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Posted

Thanks to the friendly help from Chizh, we have now season textures swap in place :)

 

 

Unfortunatly I couldn't figure out the ReactDelay thing yet. Engaging a helicopter 990m away, a Igla will get caught by the hitbox, engaging a helo at 1010m it will go trough. If I have the helo at 1050m and move the hitbox 100m forward it will work again. It seems the Ingla/Strela missiles only have enabled collision dedection on the last 1000m to target ?

winter.JPG.c59c99bfa2c23f4cf9be744164d7091e.JPG

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Posted

I think this whole "eliminate all AD units first then kill every single target" approach that is so popular in Lock On is pretty unrealistic anyway.

 

Its because they're so easy to spot.

Good work anyway :D

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Posted

How do Battle positions (BP) look like with season textures?!

 

Any SCShots, please!

 

Edit:

 

Here's a pic of Croatian Command Post netting in the field:

scan0002a.jpg

 

and although it's summer and fields & trees are green these guy use autumn like nets...

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Posted

Thanks to the help of Chizh I can present you another static object I wanted since a long time. Free placeable static smoke marks. I think the mission designers will agree that this will be very handy.

 

 

@Vekkinho:

The Battle Position has no season textures. Since this object consist of ( freshly ) dug out earth, it will look the same in every season. For the objects with camonets I made a summer and a winter texture. The woodland camo of the summer texture will work well in spring and autum aswell.

smoke.JPG.1952da85285012df5e69f550f5b1c9db.JPG

Posted
Thanks to the help of Chizh I can present you another static object I wanted since a long time. Free placeable static smoke marks. I think the mission designers will agree that this will be very handy.

 

How will this work, iow what will set off the smoke?

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Posted

Its a simple static object, place it in the editor and its there.

 

This is a big advantage compared to let a AI aircraft mark a target with smoke for you. AI aircraft fire all their smoke rockets at once, saturating the target area with marks. And the marks from WP rockets will last only a short time, meaning the player will miss the mark if he is not over the target for the correct time span.

Posted

Good lateral thinking regarding the AreaGoal and ReactDelay stuff.

 

Smoke marker as a static object is excellent news too.... They would've helped ForceFeedback when he made his GangaFarmer movie :)

 

I assume both the white and yellow colours would be available?

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Posted
@Vekkinho:

The Battle Position has no season textures. Since this object consist of ( freshly ) dug out earth, it will look the same in every season. For the objects with camonets I made a summer and a winter texture. The woodland camo of the summer texture will work well in spring and autum aswell.

 

OK, but what if it's snowing, the freshly dug out earth would get covered, won't it?!

 

In fact this doesn't really matter that much.

 

I was more into placing those scare crows I talked about near airfields, I know it's just eye candy but might be funny in the end.

 

Now that you mentioned smoke markers, how about making lit barrels around FARPs and frontline (grass) airstrips. They work same way as smoke markers I suppose, but they iluminate more light, just enough for quick resupply landings and disbarkment of ground troops near the frontline.

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Posted

I assume both the white and yellow colours would be available?

 

Only white. The object is created trough the chimney smoke effect and not trough the actual smoke marker rockets.

 

Now that you mentioned smoke markers, how about making lit barrels around FARPs and frontline (grass) airstrips. They work same way as smoke markers I suppose, but they iluminate more light, just enough for quick resupply landings and disbarkment of ground troops near the frontline.

 

I don't know if this would be possible. First the smoke effect comes from the chimney smoke and is therefore very large and white ( and cannot be scaled down as far as I know ). Second I don't know if it is possible to create a light source in a static object. I haven't seen a static objects class that would suggest so.

 

 

After more testing I think I have to abbandon the ReactDelay for SAMs, wich is a real shame. I couldn't figure out the weird collision behaivour of SAMs. They only collide with the hitbox if their intended target is still <1000m or ~>2500m away. In between they fly trough the ReactDelay without interaction. This is a real let down as I wanted to tone down the insta-MANPADS so much.

The ReactDelay still works for AAA and the versions scaled for the Shilka, Vulcan and Gepard stay.

 

I think you can expect the release of Static Objects Pack 1 soon. What is left to add for this pack is a object to represent dug in infantry. After that it is ready. Then I plan to create a Su-25 campaign to showcase some of the new stuff.

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Posted

You can try create object with light like a cars with searchlight near to the runway.

 

Class = lobjwithlights

 

Dummy for searchlight = light proj RRGGBB Range Angle

RRGGBB - in hexadecimal representation.

Range – number of range in meters.

Angle – angle of beam in degree.

For example, dummy name for yellow searchlight with range 100 m and angle of beam 20 degree is light proj FFFF00 100 20

 

Dummy for omni light = light omni RRGGBB Range

RRGGBB in hexadecimal representation.

Range – number of range in meters.

For example dummy name for red omnidirectional light with range 100 m is light omni FF0000 100

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Posted

Wow thanks Chizh !

 

 

Ok guys, there you have it. Now bombard me with pictures of those lamps you want, thanks to Chizh I have to do them :)

Posted

I made a lamp post but I don't have proper skins and have no clue how to import into LOMAC. MBot, maybe I can just send you the .max file and you can use it? Unless you've already made one? I made this using a photo that Alfa posted before. I can also make a destroyed state if needed. I must admit though, this is a "ghetto" style lamp, but it resembles the one in the picture more or less. I could probably make a sleeker western-style one also.

 

 

 

lamprender16ot.jpg

 

 

This was made using this reference image:

 

su27rampij3.th.jpg

Posted

Nice work veit. Unfortunatly I couldn't get the lights to work at the moment. Chizh will check it with his graphic programmer next week.

 

In the meantime here is another small object, a infantry foxhole.

foxhole.JPG.1a76e634cf2ca9b5a61ab7895d264f73.JPG

Posted

Well I always think I am close to release of the first pack, but then I keep adding stuff. At the moment I am a bit blocked because I have to sort out an issue with another object. Also I would love to get rid of the shadow some parts of the objects draw. ED did it with some of the stock objects, so it must be possible. I suspect it has something to do with material setup, but I couldn't work it out yet.

Posted

Thanks MBot, it's probably only a drop in the bucket compared to all the models you're doing. Let me know whenever you want the model and I can send it your way (once you figure out lights, of course). Feel free to make one yourself, though. I just decided to make it after getting excited about the possibility of lamps on the ramp! :)

 

BTW, very clever "dug-in" effect on the foxhole

Posted
In the meantime here is another small object, a infantry foxhole.

 

Note - won't all the AI shoot right over the top of it? I think they aim a minimum of about 1 m above the ground.

 

-SK

Posted

True, but because of the nature of the object - a hole - it isn't supposed to be destroyed by ground based direct fire weapons ( altough it isn't impossible in game, but it takes some time ).

Thats why ground troops sometimes need a Su-25 to come by and take out such dug-in positions.

Posted

I'm imagining the Caucus mountains on a foggy morning, winter, dirt and mud, snow... rebel positions hidden in the slopes of the hills attacking the Russian helicopter FARP. The Russian's defense perimeter returns fire with dug-in Nona mortars hidden under the cammo netting...

- EB

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Posted
They have it on the Ka-50, so it might be possible in BS if not in FC.

 

That would be amazing. Actually, I realized an easy way is to make the siren generate a light (like on the landing gear on the aircraft) and just do a rotation animation on the siren. In theory should work in FC.

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