdammage 1" - I made it "this setdammage 1" - so is there some way we can still use the init.sqs if it uses "this" rather than "name"?

Thanks man. I'll release a v1.1 eventually. For now, it would be good if it's in the Ed Depot. Let's see.

Chris :)
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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #4 on: 15 Sep 2007, 23:13:12 »
I tried what you did Schuler but it didn't work. I made an init.sqs and added "wall setdammage 0.99" and executed it in the game - no luck. Tried it in the wall's init field as well.

Also, regarding the tall bushes, yeah, that was intentional. Although it is not realistic to have tall bushes sticking out of solid walls, walls can always have gaps. ;)

I'll take your suggestions onboard though. Anyone else's opinion? :)

Chris :)
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Offline schuler

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #5 on: 16 Sep 2007, 05:37:11 »
ya Chis, for you info the setDammge 0.99 is more for cars, trucks. i didn't test it on walls and such, sorry about he disinformation  :shhh:
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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #6 on: 16 Sep 2007, 09:44:53 »
Early today I did actually try it out on the Jeep in OFP (put the damage to 0.99). And then it just blows up after like five seconds - so in that case, if it did work for walls, then the wall would just fall down after five seconds - as opposed to already being on the ground without hearing or seeing it.

I also can't use setPos to make the wall look like it's down (someone from the staff here said it).

Would this make it to the Editors Depot as is right now? I was thinking of having it on the depot and updating it later, rather than update it later on, then have it on the depot. However, it's the staff's decision. Haven't really gotten a yes or no whether it'll be on the depot, but I'll let you guys decide.

Don't worry, I won't be pissed if ya guys say no - I'm not like that, heh. :D

Chris :)
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Offline schuler

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #7 on: 16 Sep 2007, 11:49:21 »
Quote
Early today I did actually try it out on the Jeep in OFP (put the damage to 0.99). And then it just blows up after like five seconds
this is directly related to you having v 1.46. i just tried it to make sure it work , used a empty jeep and an AI jeep. both looked like they where hit by a tank and smoked no sound
 
Quote
"from your other post-" Lol, well would you still advise me to get Resistance if I showed you this list...?:
OK i wont say another thing about it!   ;) you must feel like this  :weeping: i would be! ya poor bugger :(
 if its worth anything, you do make me laugh  :D
« Last Edit: 16 Sep 2007, 12:00:46 by schuler »
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Offline Planck

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #8 on: 16 Sep 2007, 15:43:28 »
setDammage works for most if not all objects, including sandbag walls.


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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #9 on: 17 Sep 2007, 08:50:22 »
So wait - all I have to do is go to the wall's init field in the Mission Editor, and make the setDammage 0.99? Even if I have v1.46, if I make all the walls have 0.99 damage, and then attach it, and someone with Resistance checks it out, it'll be fine for them? schuler, when you tested out this resource, did you make the walls 0.99 and did it work?

I still also need the word if this or not is going to the Editors Depot... :(

Here's some things I'm gonna do for v1.1:

- 0.99 setDammage for walls (if schuler or whoever actually confirms the walls I used in the resource fallen down without a sound or anything).
- Changes/remove some bushes.
- Add some more bunkers (non-foliage ones generally).

Chris :)
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Offline schuler

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #10 on: 17 Sep 2007, 09:57:43 »
this setDammage 0.99 can be put in the init of the ojbects or in a Init.sqs. i told you to put it in the Init.sqs, but thats the way i would have done it, thinking it would run quicker, but i dont know :dunno:.
as for submitting it, i honestly think most mission makers would already use this consept.
u can make a ver 1.1 and let me know. i'll have another look at it. and see what it does w/ 1.96. i'll tell you how it works.
ok  ;)
   p.s. i myself would delete some stuff and make it more of a 'bunker style' instead of a lots of places to hide. u know likke a box. sort of like bushes where dragged there to make it a bunker. 'kinda like putting twigs and leaves in a helmet for camo.' if u get my point  :D
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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #11 on: 18 Sep 2007, 21:18:34 »
Okay schuler, lol.

I'll add about 10-15 more bunkers, and consider whatever above.

Also, I won't be using the init.sqs - I'll put it in the objects' init fields... Basically because:

- It's quicker obviously IMO (well, for me anyway I guess).
- If someone were to copy those bunkers and implement them into his/her map(s), they'd have to go copy the init.sqs (assuming some of them don't know that they are able to change this and put the setDammage 0.99 in the walls' init fields).
- And because I feel like it... hehe...

Chris :)

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Offline dr. seltsam

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #12 on: 18 Sep 2007, 21:38:14 »
hello Chris,

i would like to test your sniper bunkers, but the mission gives me an error message:

No entry    'config.bin/CfgVehiclesAAA174'      ???

Is this a missing addon? Can you provide the downloadlink for it?
 :cool2:

Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #13 on: 19 Sep 2007, 05:42:04 »
dr. seltnam, do you have these?:

- v1.46 of OFP.
- Editor102/103 addon.

I think it's because you don't have Editor102/103 - you can get that here:
http://www.ofpec.com/ed_depot/index.php?action=list&game=OFP&type=to&cat=xyz

If you have both - then I'll have to see... I only used the Editor addon in this resource. The AA174 is classified under mission.sqm as "EMPTY" - which means it could be an object that was unlocked with the Editor addon.

Hope that solves your problem - if not, I've got some serious checking to do. ;)

Chris :)
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Offline Planck

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #14 on: 19 Sep 2007, 14:18:18 »
I also got the same error when checking this running 1.46.

However, running 1.96, everything worked ok.

AAA174 btw is krovi_bigest.p3d..........a bush.


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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #15 on: 20 Sep 2007, 21:20:39 »
I think the AAA174 problem could be to do with the Editor addon. Even though 103 is backwards compatible (I used 102 for this), it might only be backwards compatible with Resistance (hence the errors for v1.46).

Planck, should I just remove the bush from mission.sqm? In fact, should I remove all the bushes from my resource so overall mappers can see the bunkers better? schuler suggested this, and I was wondering if you do too.

Chris :)
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Offline Planck

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #16 on: 20 Sep 2007, 22:54:46 »
Well, you can if you want, but I suspect it will just move on to the next AAA number and throw another error.


Planck
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Offline dr. seltsam

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #17 on: 21 Sep 2007, 01:47:35 »
No more problem with the missing addon...  :)
It was the Editor Upgrade 102 which i forgot to load. If you have it, no error message appears!

Here is my test:


1. against AI:

I wrote a script that shows me the "knowsabout" - value of 3 different enemy-groups with different distances and waypoints, one of them searching for me...

Well, if you hit an enemy, the "knowsabout" - value of that group raises up to 1.5. It made no difference, if i used a sniper bunker or not. I think, with distance combat you don´t have a benefit from the bunkers.

Then the group with a search and destroy waypoint above my position:
Surprise! They had a much harder time to find me. I managed to kill some near enemy (with M21 sniper rifle), got some high "knowsabout" -value, stayed in cover, and they didn´t find me. It was better than hiding in normal bushes (and they were running some meters near my position). I cannot say, if this effect comes from the bushes or the bunker buildings. But i would say it is an effective hiding place, when AI is searching for you.

The bunkers with the M2-machinegun brings you absolutly no additional cover (when mounted as gunner).


2. against human opponent:

I only guess how it will be... with all that bushes you have nearly no chance to spot the player itself. Maybe you can spot the bunker and fire shells and grenades against it. I would use all that bushes in every case, they fit very good to Everon and make it much harder to spot the bunker. And, very important is, they are looking much better with them. I think you have to build sniper bunkers for every OFP island, and use the local flora to hide them...  :D

Then i flew above the bunkers with a chopper... Some of them were coverd very good and hard to spot, others i could see from air very easy. Maybe you can improve the cover on the roofs a bit. All bunkers were shown in my chopper radar as white dots.


Although i am not a fan of snipers, if you are building a mission with an important sniper role... these bunkers will be a good addition to it.
 :good:


« Last Edit: 21 Sep 2007, 01:55:01 by dr. seltsam »

Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #18 on: 21 Sep 2007, 20:19:03 »
Thanks for the big test mate! :good:

Why won't this work with Editor103? Didn't it say "backwards compatible"?

When I was flying low in a helo, I could easily see the bunkers (mostly in the day). They're not really bunkers to put into the middle of Everon where there's no foliage whatsoever other than the bunker. It's best being put with other foliage that are already on Everon. ;)

And you don't also have to play with the bunkers just like how they are - feel free to edit them if you wish. I'm giving everyone full control! :D

I don't think there's any "greenish" wall pieces so you'll have to stick with brown. And remember, night time is the best time to use these bunkers - those Russians won't know what hit them. ;)

dr. seltsam, I'm gonna be developing the v1.1 beta for this - you mind testing it when it comes out? Thanks a lot man. :)

Chris :)
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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #19 on: 21 Sep 2007, 22:03:26 »
Okay, I removed the foliage and set the damages to 0.99. I need you guys to tell me if the walls will automatically already be on the ground (Resistance only please).

When I removed the bushes, the bunkers were really ugly. You could see minor errors, etc. all over the place that I really struggled to fix. So I used bushes just for a cover-up.

I'd like to start the bunkers off with foliage though. In my full v1.1, I was thinking of having a Resistance version and a plain OFP v1.46 version (Resistance one has 0.99 setDammage, and v1.46 has 1 setDammage).

Thanks guys.

Chris :)
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Offline Chrispy

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #20 on: 29 Sep 2007, 04:04:14 »
Anyone?

Sorry for the double-post - I did it because it'll more likely grab someone's attention. Sorry if I sound demanding or anything. :dunno:

So will anyone try out the v1.1 beta? And will it make it to the Depot?

Thanks all.

Chris :)
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Offline schuler

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Re: Sniper Bunkers v1.0 (setPos creations!)
« Reply #21 on: 29 Sep 2007, 14:42:15 »
Chris , will u look at the posts u have up and  reply to them !!!!!!!,,, instead of making more :clap: this is not working, look at your posts, mate ,,, please  :) do not post over and over again, u r being bad,,,, i'll tell your mum! or i"ll tell my mum on you ,,,,,, ;)
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