Frapeforte1 Posted May 1, 2005 Share Posted May 1, 2005 (edited) I was just wondering if anyone has figured out how to be able to mod a SOFLAM (Laser Designator) for forward air controlers so that we can rain airel bombs down on enemy positions? How about the ablility to call in artillery? These are both things that are pretty important in SF or SOG Let me know if anybody has seen anything like this. Thanks Edited May 1, 2005 by Frapeforte1 Quote Link to comment Share on other sites More sharing options...
The Worm Posted May 1, 2005 Share Posted May 1, 2005 (edited) You're talking about this thing here? AFAIK nobody has done it yet (I may be wrong). The engine doesn't have any "call in airstrikes" capability. Buuuuuut there has been talk have faking it, ie making the Soflam some sort of grenade-launcher-type weapon that fires a burst of unrendered grenades... and these nades need to travel reeeeeal sloooow to simulate a time delay for the airstrike/arty to come in. And maybe have different rates of fire. in Single shot, one round goes out, and instead of a gushot sound, we replace the BANG! with a radio-voice that says, "Roger, marker round on the way." In Burst, the radio-voice now says, "Roger! Fire for effect!" or whatever they're supposed to say, and lots of rounds fly out. Woohoo! Er...any gun modder reading this? But if you're talking about Igor, the usual way to do this is for the player to place a "radio beacon/marker" on the site (ie a standard demo-charge) then have lots of pre-positioned explosion/sound effects going off. You know, like thetank being blown up in the Battlefield mission (GR) or the plane being demo'd in the Aurura mission (DS) Edited May 1, 2005 by The Worm Quote Link to comment Share on other sites More sharing options...
*NexuS* Posted May 2, 2005 Share Posted May 2, 2005 Or you can use a zone, make sure the zone overlooks the target area, and have Igor check to make sure a player is in the zone up until the "stike" arrives. You could also use a demo charge placed to activate the "strike" in conjunction with the zone to make sure the target stays illuminated. Quote Link to comment Share on other sites More sharing options...
TheoRetiKule Posted May 4, 2005 Share Posted May 4, 2005 (edited) Earlier this year there was this thread: http://www.ghostrecon.net/forums/index.php?showtopic=23050 IMHO Bongo was on the right track but the mod never quite fulfilled its potential... I'm still pretty sure that the sniper or binocs ret *could* be used with a delay, a voiceover and a bl00dy big bang to do the goods. Or maybe the latest version just didn't work on my machine? Never did get to the bottom of that, though I'm still equipping my snipers' spotters with this version of CAS and using the "mortar sight" to fire inaccurately at tanks and the like... Theo Edited May 4, 2005 by TheoRetiKule Quote Link to comment Share on other sites More sharing options...
TheoRetiKule Posted August 2, 2006 Share Posted August 2, 2006 (edited) Earlier this year there was this thread: http://www.ghostrecon.net/forums/index.php?showtopic=23050 IMHO Bongo was on the right track but the mod never quite fulfilled its potential... I'm still pretty sure that the sniper or binocs ret *could* be used with a delay, a voiceover and a bl00dy big bang to do the goods. Or maybe the latest version just didn't work on my machine? Never did get to the bottom of that, though I'm still equipping my snipers' spotters with this version of CAS and using the "mortar sight" to fire inaccurately at tanks and the like... Theo Over the last few days - since thales100's supercannon mod, in fact, and the discussions of how to bust tanks surrounding that - I've been revisiting this old CAS issue in my head. Snooping around some lesser-used sound files in the [GR] folders, too, mainly from an aspect of "Angel of Death in gunship high above". I know what I'd like to see: to be honest it's not far from what Bongo made, as I said all the way back in 2005, although the final effect would be significantly different. Bongo, are you still around, and if so, would you mind me / AN Other taking another look at this whole area? (Bear in mind I'm no gun modder... no modder of any kind, having just come over from the Mac side, in fact... thales100 or anyone else, wanna work on a little effects rescripting, using a basic binocs as the shell plus crosshair and rangefinder ret if we get permission?) Theo Edited August 2, 2006 by TheoRetiKule Quote Link to comment Share on other sites More sharing options...
callmehobbes Posted August 2, 2006 Share Posted August 2, 2006 I remember starting the earlier thread. As I don't mod weapons I don't know the exact limitations but I think the idea of using the bino ret with a delay, a voice "The target is lit, missiles released" type of thing, and a big blast is definately an idea worth exploring further! Anyone who can do this will definately be getting some permission requests from me! PS Thanks to Bongo, he did a pretty good working model, but it just needed a bit more polish. Quote Link to comment Share on other sites More sharing options...
billee Posted August 21, 2006 Share Posted August 21, 2006 I was working on something like this a while back - I'll see if I can dig it up. My version was just really simple - a grenade launcher that fires 10 (I think) invisible, powerful grenades with a lengthy delay and using a modified helicopter chatter wav as a firing sound. It actually worked quite well - I was happy with it for offline play and so didn't bother polishing it up. I'm more than happy to tidy it up a bit and pass it over to someone else to include in a mod. Quote Link to comment Share on other sites More sharing options...
callmehobbes Posted August 21, 2006 Share Posted August 21, 2006 Nice one! Quote Link to comment Share on other sites More sharing options...
thales100 Posted August 28, 2006 Share Posted August 28, 2006 (edited) Earlier this year there was this thread: http://www.ghostrecon.net/forums/index.php?showtopic=23050 IMHO Bongo was on the right track but the mod never quite fulfilled its potential... I'm still pretty sure that the sniper or binocs ret *could* be used with a delay, a voiceover and a bl00dy big bang to do the goods. Or maybe the latest version just didn't work on my machine? Never did get to the bottom of that, though I'm still equipping my snipers' spotters with this version of CAS and using the "mortar sight" to fire inaccurately at tanks and the like... Theo Over the last few days - since thales100's supercannon mod, in fact, and the discussions of how to bust tanks surrounding that - I've been revisiting this old CAS issue in my head. Snooping around some lesser-used sound files in the [GR] folders, too, mainly from an aspect of "Angel of Death in gunship high above". I know what I'd like to see: to be honest it's not far from what Bongo made, as I said all the way back in 2005, although the final effect would be significantly different. Bongo, are you still around, and if so, would you mind me / AN Other taking another look at this whole area? (Bear in mind I'm no gun modder... no modder of any kind, having just come over from the Mac side, in fact... thales100 or anyone else, wanna work on a little effects rescripting, using a basic binocs as the shell plus crosshair and rangefinder ret if we get permission?) Theo Yes, ill do the "air strike call" to Sniper Cannon mod, not perfect ok, due to engine limits of the game, but very interesting anyway, with nice voices and etc... Just anti personnel and can be used "anti materiel" to blow up targets, but wont kill tanks.... Gonna post at the mod's topic in some few days. Edited August 28, 2006 by thales100 Quote Link to comment Share on other sites More sharing options...
thales100 Posted August 29, 2006 Share Posted August 29, 2006 Ive added a SOFLAM operator as a specialist in Sniper Cannon Mod, you can check some screenshots in the mod's topic. Quote Link to comment Share on other sites More sharing options...
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