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[2]1st|Cpl. Kolmain
15th November 2007, 11:03
SPON Script Pack

- SPON Money v0.1.2 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30551)
Shopping and banking via dialogs- SPON Radar v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30550.0)
"Old-school" long-range radar with a sweeping beam revealing "blips"- SPON Rangefinder v0.1.1 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30371.0)
Shows range, azimuth and elevation overlayed on the SOFLAM view- SPON RearView v0.1.1 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30471.0)
Rear-view mirrors for most vanilla vehicles- SPON Recognise v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30276.0)
Recognise friends standing next to you, even if friendly tags are off- SPON Status
Informational display clearly showing order-of-battle, group members and vehicle crew - coming soon- SPON VBIED v0.2.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30275.0)
Place car-bombs on vehicles
Other scripts of mine that don't need SPON Core, but that include debugging messages that can be seen if SPON Core debug-log is used:
- SPON Attachments v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30607.0) Attach/detatch ACOG and/or suppressors on weapons in-game (new)- SPON Kits Standardised equipment kits - coming soon
My functions (no dependency on SPON Core or use of debugging):
- SPON_directionName v0.1.1 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30472.msg209093#msg209093) Convert numeric vector or direction into name- SPON_getWeaponType v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30473.0) Find out the general type of a weapon, based on its name- SPON_formatNumber v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30561.msg209691#msg209691) Proper number formatting, to two decimal places with 1000s seperators
All links will bring you to the correct OFPEC (http://www.ofpec.com/index.php?option=com_frontpage&Itemid=1) forum topics to make sure you always have the latest version.



Sprint/Animation Fix (http://www.armaholic.com/page.php?id=2352)
- Fixes all missing transitions between standing, kneeling, sprinting, running and walking.
- Unarmed players can now sprint diagonally. <- I don't consider this a cheat as it was broken by BIS accidentally and not intentional.
- Fixes BOTH sprint modes. Double tap 'w' sprint or turbo key sprint (if you changed your key layout) use separate animation files. Either way you are covered!


Jamming (http://www.armaholic.com/page.php?id=2341)
This addon adds jamming probability to all BIS primary weapons. Jamming probability is determined by the parameter "Jam_probab" in the weapon config and may be set per each weapon. So far the values are just rough guesses, and one of the tasks of this beta is to come to an agreement (if it's at all possible) as to what values are the most functional.
On jamming player gets an action called "Immediate action". This is the first thing a soldier is trained to do in case of a stoppage, and it's basically just cocking the weapon to get rid of the problematic round/case. It uses default reload animation which is a bit slower than it would take to cock the weapon, but it's the only suitable animation i could think of. With the probability of 80 percent it will solve the problem, and you can continue shooting. If not, a more severe problem is simulated, and you will be given an action called "Remedial action" which is supposed to be removing the mag and checking out what's going on in the receiver. It also uses reload animation, which is much or less close to real thing. In 90 percent of the cases this will clean the problem and you can keep shooting. In 10% your weapon is considered badly jammed and not repairable in battlefield conditions. In this case you'll have to start looking for a dead body before you become one
AI jams are also simulated, but they are much simplier. In case of jam the unit is forced to perform reload animation, and with a 95 percent probability he's good to go. In 5 percent of the cases his weapon becomes irrepairable. On jam the unit says a foul word.


Known issues:
There is a strange issue if used together with GMJ_Sightadjustment mod. Somehow GMJ mod overrides CfgSounds of my config with his CfgSounds, thus creating an error "Sound not found". Until i find a solution, i included a "fixed" version of GMJ mod, where I removed the click sound. (Won't affect gameplay anyway). It is compatible with my mod.

Another issue is that by fixing the jam you automatically load a fresh magazine. Can't do much about it.



AT AirWeapons Pack (http://www.armaholic.com/page.php?id=2298)
The "AT AirWeapons" contains a MK-77 delivered by AV-8 and A-10 and a MK-20 Rockeye delivered by A-10.
MK-77
The MK-77 is a canister containing flamable agents (Napthalin, Phosphor, Kerosin) which ignites on impact and destroys this way large areas. It's used by USAF in Iraq War III.

Features: -Realistic detonation
-Ignites units
-Burns the ground
-Destroys vegetation and buildings
-Leaves ashe
-Smoke and fire blocks AI's view
-MultiplayercompatibleMK-20 Rockeye
The MK-20 Rockeye is a Cluster bomb which releases after being dropped 247 socalled Bomblets (Submunitions) and causes damage to large areas. The MK-20 was created for busting tank formations. But some bomblets don't detoate and work like mines.

Features: -MK-20 splits after 3.5 seconds above 330ft in many small bomblets
-MK-20 is unarmed when releasing under 300ft and will hit the ground (Don't come too near, then)
-Bomb is splitting into two halfes
-Effective dammageradius between 20 and 600 Meters
-Some Bomblets stay and become landmines
-This addon is fully working in Multiplayer
-Working Damaging; Persons inside the Napalm will start burning and get killed



CSL Weapon Switching (http://www.armaholic.com/page.php?id=1987)
This script allows you to easily have a unit carry 2 primary weapons. For
example, it will allow you to equip a sniper with both an M24 and an MP5SD5.
It was originally made for the mission titled CO 1-2 Operation Shining Anvil (http://www.armaholic.com/page.php?id=1935&highlight=anvil) to enable the player sniper to carry an MP5 as well as the sniper rifle. I thought that it would prove to be very useful for some people. As always, feedback, bug reports, etc are welcome.


Features:
This script will work regardless of addons used.

Using this script will not give the players free rounds if they switch
weapons before a magazine is empty. They will retain the magazine with
the spent rounds.

Animation and sound played when the player switches weapons.

This script does not give the players extra ammo space, requiring them to
carefully balance their ammunition selections.

The player can pick up and drop weapons in either weapon slot at will.

Supports Join in progress, teamswitching, and all respawning modes.


There are 3 known issues that can not or will not be corrected due to arma
limitations.



1: The secondary weapon slot cannot be accessed inside the gear dialog on mission start. This is completely unchangable. I attempted to make an optional modified gear dialog for v1.1, but could not get arma to populate it. If you figure out a way to fix this somehow, be sure and let me know.

2: If you use the scripts on a very unusually sized unit, the algorithm to detect what posture the unit is in may fail. For example, a 50 foot giant would always return standing, and a 2 foot midget would always return prone. I consider this to be a minor issue.

3: It is possible to equip a large weapon (such a pk or m240) and an AT weapon at the same time using the following process.

A: Switch to weapon slot you wish to arm with both heavy weapons.
B: Pick up a machinegun or any weapon weapon considered to be large.
C: Switch to the other weapon slot.
D: Pick up the AT or AA weapon.
E: Upon switching to the weapon slot with the large weapon, both the heavy weapons will be available.


While this is a potential cheat, it is at least counterbalanced by the fact that these weapons have large bulky ammo. Since this script does not give the player extra ammo space, it will actually place a heavy handicap on the player that attempts to do this. The only way to fix this problem would be to require that all weapons be defined, which would make this script much less flexible.



Comments are greatly appreciated ;)

[AToW]Dren
15th November 2007, 11:27
SPON Recognise v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30276.0) would answer my prays!
IF it shows friendlyes on map, not by aiming them (thats in use allready)

Also SPON Attachments v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30607.0) would be lovely (mainly for recon/SPz)
ability to remove scope for CQB and add suppressor... mmmm...

[2]1st|Cpl. Kolmain
15th November 2007, 19:44
the "jamming" addon was updated today



Q1184 has updated his Jamming weapons beta in the BIS forums (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=70&t=69774).


New in this version:
- AI probability of jamming and probability of fixing the jam now depends on their skill. The values increase roughly twice on the minimal skill level.
- Fresh mags are not loaded anymore on performing immediate/remedial action. Instead, the number of rounds left in the magazine decreases by one to simulate extracting the jammed casing/round. MG's still load fresh mags because otherwise it would require creating about 400 new magazines in the config. If anyone wants to generate 199(M249) +99(PK)+99(M240) new magazines for me, go ahead ;)
- Introduced a multiplier for Jam_probab parameter (for testing and tweaking purposes). It can be found in the probabs.hpp file under "Rifle" entry, and is called Jam_multiplier. Currently jamming probability is calculated as Jam_probab*Jam_multiplier. So if you want all weapons to jam 10 times as often, set it to 10 and so on.
- Immediate/remedial actions now don't appear in the middle of the screen, you have to select them in the actions menu.
- Changed jamming and fixing probabilities, still rough estimates though.
Download this from our download section (http://www.armaholic.com/page.php?id=2341).

Raptor-6
15th November 2007, 19:56
Cool features. Will the SPON Money add on support buying alcoholic beverages? That would be great benefit when the action is light!!:D

[2]1st|Cpl. Kolmain
15th November 2007, 21:43
lol theres an idea! :)

{8}3|Lt.Hooves
15th November 2007, 22:40
wow this is worth a check out for later campaigns for sure, if you can get it on a local and test it out and provide feedback

Steveak44
15th November 2007, 23:20
RB|1Lt.Dren;54160']SPON Recognise v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30276.0) would answer my prays!
IF it shows friendlyes on map, not by aiming them (thats in use allready)

Also SPON Attachments v0.1.0 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30607.0) would be lovely (mainly for recon/SPz)
ability to remove scope for CQB and add suppressor... mmmm...

I'll second Dren's picks for some testing.

[2]1st|Cpl. Kolmain
15th November 2007, 23:42
they all come with test missions that u can test so go ahead ive tested some of em just got the attatchment thing today

{7}21|Gef.Spooner
10th December 2007, 20:13
Cool features. Will the SPON Money add on support buying alcoholic beverages? That would be great benefit when the action is light!!:D
Well, all of my stuff are pure mission-based scripts, so absolutely no addons are involved (though there is no reason they couldn't be put into a mod). Incidentally in the demo of the current WIP version of SPON Money, you can buy a cheese-cake in the demo, but no drink...:D

Nice to see people interested and looking at my stuff! Please contact me if you have any problems actually using them, preferably on the OFPEC beta threads (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=30274.0) where I released the individual packages.

[AToW]ViperMaul
10th December 2007, 20:36
Hello Spooner. Good to see you again assuming you remember my PM's to you about Command Spotting. :)
Welcome to our tournament forums!

Wolf
10th December 2007, 21:15
Money?? does that mean that troops get paid?

If we add that poker script together with money....this day an entrepenour is born!! :)

[8]72|JSgt.Super64
10th December 2007, 21:25
2TB|Pvt.Wolf;55983']Money?? does that mean that troops get paid?

If we add that poker script together with money....this day an entrepenour is born!! :)

What would be hilarious is if the guys who were waiting to rotate into battle actually spawned into the barracks buildings and could play card games against eachother. :D

[1]MFR|GySgt.The_Jag
10th December 2007, 21:43
Not a bad idea :cool::D

Wolf
10th December 2007, 21:57
http://www.armedassault.eu/Latest-News/Addons/DDAM-NATO-M113A2-released.html

M113's with decent optics on the guns!!

Wolf
10th December 2007, 22:07
http://www.armedassault.eu/Latest-News/Addons/War-The-Card-Game.html

And thats the link for the card game :)

SnowBall
11th December 2007, 08:15
MAW|LtGen.Super64;55986']What would be hilarious is if the guys who were waiting to rotate into battle actually spawned into the barracks buildings and could play card games against eachother. :D

I love this idea.

[8]3|PFC.Alucard
14th December 2007, 06:29
Give us MAW guys somthing to do well waiting for orders.

I love the mods listed there all great sounding.

[1]MFR.BarmyArmy
14th December 2007, 07:16
Truly it is christmas.

We'll have to prioritise a bit, but certainly some of those features will make it in.

BA