callmehobbes Posted December 18, 2004 Share Posted December 18, 2004 Hi, I'm working on a skin mod and have a CCT as a specialist. I would ideally like him to be equipped with a laser target designator and so am sending out this request. I would like the weapon to come in 2 types, one anti-armour, the other anti-personnel. The anti-armour type could operate as a rocket with a high mag. and a slow targetting time. The same also for the anti-personnal but this would be like a series of 10 or so grenades landing in a designated kill zone ( an area of approx. 10m2). Is this possible and does anyone having a go at it? I don't actually know what kit the USAF actually use but will do the reasearch if a volunteer is out there. Cheers Callmehobbes Link to comment Share on other sites More sharing options...
Sup Posted December 18, 2004 Share Posted December 18, 2004 I think one could make a weapon with a projectile, make that projectile really slow, and invisible, and tag it seperately as both a grenade and AT. I'm not sure, though. Link to comment Share on other sites More sharing options...
callmehobbes Posted December 19, 2004 Author Share Posted December 19, 2004 That sounds logical. Is anyone up for it? Surely I'm not the only person who thinks this would be a welcom addition to the game (especailly if it could be fired from the prone position!) callmehobbes Link to comment Share on other sites More sharing options...
Sup Posted December 19, 2004 Share Posted December 19, 2004 The issue would be that if it hits anything on it's way, the whole 'Airstrike' illusion is shattered. Link to comment Share on other sites More sharing options...
callmehobbes Posted December 20, 2004 Author Share Posted December 20, 2004 I know but that's better than nothing. I've got a CCT specialist character (see skins section-photo soon to be posted) that I've just about finished and he seems a little pointless without the ability to call in air strikes (even if they are only modified rockets and/or grenades). Is anyone willing to have ago at making one? (I also thought that for the sound, it would be cool to hear a pilot over the radio saying whatever it is pilots say when they release weapons!) Cheers callmehobbes Link to comment Share on other sites More sharing options...
CommandoCrazy Posted December 20, 2004 Share Posted December 20, 2004 i like this idea of calling in airstrikes...would bring new fun into the game Link to comment Share on other sites More sharing options...
callmehobbes Posted December 21, 2004 Author Share Posted December 21, 2004 Well that's two of us at least! Callmehobbes PS Have you seen the SWEBAT thread-Now that is a full on airstrike! Link to comment Share on other sites More sharing options...
snared_gambit Posted December 22, 2004 Share Posted December 22, 2004 The issue would be that if it hits anything on it's way, the whole 'Airstrike' illusion is shattered. ← You could just point out the fact that laser beams don't go through trees, vehicles, people, etc . . . Link to comment Share on other sites More sharing options...
Sup Posted December 23, 2004 Share Posted December 23, 2004 The issue would be that if it hits anything on it's way, the whole 'Airstrike' illusion is shattered. ← You could just point out the fact that laser beams don't go through trees, vehicles, people, etc . . . ← Yeah. But try designating a target, and having a truck drive in between you and the shot. Boom. Link to comment Share on other sites More sharing options...
TheoRetiKule Posted December 24, 2004 Share Posted December 24, 2004 *Great* workaround idea, callmehobbes!! This might just sort the no-CAS issue in GR once and for all... Whoever does make this, could it be issued as a standalone kit applicable to other maps, missions and Macs? Pleeeeeeeeeeeeeeeease? Cheers all and !! Theo Link to comment Share on other sites More sharing options...
CommandoCrazy Posted December 25, 2004 Share Posted December 25, 2004 i had a little free time and i tried to make the .gun & .prj file but i have problems. i tried to make the anti-armour one and i've made it as a really slow missile (around 5 m/s), but the problem is: when i launch it, there's soo much smoke and the projectile drops to the ground and explodes after 20 metres. please help... Link to comment Share on other sites More sharing options...
callmehobbes Posted December 30, 2004 Author Share Posted December 30, 2004 Thanks for trying! callmehobbes Link to comment Share on other sites More sharing options...
chiel_mic Posted December 31, 2004 Share Posted December 31, 2004 how about using something like the mortars in War of INfamy, and make that projectile real slow (and go take a higher curve) Link to comment Share on other sites More sharing options...
snared_gambit Posted January 1, 2005 Share Posted January 1, 2005 I might be willing to make something, gimme a little while. Link to comment Share on other sites More sharing options...
CommandoCrazy Posted January 1, 2005 Share Posted January 1, 2005 that's cool Link to comment Share on other sites More sharing options...
callmehobbes Posted January 2, 2005 Author Share Posted January 2, 2005 Cheers Callmehobbes Link to comment Share on other sites More sharing options...
callmehobbes Posted January 20, 2005 Author Share Posted January 20, 2005 Any updates? Link to comment Share on other sites More sharing options...
CR_Bongo Posted January 20, 2005 Share Posted January 20, 2005 (edited) what about taking the Mortar from HX5, changing the weapon to be a lazer targeting device, and changing the Ret to the Laser ( same as the MP5 from HX ) ( note this laser Does go through walls - and can be seen from across the map ) and making the blast / kill range from the mortar bigger . i have been comtemplating this idea for a bit, but i havent been able to implement it into the game yet, i got the idea from Clear and Present Danger. just an idea, since the mortar is a small form of a CAS. Laser Target Designator Specs More Info and pics note: the AN/PAQ models DO resemble a Mortar setup, and can probably be modifed as such, and this could come in two models, one like the AN/PAQ where is is a secondary weapon for Support, and another model, where it is mounted on a rifle ( ie: the M203 or the OICW ) like in movie. Edited January 20, 2005 by CR_Bongo Link to comment Share on other sites More sharing options...
CR_Bongo Posted January 21, 2005 Share Posted January 21, 2005 (edited) ok i have been playing around with this all day and here is what i got: i made a single gun file - ( all thanks to Harntrox, i used your files JUST AS AN Example to see if i could get this to work ) and it adds a LASER CAS gun as a secondary ( i used the Laser MP5 as the Primary ) when you switch to your secondary, your char has BINOCS, but you see the MORTAR RET, i increased the Damage zone from MortarShell to an 80 Blast Radius - the tank rounds have a 50 ( yes you better be beyond 80 or your dead too ) and the VisualExplosionType to 2 ( so you see the Impact ) , i am working on the DamageThroughWalls factor ( have it at 2.000000 , the tank rounds are 1.500000) ( this is all in the MORTARshell.prj file ) i also increased the MAX range to 2000 ( GUN file ) it takes off like a mortar, and drops right on your target, ala an airstrike, and anything with in 80 m of it is TOAST. havent tried it on tanks yet, but thats next. so far so good, it looks like an airstrike, and works like one, yeah found out that if you are in the blast radius your dead a few times, but i am trying to incorporate the BINOCS feature of range finding to make it a little easier to site your targets ( for now you have to go to BINOCS first , get your Range switch to your CAS ( binocs2 ) target, and wait, then when the rets close, , just fire. also i am working on making the rets really slow,so you have to wait for the strike. if anyone has ideas on this or would like to work on it, you can catch me on xfire, or through our Teams TeamSpeak ( 66.250.220.142 ) Edited January 22, 2005 by CR_Bongo Link to comment Share on other sites More sharing options...
callmehobbes Posted January 21, 2005 Author Share Posted January 21, 2005 My hero!! Link to comment Share on other sites More sharing options...
chiel_mic Posted January 22, 2005 Share Posted January 22, 2005 (edited) suppose nobody noticed my post in this thread I proposed using a mortar file of WOI how about using something like the mortars in War of INfamy, and make that projectile real slow (and go take a higher curve) well bongo worked out how it should work so nice job man Edited January 22, 2005 by chiel_mic Link to comment Share on other sites More sharing options...
CommandoCrazy Posted January 22, 2005 Share Posted January 22, 2005 all hail bongo!!!!!!!!! this sounds very cool but a blast radius of 80m is pretty much don't you think so? i mean how far can you see on GR maps? 100-150m i think. Link to comment Share on other sites More sharing options...
chiel_mic Posted January 22, 2005 Share Posted January 22, 2005 (edited) 80m would be huge that would destroy around 60% of the mp docks map, if my readings are correct Edited January 22, 2005 by chiel_mic Link to comment Share on other sites More sharing options...
snared_gambit Posted January 22, 2005 Share Posted January 22, 2005 For the AP one, I was messing around with something along the lines of a shotgun grenade launcher. Each projectile had a blast of about thirty, and I put the spread on the bomblets reasonably high. It was a pretty cool effect, just like a cluster bomb, but I can't find it anymore. Link to comment Share on other sites More sharing options...
CR_Bongo Posted January 22, 2005 Share Posted January 22, 2005 (edited) i dropped the Blast radius down to 50, it seems more realistic in game, But you have to remember one thing, this isnt a shoulder fired weapon, although in game it may look like one . Here is some info on Laser Guided Bombs . as you can see the PAVE's range from the Mk 82 500-lb SNAKEYE, on up to the Mk 84 2000-lb bomb, so the damage from one of these would be quite substantial. on the kits i made there are two choices: Anti-Personnel: will kill all personnel with in the blast radius UNLESS you are behind a wall, they wont take out Doors, but will kill whats behind it, will not kill tanks. Anti-Tank:same as above, BUT it will take out a tank, and it will blow out a Door. here are the specs from in game for other Explosives: GR: 20mm Gren(OICW): 7 _weight: 0.180 40mm Gren(MM1): 8 _weight: 0.23 Frag: 10 ( pineapples ) Missile (G136): 10_weight: 1.8 Howitzer Shell: 0 _weight: 0.39 ( i dont know what fired this , its not listed ) Bomb: 0 _weight: 0.39 Claymore:15 _weight:. 0.39 Island Thunder: 30mm Gren: 6 _weight: 0.23 HX5: 20mm: 5 _weight: 0.180 30mm: 7 _weight: 0.23 40mm: 9.5 _weight: 0.23 DRAG Mortar: 20 _weight: 3.0 DRAG Mortar-AT: 10 _weight: 3.0 Claymore: 25 _weight: 0.39 Frag: 10 _weight 0.39 so ranging from approximately 1/5th of a Pound ( 20mm) to 3 pounds , does from a 5 to 25 Blast radius, and we are looking at 500.0 to 2000.0 for the PAVE's ( CAS ). EDIT:i almost forgot, all this talk of it, and no example, so if you wanna try it out, download it from CAS.Zip i will leave it up for a few days to see if anyone likes it. NOTE: a BIG THANK YOU to harntrox and HX5, i examined your work to see how you got it to work and after i reworked most of the files you get in this download , keeping some of the initial information, but a lot of it has changed except for the .QOB files for the MORTARS which were just renamed, and your RET for the MORTARS is so accurate, i was going to change it, but for now kept it the way it is. ( THIS IS JUST A BETA MOD ) thank you Edited January 22, 2005 by CR_Bongo Link to comment Share on other sites More sharing options...
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