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Author Topic: Ballistic Addon Studios Update Thread  (Read 298579 times)

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KyleSarnik

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Re:Ballistic Addon Studios Update Thread
« Reply #1095 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...

Commando

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Re:Ballistic Addon Studios Update Thread
« Reply #1096 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  ;)

Offline Tim Pink

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Re:Ballistic Addon Studios Update Thread
« Reply #1097 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

"Whoever said nothing is impossible, never tried slamming a revolving door."

cornhelium

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Re:Ballistic Addon Studios Update Thread
« Reply #1098 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

pang

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Re:Ballistic Addon Studios Update Thread
« Reply #1099 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.

SoldierX

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Re:Ballistic Addon Studios Update Thread
« Reply #1100 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.

asmodeus

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Re:Ballistic Addon Studios Update Thread
« Reply #1101 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
« Last Edit: 23 Oct 2003, 02:43:57 by Asmodeus »

KyleSarnik

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #1102 on: 23 Oct 2003, 03:56:19 »
Asmodeus:

if you need more ideas....
« Last Edit: 24 Oct 2003, 22:07:10 by KyleSarnik »

Offline Tim Pink

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Re:Ballistic Addon Studios Update Thread
« Reply #1103 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
"Whoever said nothing is impossible, never tried slamming a revolving door."


DeadMeatXM2

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Re:Ballistic Addon Studios Update Thread
« Reply #1105 on: 24 Oct 2003, 13:04:08 »
And I'm still waiting for a response from BAS....
About what??

KyleSarnik

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #1106 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....

KyleSarnik

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #1107 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....

Offline Fire-Fox

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  • Violence is just a friend walking on the right way
Re:Ballistic Addon Studios Update Thread
« Reply #1108 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)

Offline Tim Pink

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Re:Ballistic Addon Studios Update Thread
« Reply #1109 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
"Whoever said nothing is impossible, never tried slamming a revolving door."