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Hurry Thales100 tell em bout the new mod! :D


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46 KG???? DAAAAMN, a laser target designetor have THAT weight! The italian 185 Regiment, REconnaissance and Target Aquisition, have those things of about 40 KGs and are organized in a platoon of 8 people to carry all the needed equipment, such as food, other ammo, ecc...

It is really interesting...

If u wanna my opinion, i would make a sniper CHR with low ammo (such as 2 or 3 mags) and script the democharge to be placed near them and "refill" the "actor nearest - the player actor", so u gotta switch soldier, plant the charge and refill the sniper ammunition, to make the game a lil harder...what about this? PS, also the string name of those charges should be changed into "AMMO FOR SNIPER", for example.

It would be very cool!

Also in quick mission it would be possible: just set a random sniper kit for the player actor and a random spotter kit to the soldier nearest the sniper, and make the scripting for the demo...what about this?

Edited by ita_killabees
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there is something that can be done for the vehicles thenselves. I have been testing some things by firing them at vehs and have found for instance that I can kill cobaka's BRDM with with say, one or two rounds from a personal mortar , but can't put a dent in Blakarion's BRDM(s) with the same rounds regardless of how many I fire at it. I looked at the veh editor and see nothing that jumps out at me there, does it have to do with tagging? I too thought about the "areas" idea CMH, maybe this could be done for a static vehicle model?

I would love to be able to knock out a radar for instance, but not fully disable the veh?

mig :ph34r:

Edited by migryder
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Added a SOFLAM (Special Operations Forces Laser Marker) Operator as specialist, he can call an air strike against some especific targets using a laser device to guide a missile.

The An/PEQ-1 SOF Laser Marker (SOFLAM) is the SOF-specific laser rangefinding and designating unit for Special Operating forces providing the capability to locate and designate critical enemy targets for destruction using laser guided ordnance. The unit is lighter and smaller than current laser markers; better reliability and availability than current system. The Army began to take delivery of 296 units in May 1996. The SOFLAM is currently in use with Army Special Forces and Rangers, Navy SEALs, and Air Force Special Tactics Squadrons. (http://www.globalsecurity.org/military/systems/ground/an-peq1.htm)

soflam2sqp4.jpg

seu.jpg

soflamva9.png

cct_h.jpg

smart-bomb-4.jpg

Here are some screenshots ... Look at the bodies "flying" in the third screen ... :tv::coolspeak:

soflam1rp9.jpg

soflam2se7.jpg

soflam3gv7.jpg

soflam4sr4.jpg

Here you can listen to the call of the SOFLAM operator and the answer.

CALL - sound

Then, fifteen seconds later, KABOOMMM!!!!! .....

:)

Edited by thales100
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If u wanna my opinion, i would make a sniper CHR with low ammo (such as 2 or 3 mags) and script the democharge to be placed near them and "refill" the "actor nearest - the player actor", so u gotta switch soldier, plant the charge and refill the sniper ammunition, to make the game a lil harder...what about this? PS, also the string name of those charges should be changed into "AMMO FOR SNIPER", for example.

It would be very cool!

Also in quick mission it would be possible: just set a random sniper kit for the player actor and a random spotter kit to the soldier nearest the sniper, and make the scripting for the demo...what about this?

Great ideas, thanks. :thumbsup:

there is something that can be done for the vehicles thenselves. I have been testing some things by firing them at vehs and have found for instance that I can kill cobaka's BRDM with with say, one or two rounds from a personal mortar , but can't put a dent in Blakarion's BRDM(s) with the same rounds regardless of how many I fire at it. I looked at the veh editor and see nothing that jumps out at me there, does it have to do with tagging? I too thought about the "areas" idea CMH, maybe this could be done for a static vehicle model?

I would love to be able to knock out a radar for instance, but not fully disable the veh?

mig :ph34r:

Yeah, the "areas" would be great. WOI i think has used it , you had to shoot the tanks with the PTRD just in a very small part to make it stop, killing the driver.

Mig, with the .55 i think we can destroy a radar but it wont kill a tank, so putting a tank to protect the radar installation would be a goal, if the high stabilization time of the 20mm's makes very hard to use them to kill that particular tank. I have edited the .55 .gun to make them almost as fast as the .50, and far from the slow 20mm. So, for example, you would have to fire a faster shot to knock out the radar, and the tank would still be on, making the anti materiel mission objective much harder.

:thumbsup:

Edited by thales100
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yep, fox is right! lol

maybe u can do a thing: support guys, snipers without guillied suit (and sniper as class...)

snipers: with ghillied suit

rifleman: spotters, with GLs, ATs (X1), clays, assault rifles

demo: spotters with ammo for snipers (demo charges) and less magazine for themselves, and no GL or ATs, SMGs

what about this?

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I am making a script for quick mission that i will put in my mod too... I'll sent it to u thales, or to ur scripter, so we can adjust it togheter.

Only 2 boys, sniper spotter, teleporting away too near AI soldiers. Kit randomly given, with low ammo... Lets try!

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I am making a script for quick mission that i will put in my mod too... I'll sent it to u thales, or to ur scripter, so we can adjust it togheter.

Only 2 boys, sniper spotter, teleporting away too near AI soldiers. Kit randomly given, with low ammo... Lets try!

:hmm: Sniper Cannon will be just a weapon mod, not a total conversion, so one of its best qualities is that you can play ghost recon with any other mod of your choice for missions, rifleman weapons, etc...

But to script some missions like you said ita_killabees would be nice, please send me the script, it would be great to do something like that, really nice idea... :cheers:

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http://www.savefile.com/files/12204

here's the link for the QMK file; save it into your Mp2\Mission Folder

let me know what u think about it

DESCRIPTION

Player must select a 2 soldier team, the 1st, sniper, the 2nd, spotter. In the map, he must explore 2 areas and then reach extraction zone. I did not want to put the area on the map, so u must "recon" all...anyway, i can make a version with the 2 zone shown on the map!

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yes; i chose the random kit cuz if u made some special kit, example a sniper with only 3 mags, the spotter can replenish his invenctory with demo charges (IS IS SCRIPTED!)

time limit would be as 15 minuts, ok?

now, i'll try to make another similar script, but with a special thing: you must kill a soldier and steal a case, or a computer, gotta make the model. When u approach him, ur kit changes and u have a sd pistol with the case. Gotta ask bjb for his "gunhead" model, that would be nice. I can script a few actors to spawn in a determined location, so u have to eliminate the leader, steal the case and reach extraction. Or, more interesting, wound the "leader", interrogate him, so he will say you the location of the "intel".

I also have somewhere some old script, Stealth Base Recon, in which you have to explore 2 areas around the map avoid detection.

Last thing, I am now thinking on how make land mines in a quick mission...

Edited by ita_killabees
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yes; i chose the random kit cuz if u made some special kit, example a sniper with only 3 mags, the spotter can replenish his invenctory with demo charges (IS IS SCRIPTED!)

time limit would be as 15 minuts, ok?

now, i'll try to make another similar script, but with a special thing: you must kill a soldier and steal a case, or a computer, gotta make the model. When u approach him, ur kit changes and u have a sd pistol with the case. Gotta ask bjb for his "gunhead" model, that would be nice. I can script a few actors to spawn in a determined location, so u have to eliminate the leader, steal the case and reach extraction. Or, more interesting, wound the "leader", interrogate him, so he will say you the location of the "intel".

I also have somewhere some old script, Stealth Base Recon, in which you have to explore 2 areas around the map avoid detection.

Last thing, I am now thinking on how make land mines in a quick mission...

Sounding outstanding dude, just outstanding ... :rofl:

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EXCELLENT STUFF!!! :thumbsup:

Hey thales.....when you install snowfella's character take a shot of him using of the sniper rifles along with a spotter....ya know? Just like one of the pics that your using for the menu screen....you know which one? The one with the sniper and spotter using that m82. :P

Edited by Stalker_Zero
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it's incredible...i was testing the quick mission with music and the beta of my mod activated, and it always crashed...then, i realized that when it crashed, the song was always at the same point: the music made the game crash... can it be??? PS the music file was not original, i put it into the mod\music folder with the same name of an original...

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