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A little request


callmehobbes

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Really like this as a weapon. There are a few things I'd change though:

I'd like it to used from prone (this is one of the main reasons I wanted the weapon.)

I'd like the ret to be more like/same as the bino's (more high tech).

Can the bomb be made invisible, it spoils the illusion when it appears.

I like the sound of the aircraft, that's a nice touch. Is it possible to put a voice in (as the pilot) saying whatever it is pilots say when they release bombs/missiles?

I hope this isn't too critical, it's just a few ideas that I think would improve a very nice specialist weapon.

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ok, i changed all the stuff you wanted, but i kicked the blast radius back up to 80,

it was at 50 and it wasnt doing the damage i was expecting.

you HAVE to lay down to use this weapon now, standing and crouching has a 5000 value, it will go anywhere it wants if you shoot it in that position.

i made a new Ret for it, goes to 350 now.

cas_ret.gif

hope you like the new Sound file i chose for the weapon, i think its what you were looking for.

NOTE: please DELETE the OLD CAS folder in your mods directory,

then just extract this to your mods folder, its better that way, so that no older files are left, i changed a few more things in it.

CAS - same link as before

thinking about adding a new class, so you can be a Sniper and carry this weapon,

due to the fact that its a class 4, snipers cant carry it, but just making a rifleman class, with the sniper models should do it.

also if Anyone has more info on the <DamageThroughWalls> factors, let me know.

i have been looking for some sort of guide for weapons that will list the MIN and MAX

values for each field in the .Gun, .Prj, and like files, but i am not sure if this exists.

***** just found out the AN / GVS-5 Laser Range Finder that i am using as an example for the this is actually the technical name for the BINOCS that you have In game already *****

Edited by CR_Bongo
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It works pretty good, some sugestions:

-Let it work for both cruching and prone positions if possible

-Add a reticule with better marking (I want a more exact aim)

-I think it should destroy both doors and windows, and have very minimal dammage through walls

-Add a LONG delay, half the time it impacts before the sound finishes.

Great job, perfect for some missions.

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i decided to go ahead and make this a complete mod now, cause its just fun to play with and blast the crap out of the AI with ( using it with a firefight 3 setting, and just watching tangos drop like flies is a blast , literally )

so i am working on the following:

new Class (name to be decided) that is a sniper so you can carry it as a sniper

new primary weaps ( m24 sniper rifle, m4 socom, m16, and 2-3 more )

4 dif classes of CAS:

anti-personnel: no damage to structures

anti- vehicle: will take out tanks and the like

cluster bomb: maximum blast area coverage with medium damage

hi impact: basically a Bunker Buster ( maximum damage allowed in an area )

@ callmehobbes :

*** yes you do still need an m136 for missions that require it, something to do with the scripts of the missions and their needed either the model or the name in the

shell/strings file ( looking into this now )

@ BrandonKappel :

-Let it work for both cruching and prone positions if possible

***will do, thats an easy change

-Add a reticule with better marking (I want a more exact aim)

*** its actually pretty accurate now , you just need to spec out your binocs prior to shooting, get the distance, and account for height of the target/building, and add that to your site, i site the tangos feet , and can drop it right on his toes with it,

just takes a lil practice

-I think it should destroy both doors and windows, and have very minimal dammage through walls

*** coming in the new update

-Add a LONG delay, half the time it impacts before the sound finish

*** tried this, and when you do that , it bounces like a football off of everything,

i have to play with the <AirResistanceConstant> + <InitialVelocity>

to get it to work right, but then that particular model will need a new Ret, as the way you shoot it and aim it will completely change.

( thinking about it later on, after i get the rest done )

@ everyone else who replied:

THANK YOU, input either positive or negative is always helpful

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Hi again Bongo and bl00dy good effort on this... ! Really looking forward to your full mod - I think the last file version I picked up was still the early beta, with a kind of mortar-like "whump" as a visible round went downrange etc?

Mind if I hazard a couple of extra suggestions, on top of invisible rounds etc?

1 - rets - could you put a halo of darkness around the screen, so you get the involving "tunnel vision" effect of looking through sights (as you do with a zoomed-in sniper scope or binocs, for example?)

Better still, could you make the rets zoomable, for real precision "lasing"?

2 - sighting - this might have been the beta I was using, but I found the rangefinding difficult - I'd measure the distance to a bunker with binocs at say 150m but need to drop the CAS ret to 100m to get a hit? This was on flat ground: I had the same difficulty when "lasing" a target lower down, from the kind of high ground that Special Forces would pick as a vantage point...

3 - Once you've hit the trigger, could you use one of the female-voice soundfiles to replicate the comms from an "Angel of Death" in the gunship a couple of miles above (have you read Task Force Dagger and their work against the Talib in Afghanistan?) ... using eg Lindy Cohen's voice saying "On your tail" or "Following your lead" to acknowledge your lasing, and initiating her firing sequence?

4 - When the round hits with its explosion and puff of smoke, could you use the "boom" effect to shake the screen - like it shakes when you throw a nade into a room in front of you? One of those bombs *would* be earthshaking I think... and could you add a lingering flame effect - so if you hit a bunker it stays brewed up for a while - as it would!

Thanks for all your hard work again, Bongo... hope these suggestions aren't out of order!!

:thumbsup:

Theo

Edited by TheoRetiKule
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@ BrandonKappel :

-Add a LONG delay, half the time it impacts before the sound finish

*** tried this, and when you do that , it bounces like a football off of everything,

i have to play with the <AirResistanceConstant> + <InitialVelocity>

to get it to work right, but then that particular model will need a new Ret, as the way you shoot it and aim it will completely change.

( thinking about it later on, after i get the rest done )

What I meant is that it is kinda weird when half the sound effect plays, and then it impacts, then the sound finishes up. Maybe just add a different sound effect that is short and sweet. This is a great idea, I love it. Keep up the great work. ;)

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Just agreeing with TheoRetiKule. Is it possible to to use the bino's ret so that it has the rangefinder included.

Can't wait to blow up some tanks with this! (Especially on the Ambush mission from the 12 weeks mod!)

Rather than having the m24 sniper rifle, I'd suggest something semi-auto (SR 25) as surely you'd want something with a bit more versatilty in case the enemy gets up close and personel-just an idea! And don't forget the HK's !

Excellent work!

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  • 2 weeks later...

my bad, its been done, but i forgot to update the link to d-load it

you can Get it HERE

i was going to use the click team installer but i forgot, i will update that later so that its a self-installer.

enjoy, and let me know what you think about it, and if you want to see anything changed.

you have 4 type of CAS:

Anti Personnel , Anti-Tank, Bunker Buster, and Cluster.

and 4 weapons as Primary:

m24 sniper rifle, m4 sopmod, ump, and m16.

each weapon has all 4 CAS's as a secondary.

and you have to pick "cas_no restrictions" to activate the

"Radio Recon" team that has the CAS as a weapon.

the reticule is as acurate as i can get it, we played with it for 2-3 days, making it logrithmic in shape, and changing it, shooting it in the airfeild map, on the runway, and then checking distance ( no fog map ) and no mater how we changed the Ret, it was still the most accurate in its original form, so we stuck with it.

Edited by CR_Bongo
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Nice one Bongo! do we get the "Angel of Death" voiceover too?  :wub:

Theo

i think your gonna like the audio file i chose, its the actual sound file from "Clear and Present Danger" when Domingo "Ding" Chavez calls "target lit" and the pilot after, i had to edit it to make it shorter, the actual in movie file is 14 seconds long, way too long for the CAS.

at first it wasnt working and i updated the mod, it was the effects.xml file, i have to work on getting that right, i dont use the igor stuff to edit the guns, so i have to try something else.

if anyone can get that to work, let me know, and send it to me so i can repackage it.

also if anyone has any input on getting the Boom or screen shake to work on impact,

i could use that with it too.

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DLing now. What resolution is the ret made for?

:wall: Must be my old Mac laptop or something... but...

1 - I'm still getting the muffled "chunk" of the mortar round launching, with none of the "Clear and Present Danger" audio track at all

and 2 - with screen size set at (?) 640 x 400 accuracy is fine up to 100m - from then on I have to measure the distance with binocs first, then subtract between 20 and 40m on the CAS aiming ret to hit target. Or is it just pilot error??

Cheers for any tips for sorting this out, peeps!!

Theo

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@ callmehobbes:Do you need to still equip demo guys with rockets on anti-tank missions or does the game read this as a rocket?

--- found out that if you change the <WeaponMotionType> to 5, the game will accept it as a m136, and let you go with out equiping one

@ TheoRetiKule: i am not sure about the mac issue, i only use one for work, and cant put the game on it, but make sure that you dont have the effects.xml file in the \CAS\sound\ folder, that was causing problems earlier

i know the UMP has NO SOUND when you fire it, another audio problem, working on it now.

Edited by CR_Bongo
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