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Daedalean

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Daedalean last won the day on January 10

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  1. Daedalean

    Weapon modding, not modeling

    also conventional lasers work against moving targets such as the ones that can alter the length of the laser in any way. just an fyi. now, the conditional lasers work simply by applying their surroundings to their options and the direction to move. forward.
  2. Daedalean

    Weapon modding, not modeling

    Added a Demolition Laser kit. From the Unreal Bring the pretty pack And changed the MK4 around a little Something to know about the laser. Auto full fire and semi auto fire Has a limited range about 60 to 100 meters. Right now the exact number unknown. No scope. And a little heppy since you like door breaches. just a brainy guess the turnband does want to point the models to a proper target location. forgot to add that information to the laser. the reason for the update. in this case the with laser equipped the AI is simply looking for something on the horizon versus the M24 for example which like a rifle simply fires forward. It's just that it's a grenade launcher, so it's required not to have it equipped as a team leader to have the priority to fire as a supporting character. Usually the AI fires grenade launchers in proper conditions. Susan Grey and Mk4 (2).zip
  3. Daedalean

    Weapon modding, not modeling

    The more popular topic for this thread is the ability to perform multiple kills with a single shot. And apply the correct ballistic performance. It's very clear in the support of the other open thread. Having any number of 0 in the ballistic structure simply does the job. As I found out the combat model in the igor editor does not support a negative value. manually setting the text file will most likely set the combat model to any negative application as simply a negative value or just a default 0. What that does is create an empty model. Same as value 0. Why the original ballistic properties included a negative result is not known. The effects are the same. The internal calculator will most likely apply best for this goal with a greater value then the range of the weapon. or it could be less. There simply could be a mistake in the engine. Besides all that the practice will simply work with two problems. The bullet will simply not kill or it might go in the wrong direction. This also makes a problem when a character moves and difines that direction. Two values for the velocity is enough as well. So that could be the best solution. It will create errors on some level maps for that reason.
  4. Daedalean

    Weapon modding, not modeling

    I might be able to apply internal damage to models
  5. Daedalean

    Weapon modding, not modeling

    also a hilarious discovery for ballistic projectile files. they support 4 layers for applied explosion area.
  6. Daedalean

    Weapon modding, not modeling

    Have this incomplete <weaponmotiontype/> list from tests. 0 to 5 is default you know pistols and rifles. with launchers extras. originaly 5 uses the camera from the at projectile. projectiles are required for 4 and 5. 6 is the tubed shotgun. uses the total ammo type amount and will reload by one. no other special specifications needed and will apply to any weapon. all though it is recommmended to create a weapon and then switch to 6 as motion type. 7 is the default option used for stationary weapons. never implemented by the game design. but it is used in levels. simply provides no change of direction spread. can support a more stable tactical approach for rushing. however I do not know if it applies kit weights correctly. i don't see a reason it would avoid that. 8 is currently being tested as a Jack Stone Unreal Translocator. This simply allows me to use the projectile with the weapon with the camera shake disabled. Will update the mod later. well. in actual options for motion type. both 7 and 8 were supposed to be used as motion types for bolt action rifles and sniper rifles. both types usually would not have scopes. it's a reasonable solution for having the accuracy of a long barrel with a good point of impact. and since 8 allows to use bullet dimensions for drop can be used as an advanced ghost sniper type gameplay. but that also means extra attention to all the physics and progress. 7 is just more recommended for basic use. and would directly rival 3 which adds scope rings to scope zoom. actually a correction. after several checks. the list of motion types is deeper. the 7 still works the same as described. the 8 does not. the type for 8 goes back to ballistic model for projectile guns. but, there is still the need for model assignments for motion type. and there is also a different function that allows to use ammunition that is not attached to the kit. basically use someone else's ammo. too be honest I still hope to find the shake camera free projectile functions.
  7. Daedalean

    Weapon modding, not modeling

    I have to take a break from computers
  8. Daedalean

    Weapon modding, not modeling

    also remembered the way I used to calculate the firerate for mods. The settings for input are the basic start for example the OICW with 600 per minute. Usually 10 a second. It makes each shot a 0.1 seconds click. But the problem with that is it will constantly apply the same position to blowback. So if it's 100 it will always stay somewhere in that range. It's fine for 0 or a little more. In case it doesn't provide the necessary feedback I balance the two. But the idea for an ideal choice is always the same it's divided in half internally and just has to find the middle. and actualy the blowback system was applyed to an industrial CAT class. So it's not entirely difficult.
  9. Daedalean

    Weapon modding, not modeling

    and again just another update for this mod. where later the previous version will be removed. still not exactly what I expect from this one. but still will post. more or less satisfied, finally with the last projectile file. the one that is more effective at closer range and again with just the OICW. never understood the function. but since it's considered special. it's allways moded first
  10. Daedalean

    Weapon modding, not modeling

    also how about to 15 years in the game. yay! and I still disgrace myself when I hear the term gg.
  11. Daedalean

    Weapon modding, not modeling

    also just thought I would leave this really old mod here just where I started at the more recent date. as far as modding. again. simple kits and weapons that if in top priority will apply to gameplay ex ls system.zip also the icon. but it's not like this whole backup is a problem for me anyway. I change these things around all the time.
  12. Daedalean

    Weapon modding, not modeling

    just the latest progress had to fix a few things all in the description
  13. Daedalean

    Weapon modding, not modeling

    also just as I am bored. there are just several key elements that are involved in the weapon system to start from any way. it's in two simple parts. the ballistic and damage. presented below. as examples. this actually applies in function.
  14. Daedalean

    Weapon modding, not modeling

    and a quick mod just the gun files to make a game with the original weapon to feel better included the kit file not sure if the kits are a requirement for mod since I have files just in the original folder they are here in a mod format for easy use m24firem9.zip
  15. Daedalean

    Weapon modding, not modeling

    extra note. the armor value does not work in the 1.4 version. there was an appropriate update that is no longer available for cluster protection. and a note, accidentally removed a tag from the tread. not a big issue. as I understand there is a model structure for the skeletons that programs each sector for armor for separate actor models.
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