View Full Version : Nasty Class 80' Vietnam PTF Boat
Pappy Boyington
Sep 1 2004, 11:37
http://www.dc3d.co.nz/Utopia/ptf/NastyClassPromo.jpg
http://ofp.gamezone.cz/_hosted/bratty/PB/images/Nasty%20Class4.jpg
"Nasty" Class PTF Boat
Addon features:
* Multi Gun Positions (4):
- Foredeck: 20mm Oerlikon
- Midsection: 20mm Oerlikon guns, port and starboard on either side of the bridge
- Aft: Bofors 40mm Army M3 gun
* Authentic pt boat diesel engine sound
* Wind and wave sound effects
*************************
Addons in rar file:
*************************
CWK_ptf.pbo - Nasty Class PTF Boat
CWK_pt_Weapons.pbo - Weapons config and sounds for PT and PTF Boats
PTFBoat_Crew.pbo - Custom crew for the PTF Boat
*************************
Found under:
West> CWK - Sea> 'Nasty' Class PTF Boat
Empty> CWK - Sea> 'Nasty' Class PTF Boat
Crew Found under:
West> Men> Vietnam PT Boat Crew
Installation Notes:
**************
1.Unpack the rar file using Winrar
2.Place the pbo files into your OFP Addons folder
Release Issues:
***************
1. Z- buffering problems - Because the addon uses the 'setpos' scripting command 1st person view point will experience 'z-buffering" problems. This happens because the player boat is drawn first, then the other gun positions are drawn next. This is a known issue and one that I have no control over. Except I have limited driver vision to lessen the effect. There is no problem with this in 3rd person views
2. Slowdown - Users may experience cpu slowdown (lag) when using this addon. The models are high resolution, use scripts and may be cpu intensive if used in conjunction with some other addons. If you experience any screen update problems try eliminating them by using the init commandline configurations above.
3. Beaching - The PTF Boat model comprises 4 separate models that work harmoniously togther. There may be some small conflicts such as when the PTF Boat beaches.
4. Multiple instances of the PTF boat can cause lag problems. I believe this is to do with the scripting, however two PTF Boats seem to work ok on the current development computer.
MULTIPLAYER USEAGE
The PTF Boats have been tested under MP. Please report any bugs etc to the PTF Boat forum. (3 XML/Squad Logo Areas on the PTF Boat)
NOTE:
This PT Boat addon was an experiment in multiple gun positions. The Author makes no claim as it being a first for OFP, but more of an idea that multiple gun positions could be put on a boat craft and work well in the game.
The PTF Boat model comprises 4 separate models that work harmoniously togther. There may be some small conflicts such as when the PTF Boat beaches.
Crew & Weapon Credits + Info:
**Crew**
-Nam Crew-
Model: SEB (retrived model from INQ's Nam M113)
Textures: SEB (retreived from INQ's Nam M113)
Config: Pappy Boyington
**Weapons**
-Colt 1911-
Model: Homer (HEP)
Textures: Homer (HEP)
Sounds: Call Of Duty game
Optics: Benus
Info:
Weapon Name: pb_m1911
Magazine Name: pb_m1911mag
-Colt M16A1-
Model: SEB
Textures: SEB
Sounds: INQ
Config: SEB (imported to be standalone by Pappy Boyington)
Optics: Suchy & Earl
Info:
Weapon Name: pbm16a1
Magazine Name: pbm16a1mag
Thanks and acknowledgments
Coc Torpedo scripts: modified by Colonel_Klink and used with permission
Oerlikon gun addon made by Colonel Klink for the Falkland's mod and used with permission.
Pitch and Roll Scripts by Unnamed : EMail : Unnamed@<hidden>
Beta testers: Romulus111VADT, Pappy Boyington, Kevbaz, Bullz_eye_on_my_back
Research, PT Boat sounds, weapon sounds, technical information, and moral support : Romulus111VADT
Download & More Information Here (http://www.dc3d.co.nz/Utopia/ptf/Readme.htm)
Enjoy http://forums.bistudio.com/oldsmileys/smile_o.gif
sniperuk02
Sep 1 2004, 12:07
great http://forums.bistudio.com/oldsmileys/smile_o.gif
Imshi-Yallah
Sep 1 2004, 12:07
Whoooooooooooooooop, Hmmmm I forsee a conflict between the USCG and the Tonal coastal defence force.
this is truly a fantastic piece of work ...........
Great model , skin , scripting and sounds !
thank you all concerned http://forums.bistudio.com/oldsmileys/biggrin_o.gif
downloading now... ah PAPPY by the way ... I'm away for 2 weeks on this nice island:
http://www.fuerteventura-infos.de/images_....sch.jpg (http://www.fuerteventura-infos.de/images_bilder/inselkarte_fuerteventura_topografisch.jpg)
after that i will contact you: THE IRON SIGHTS need their standalone release !!!
HOLLA for this ADDON it is worth to make a whole "APOCALYPSE NOW" Campaigne (even if the used an other boat)
... one little thing. THE RADIO .... it doesn't look like it is from 1960.
http://img.photobucket.com/albums/v202/hansen/boatradio.jpg
but this effect is sooooooo cool :
http://img.photobucket.com/albums/v202/hansen/boat1.jpg
Yummi. http://forums.bistudio.com/oldsmileys/tounge_o.gif
Now everybody is able to do some John Kerry boat missions.
Did anyone mention that the cannon fire goes from the side? Not from the barrel.
colossus
Sep 1 2004, 12:36
What the ... 4 guns? http://forums.bistudio.com/oldsmileys/rock.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
EDIT: http://forums.bistudio.com/oldsmileys/biggrin_o.gif
sniperuk02
Sep 1 2004, 12:38
what about 4 guns?
very nice addon good job klink and pappy
Cool boat. They really look cool together. Great job people.
http://img75.exs.cx/img75/3410/b1.jpg
http://img75.exs.cx/img75/2907/b2.th.jpg (http://img75.exs.cx/my.php?loc=img75&image=b2.jpg)
colossus
Sep 1 2004, 12:40
Multi Gun Positions (4) (!)
I have never heard of that, but it's damn well done http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Tomislav
Sep 1 2004, 12:46
you really earned my respect for this progress
very well done
grade A+ http://forums.bistudio.com/oldsmileys/biggrin_o.gif
A mirror would be nice ;)
It seems Edgefiles servers are full all the time...
Awesome work anyway http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Thx
theavonlady
Sep 1 2004, 13:31
Mirror (http://www.filefront.com/?filepath=/theofpfaq/addons/OFPR_Addon_NastyClass80PTFBoat.rar), courtesy of The FAQ (http://www.theavonlady.org/theofpfaq/). http://forums.bistudio.com/oldsmileys/smile_o.gif
King Homer
Sep 1 2004, 14:31
gr8! Downloading now
cornhelium
Sep 1 2004, 14:57
Clink & Co. strike again!
Superb work - thanks for putting the effort in!
tankieboy
Sep 1 2004, 15:37
Made me put all my Nam addons back on.
Fantastic as always.
Imshi-Yallah
Sep 1 2004, 16:17
Anyone tried it head to head against the Huckins?
Bonko the Sane
Sep 1 2004, 17:02
wow, i come back from holidays and the addons i was most eager to try out are released, Txs http://forums.bistudio.com/oldsmileys/smile_o.gif
this stuff is brilliant, my favorite has to be the Bofors AA gun, fireing it or being in a plane while it shoots at you is something else. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Couple of bug reports,
i cant hear shots fired from Bofors in optics mode, and optics in the Colt 1911 is a white square, anyone else getting this?
silent_64
Sep 1 2004, 17:18
I'm getting an error http://forums.bistudio.com/oldsmileys/sad_o.gif
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">|_browning setpos [_posx,_posy,_posz]|#|':Error Type Any, expected number[/QUOTE]
im confused how do you get in the other gun positions? you can only getin teh frontal one on both craft?, hard to amke a fun multipalyer mission with jsut 2 people in the boat http://forums.bistudio.com/oldsmileys/sad_o.gif
Lupus[WD]
Sep 1 2004, 20:14
By the screenshots and the concept it sure looks like a nice addon...
Did you HAVE to break the TAG standards only for "PTBoat_Crew.pbo" ? http://forums.bistudio.com/oldsmileys/rock.gif
I think the crew was made by Pappy Boyington, maybe that's the reason as to why there is no TAG.
Very nice job Colonel! I love them! It's great fun buzzing down a river with the Nasty, taking fire from both sides! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Pappy Boyington
Sep 1 2004, 22:40
@<hidden> Sep. 01 2004,16:14)]By the screenshots and the concept it sure looks like a nice addon...
Did you HAVE to break the TAG standards only for "PTBoat_Crew.pbo" ? http://forums.bistudio.com/oldsmileys/rock.gif
goob is right. clink did the PT and PTF boats, and i did the crew. hence his stuff has "cwk" in the pbo title and "cwk" in teh addons deffinition.
i didnt put the tag on the pbo name. but the ccrew is taged
"pb_ptcrew" and "pb_ptfcrew" http://forums.bistudio.com/oldsmileys/smile_o.gif as so are the weapons http://forums.bistudio.com/oldsmileys/smile_o.gif
Pappy Boyington
Sep 2 2004, 01:06
im confused how do you get in the other gun positions? you can only getin teh frontal one on both craft?, hard to amke a fun multipalyer mission with jsut 2 people in the boat http://forums.bistudio.com/oldsmileys/sad_o.gif
you put it in empty.
you put in 5 units form West> Men> Vietnam PTF Boat Crew
all playable. and u mount each gun one by one. then start out on your mission http://forums.bistudio.com/oldsmileys/smile_o.gif
Pappy Boyington
Sep 2 2004, 05:40
someone mentioned that both files (pt and ptf) have the same files in it. id like to fcorrect this for everyone. and ill post it in that thready too.
first off, we made, well i made 2 threads since there are 2 differnt addons here.
both files require the cwk_pt_weapons.pbo and both require the pb_45.pbo.
cwk_weapons.pbo has the ammo and sounds for the wepons.
the pb_45.pbo has the colt 45 needed for the soldiers
the crew file is NOT taged with cwk beceause the crew was my responsibility. the pbo is not taged, the units, however, are taged with pb as are the weapons taged with pb (ie: pbm16a1"
the visable (file) differnce is one has cwk_ptf.pbo and the other is just cwk_pt.pbo same with the crew, the only visable differnce is that one letter. in game the pt is the WWII era pt boat and the ptf is the vietnam era PT boat.
i hope this ends any confusion.
Congrats Klink - Very Nice
adrenaline red
Sep 6 2004, 07:13
First off great addon, finally multiple gunners.
But im having some problems with it. First off, enemy infantry dont engage this thing with small arms, and when I fight against them I get killed by my own side when I sink one of these boats. When I end the mission it says I killed some VC when my side are the VC. I guess the AI thinks im shooting at them when I kill a nasty.
Anyone else having this problem?
Besides that great addon.
Pappy Boyington
Sep 6 2004, 10:27
First off great addon, finally multiple gunners.
But im having some problems with it. First off, enemy infantry dont engage this thing with small arms, and when I fight against them I get killed by my own side when I sink one of these boats. When I end the mission it says I killed some VC when my side are the VC. I guess the AI thinks im shooting at them when I kill a nasty.
Anyone else having this problem?
Besides that great addon.
this has been mentioned before.
they kill you becuz u killed a game logic. (the PTF has a gam logic to make it keep all the guns)
and OFP doesnt like when u kill a game logic so it kills you back.
Colonel_Klink
Sep 6 2004, 10:50
This problem is being worked on. Hopefully it will be resolved then you can accidently shoot your Nasties to your hearts content.. You naughty girls and boys http://forums.bistudio.com/oldsmileys/biggrin_o.gif
As for units with small arms attacking the Nasties.. that is an inherent problem with OFP I'm afraid. The higher killing power a unit has the less likely an opposing unit with a light weapon will attack it. For example a unit with an m16 wont attack a cobra, yet a unit with a mg might.
cytosine
Sep 6 2004, 11:16
This is the best fricken addon ever!!!! Poor BIS, they're not going to have any cool new stuff to put in OFP2 because you guys keep improving the existing game!!! No wonder they keep bumping the release dates back... ;~)
Any plans to have enough cargo proxies for a small squad? I want to be Charlie Sheen, ya know!
Also, I am kinda bummed that the small arms guys won't shoot at you, but understand the implications of it. Not even a VC DSHK would shoot at me! Could you define the boat as a SmallShip class to somehow get around this? I noticed they will shoot at the BIS Mark II PBR and thought maybe it was because of the base class of the vehicle?
A single RPG was able to destroy my PT boat, can you increase the hitpoints (or whatever you call it) so that it takes a few rounds before being destroyed? I'm no PT expert, but I would think an armored ship could at least survive a few rounds?
Man, GREAT Addon!!!!
Cyto
Colonel_Klink
Sep 6 2004, 11:38
@<hidden> Cyto The nasty is derived from the pbr class which is derived from the smallship class as well AFAIK.. The Nasty armor is set at a lower rate than the pbr as the Nasty had a wooden hull. I will do some experiments with the armor to see if I can improve your survival chances.
Incidently i took the Nasty up the Ia drang River where i had several NVA units armed with RPG. I survived the first hit, but sadly not the second http://forums.bistudio.com/oldsmileys/smile_o.gif
sa8gecko
Sep 6 2004, 15:58
As for thegamelogic problem, the solution could be to define
a new logic object in config.cpp and assign it to west side.
Pappy Boyington
Sep 6 2004, 17:34
This is the best fricken addon ever!!!! Poor BIS, they're not going to have any cool new stuff to put in OFP2 because you guys keep improving the existing game!!! No wonder they keep bumping the release dates back... ;~)
Any plans to have enough cargo proxies for a small squad? I want to be Charlie Sheen, ya know!
Also, I am kinda bummed that the small arms guys won't shoot at you, but understand the implications of it. Not even a VC DSHK would shoot at me! Could you define the boat as a SmallShip class to somehow get around this? I noticed they will shoot at the BIS Mark II PBR and thought maybe it was because of the base class of the vehicle?
Cyto
the tonali one shot at me. http://forums.bistudio.com/oldsmileys/sad_o.gif
i shot back http://forums.bistudio.com/oldsmileys/biggrin_o.gif
he lost http://forums.bistudio.com/oldsmileys/tounge_o.gif
ive had RPGers shoot at me. planes naturaly made futile attempts to injure me.
Colonel_Klink
Sep 7 2004, 01:21
As for thegamelogic problem, the solution could be to define
a new logic object in config.cpp and assign it to west side.
Sounds like the solution to the probem, I will try that. Thanks Sa8gecko.
sa8gecko
Sep 7 2004, 04:39
Colonel_Klink:
you can try this (taken from MCAR config):
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class psy_mcar_logic: Logic
{
scope=0;
side=7;
cost=1;
};
[/QUOTE]
This way the gamelogic won't show up in the kill list at the end
of the mission
cytosine
Sep 7 2004, 06:11
Incidently i took the Nasty up the Ia drang River where i had several NVA units armed with RPG. I survived the first hit, but sadly not the second http://forums.bistudio.com/oldsmileys/smile_o.gif
True. I tested it again and it looks like there were 2 RPG Vietcong in the squad that attacked me. They must have both shot at the same moment, so it appeared to be a single RPG.
I also noticed the Port and Stbd 20mm guns zoom in pretty far compared to the fore mounted gun. Don't know if this was intentional or not, but just thought I would bring it up.
Colonel_Klink
Sep 7 2004, 08:11
Incidently i took the Nasty up the Ia drang River where i had several NVA units armed with RPG. I survived the first hit, but sadly not the second http://forums.bistudio.com/oldsmileys/smile_o.gif
True. I tested it again and it looks like there were 2 RPG Vietcong in the squad that attacked me. They must have both shot at the same moment, so it appeared to be a single RPG.
I also noticed the Port and Stbd 20mm guns zoom in pretty far compared to the fore mounted gun. Don't know if this was intentional or not, but just thought I would bring it up.
@<hidden>
No problem for bringing up things you notice. This project is far from being comleted as both the PF and PTF boats were created as test beds for the multigun idea. I have had a lot of feedback sent to me personally in regards to improving the boats and improving player and ai useage. One such suggstion I am working on has already improved FPS by at least a third, which means with further refinement the boats will be able to be used without too much degradation of the gameplay. (Got my fingers crossed on this one).
@<hidden>
Thanks. I had created a ne game logic which has improved things significantly. Have noticed thoo that you earlier suggested making the side=Twest, but then later side=7 as is the normal OFP game logic. Wil this make a difference? as i have set the new gamelogic side=Twest as you firts suggested. Anyway thanks.
sa8gecko
Sep 7 2004, 12:20
Colonel_Klink:
setting the cost = 1 should eliminate all problems. That is, the
gamelogic will not be listed in the final score and nobody will
get upset with you if you kill any.
The side was left to 7 because otherwise no east unit could
occupy an empty boat (car in MCAR).
Sorry not to have mentioned this before, but my memory failed me.
Bonko the Sane
Sep 7 2004, 12:39
i have a strange issue, the bofors has no shooting sound in optics mode and the colt pistol has a white screen for iron sights :|
Also, when you get these final, will you ever consider making a mark V specops boat? that would be very nice, ive searched in vain for detailed pics but it has prven very dificult.
Colonel_Klink
Sep 7 2004, 20:41
i have a strange issue, the bofors has no shooting sound in optics mode and the colt pistol has a white screen for iron sights :|
Also, when you get these final, will you ever consider making a mark V specops boat? that would be very nice, ive searched in vain for detailed pics but it has prven very dificult.
I'm not sure of the sound issue as I have been unable to replicate it so far. As for the optics with the white square, I'll check with Pappy on that one.
I have plans of the mark V specops boat and it is on my todo list http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>
Thanks for that, Buddy.
Pappy Boyington
Sep 7 2004, 23:22
i have a strange issue, the bofors has no shooting sound in optics mode and the colt pistol has a white screen for iron sights :|
Also, when you get these final, will you ever consider making a mark V specops boat? that would be very nice, ive searched in vain for detailed pics but it has prven very dificult.
no problems here. i used logans colt 1911 sight remaped it to work in the pbo standalone. so no problems here http://forums.bistudio.com/oldsmileys/crazy_o.gif
Trenchfeet
Sep 8 2004, 00:45
VERY AMAZING WORK KLINK http://forums.bistudio.com/oldsmileys/unclesam.gif
I didn't get time before to test these so i would have replied quicker http://forums.bistudio.com/oldsmileys/wink_o.gif
And i dont think anyone can appreciate how good the scripting involved in these addons is until they try and do it for them selves http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif
Also a quick point id like to say is that scripting your used to keep the turrets from bouncing is awsome . too good for me http://forums.bistudio.com/oldsmileys/ghostface.gif
Textures *****
Bofors gun with flack bursts ***** (did anyone notice this?)
Only thing i think left is to use that raft dployment scrip i sent you in the destroyer (it needs works as i never set it up properly) but it'd be great if you could deploy a "commando"team and keep the pt patrolling
Final words http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif
Colonel_Klink
Sep 8 2004, 01:35
Thanks Trenchfeet.
I'm looking at the raft deployment idea shortly. The main issue at teh moment is getting the nasty to carry cargo without too many other issues.
@<hidden>
The logics work well except when putting down an empty boat; the guns dont go into their correct positions.
Another side issue is if the crew of the main boat and guns are killed. If I open fire on the boat after the crew are all dead the logics abandon ship and the guns are dumped off the boat. Very strange but looking for a solution to the problem. Still the game logics seem to be the answer to the reduction in lag so the experimenting is worth the effort http://forums.bistudio.com/oldsmileys/smile_o.gif
sa8gecko
Sep 8 2004, 05:12
Quote[/b] ]Another side issue is if the crew of the main boat and guns are killed. If I open fire on the boat after the crew are all dead the logics abandon ship and the guns are dumped off the boat.
This 'may' happen if the boat is damaged beyond a certain level.
The same happens in MCAR if the car can no longer move (i.e.:
flatten tires). In MCAR the thing is solved using a script that checks,
when the weapon is fired, if the car can move or not, and if not
the gamelogics' places are populated again. You can check if
this is the case trying to order an AI soldier to the driver position
or the main (20mm bow) gun after the boat has been damaged:
if it refuses to man it, the problem lies here.
A solution could be to kill the gamelogic after putting it in its
place at the unit's initialization phase: dead gamelogics, as
dead AI soldiers, don't abandon their position. They can be
expelled by live AI or player trying to enter their (gamelogic's) position, though.
Quote[/b] ]The logics work well except when putting down an empty boat; the guns dont go into their correct positions
I'll look into it as soon as I can get my OFP PC running again.
Do you refer to the fact the Bofors is pointing bow instead of aft ?
I modified placeBofors.sqs this way:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_boat = _this select 0
_gunner = gunner _boat
;only build on server
?!local _boat: exit
;[_boat] exec "\cwk_pt\scripts\getpitch.sqs"
_TwinOerlikon = "cwkPTFAftBofors" createvehicle [0,0,0]
[_TwinOerlikon] join _boat
_PtCommander = driver _boat
_group = group _PtCommander
"pb_ptfcrew" createunit [getpos _boat, _group,"", 0.5, "PRIVATE"]
_aunits = units _group
_j = count(_aunits)
?(_j<=0): goto "fixit"
_x=_x+2
#Repeat
(_aunits select _x) moveincargo _boat
_x=_x+1
?( _x <=_J-1):goto "Repeat"
(_aunits select 0) moveindriver _boat
(_aunits select 1) moveingunner _boat
_x=0
_x=_x+2
#Repeat2
(_aunits select _x) moveingunner _TwinOerlikon
_x=_x+1
?( _x <=_J-1):goto "Repeat2"
#loop
~0.001
?(not alive _boat): goto "die"
_dir = (getdir _boat)
_velo = (velocity _Boat)
_posx = (getpos _Boat select 0)
_posy = (getpos _Boat select 1)
_posz = (getpos _Boat select 2)+1.7
_TwinOerlikon setvelocity _velo
_TwinOerlikon setdir (getdir _boat)
; ***************************
_Pitch = Call UNN_Pitch
_distance = (sin _pitch)
_posz = _posz - ((sin _pitch)*4.5)
; ***************************
_TwinOerlikon setpos [_posx,_posy,_posz]
;Hint Format ["Pitch %1\n\nBank %2",[_boat] Call UNN_Pitch,[_boat] Call UNN_Bank]
goto "loop"
#die
_gunner = gunner _TwinOerlikon
_gunner setdammage 100
;_TwinOerlikon setpos [0,0,0]
_TwinOerlikon setdammage 100
deletevehicle _TwinOerlikon
exit
#fixit
_dummygunner = "Logic" CreateVehicle [0,0,0]
_dummygunner moveingunner _TwinOerlikon
_dummygunner setdamage 1
goto "loop"[/QUOTE]
This way the bofors should point portside on an empty boat.
Basically I created a logic unit, placed it as the Bofors' gunner
and then killed it. I didn't have the time to test it thoroughly,
though.
Colonel_Klink
Sep 8 2004, 10:41
Quote[/b] ]The logics work well except when putting down an empty boat; the guns dont go into their correct positions
What's happening is the boat is put down empty, and only one gun is being set but not in the correct position, in other words one of the other gun positions. I'm not quite sure why it is happening, but when I check for crew after an empty boat is placed it is showing three, just wondering if the two of the logics are going into the driver and gunner position of the main boat as Im getting an error message on the other two gun positions:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Logic=(Crew _boat) Select 3# division by zero[/QUOTE]
The dummy gunner bit sounds cool I'll try it out thanks.
Edit: Just tried the dead logics idea. Works a treat thank you.
http://forums.bistudio.com/oldsmileys/biggrin_o.gif Much appreciated.
cytosine
Sep 13 2004, 04:26
@<hidden> Cyto The nasty is derived from the pbr class which is derived from the smallship class as well
From what I can see, it looks like the Nasty is inherited from BigShip, not SmallShip:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// water craft classes
class SmallShip: Ship{}; // basic config for small ships - PBRs etc
class BigShip: Ship{}; // basic config for larger ships - destroyers etc
class boatw:BigShip{};
class cwkptfboat: boatw // or from configvehicles cpp list
{
[/QUOTE]
I know your working on more important stuff, so I went ahead and tested it as SmallShip. I didn't notice any differences at all, and the AI didn't react any differently. Either way, I did it mostly because I'm just learning this stuff and just wanted to try it out... :~)
Colonel_Klink
Sep 14 2004, 10:34
Oops my bad http://forums.bistudio.com/oldsmileys/smile_o.gif
Never the less the inheritance issue changes quite a bit once you add your own configurations. Interesting stuff. Besto of luck with configing Cyto.. it can be lots of fun.. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
BoweryBaker
Sep 15 2004, 17:07
Are PT boats still in use today? I have no clue. I really like the one with the sharks mouth on it.
DB-ERAUPilot
Sep 15 2004, 17:10
Are PT boats still in use today? I have no clue. I really like the one with the sharks mouth on it.
I don't think so I think NAVSPECWAR handles most riverine duty now..could be wrong though
I suspect the more modern navies no longer use PT boats but I think many of the smaller navies have craft such as these, although many have exchanged the torpedoes for missiles.
I also beleive they can be found in the criminal world....
Pappy Boyington
Sep 15 2004, 23:41
Are PT boats still in use today? I have no clue. I really like the one with the sharks mouth on it.
I don't think so I think NAVSPECWAR handles most riverine duty now..could be wrong though
USCG handels most of the river patrols (home and abroad... IE: iraq)
and Quintian McHale uses a PT boat http://forums.bistudio.com/oldsmileys/tounge_o.gif
i was thinkin too of a Resistance forces would use PT boats to fend off russian invasions and such. you know the old story.. crazy old war buff livin in a peaceful cabin hears of the invasion gets a couple friends together... hop on the boat. and put a few torps into the russian armored carring ships. put a few rounds into shore borne invaders, and viola. a resistance effort to stop a ful fledged invasion http://forums.bistudio.com/oldsmileys/smile_o.gif
Looks Great! I can't wait till you get all the little bugs fixed.
AFAIK, the Nasty's (a Norwiegen boat, not US) were bought to be used in clandestine ops into North Vietnam.
It was an SOG operation. Any US personnel on the boats were "sterilized". They were manned with Vietnamese crews are were largely used in a PsyWar OP to confuse the NVA.
Quite an amazing operation if you read up on it. Not very effective, but different.
Again, great work Klink and Pappy http://forums.bistudio.com/oldsmileys/smile_o.gif
Pappy Boyington
Sep 28 2004, 02:54
norway madem first. but the US then contracted the design and built some here in the states too http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]In all, 42 NASTYS were built in Norway: 20 for their own Navy's use, six for Greece, two for Turkey (as war reparations from West Germany), and 14 were built for the US. Designated PTF, these 14 were bought for use in Vietnam. Six more PTF's were built in the U.S. by John Trumpy and Sons of Annapolis, Maryland (some parts, such as the keel and stem were imported).
however i wont dispute your comments about them being crewd by SV forces but thier use however seems to lack a few things http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]Deployment
The US Navy trained Vietnamese crews on Norwegian Boats. These boats were active in coastal bombardment, covert maritime operations, and amphibious raids against transshipment points to destroy/disrupt normal logistic flow. They were used to intercept and destroy infiltration trawlers that had been designated a threat and destroy/disrupt the North Vietnamese fishing industry along the coast of North Vietnam.
http://www.ptfnasty.com/ http://forums.bistudio.com/oldsmileys/smile_o.gif
and Quintian McHale uses a PT boat http://forums.bistudio.com/oldsmileys/tounge_o.gif
Ahh McHales Navy. I love that show. http://forums.bistudio.com/oldsmileys/smile_o.gif
PT 73
cytosine
Sep 28 2004, 04:56
http://www.ptfnasty.com/ http://forums.bistudio.com/oldsmileys/smile_o.gif
Pappy,
Have you e-mailed Dan regarding yours and Klink's wonderful creation? From the looks of his web-site, I bet this guy would JUMP out of his skin if he knew about how cool it is....
This would definitely make his day! Just a thought...
mailto:dan@<hidden>?subject=PTF History
Hey, if your too busy making addons (and please don't stop, we need them!!!!), I don't mind being the one to break the good news...
:~)
bmgarcangel
Sep 28 2004, 05:46
jus downloaded 'n' tested it...its tight...but how did you get the .45 colt to go back each time you fired?
I am wondering why these boats do not propose the same features than the coastguard one. I mean by that the posibility to walk on the bridge and maybe a passenger position inside the boat.
One version that I really would like to play with would be a PBR with the same features: an additional M60 at the back and a cargo space in the cabine. Just to wonder on the river like in Apocalypse now...
Pappy Boyington
Sep 28 2004, 08:19
yea well umm whoops http://forums.bistudio.com/oldsmileys/tounge_o.gif didnt get itme to implement that... well we kinda forgot.
the 45 is king homers... its a model special thing in the config
about emailing dan... no. no i didnt but i think i might go ahead and do that http://forums.bistudio.com/oldsmileys/smile_o.gif
Colonel_Klink
Sep 28 2004, 10:01
I am wondering why these boats do not propose the same features than the coastguard one. I mean by that the posibility to walk on the bridge and maybe a passenger position inside the boat.
One version that I really would like to play with would be a PBR with the same features: an additional M60 at the back and a cargo space in the cabine. Just to wonder on the river like in Apocalypse now...
The boats were designed to see if multiple guns could be implemented on a boat. The walking about on deck and cargospaces will be looked at at a later date.
@<hidden>
I sent them an email prior to release, but never heard back from them.
wongkeanwah
Sep 28 2004, 10:57
Why do you call it 'nasty' class?I don't see the reason because it's so nice!OMG!I'm going to die if my download stops.
Never had it before.*Clicks Edgefiles Mirror* http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Pappy Boyington
Sep 28 2004, 20:10
Why do you call it 'nasty' class?I don't see the reason because it's so nice!OMG!I'm going to die if my download stops.
Never had it before.*Clicks Edgefiles Mirror* http://forums.bistudio.com/oldsmileys/biggrin_o.gif
umm cuz thats what THEY call it http://forums.bistudio.com/oldsmileys/wink_o.gif
and with all the guns on it... that is one nasty mo-fecker http://forums.bistudio.com/oldsmileys/smile_o.gif
Cpt. FrostBite
Sep 29 2004, 12:13
the guy on the recieving side would probably disagree with your opinion about the boat http://forums.bistudio.com/oldsmileys/biggrin_o.gif
This thing is a beast. The Vietnam Brown Water Navy in general was very deadly for the enemy.
wongkeanwah
Oct 1 2004, 02:25
the guy on the recieving side would probably disagree with your opinion about the boat http://forums.bistudio.com/oldsmileys/biggrin_o.gif
This thing is a beast. The Vietnam Brown Water Navy in general was very deadly for the enemy.
Aggred.
Have a nice day. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
FerretFangs
Oct 1 2004, 08:21
The worst weapon in the Brown Water Navy, without a doubt, were/are the green-faced Shark Men. http://forums.bistudio.com/oldsmileys/wink_o.gif
And there are those of us here who know exactly what that means.
Aye!
I'd hardly missed that!
Just noticed this thread .... multiple gun positions! Great! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
THX Colonel_Klink!
btw: Any news about the fishing boats? I was offline for a while, so perhaps i missed news about that project, too.
MfG MEDICUS http://forums.bistudio.com/oldsmileys/smile_o.gif
You have to look in his dc3 Forum Medi !
Great things going on there :-)
Pappy Boyington
Oct 5 2004, 07:25
Aye!
I'd hardly missed that!
Just noticed this thread .... multiple gun positions! Great! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
THX Colonel_Klink!
btw: Any news about the fishing boats? I was offline for a while, so perhaps i missed news about that project, too.
MfG MEDICUS http://forums.bistudio.com/oldsmileys/smile_o.gif
search the forum. we released a WWII pt boat with multi guns too http://forums.bistudio.com/oldsmileys/smile_o.gif
cornhelium
May 28 2006, 00:33
Sorry to dredge up this ol' chestnut,
Is there any way to stop the flag appearing when a driver gets in the boat?
I know you can set a Soviet or Vietnamese flag by putting "flagsoviet = true"/"flagvietnam = true" in the boat's init box, but I'd like to use it with no flag at all, or specify another flag texture.
Thanks,
CH
cornhelium
May 28 2006, 14:43
Came up with a quick and dirty fix. I'm sure there's a more elegant solution, if you're not a total scripting noob like me http://forums.bistudio.com/oldsmileys/wink_o.gif
I guess this'll work with the Huckins too:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;setnewflag.sqs
;replaces the default usa/soviet/vietnamese flag a flag of your choice when a specific unit
;gets in nasty class as driver
;place an empty nasty class on the map and name it boat1 or whatever you want
;place a trigger on the map
;set trigger activation to repeatedly
;in trigger condition field paste either
; player in boat1
; or
; whateverunitname in boat1
;in on activation field paste
; [boat1] exec "setnewflag.sqs"
;now when the player or specified unit gets in the chosen flag will set after a short pause
;default flag will show for a split second - don't know how to get around this
;also, gunner getting in after driver will reset flag to default
;script corrects this after a short pause
;note you can use custom flags placed directly in the mission's folder
;custom flag file must be a 128x256 non-progressive jpg
_boat= _this select 0
~0.05
_flag = "FlagCarrier" camcreate [0,0,0]
_flag setFlagTexture "\flags\France.jpg"
;_flag setFlagTexture "custom128x256nonprogressivejpg.jpg"
_flag setFlagOwner driver _boat
_driver = driver _boat
camdestroy _flag
#repeat1
~1
?!(_driver in _boat):goto "exit"
_gunner = gunner _boat
?(_gunner in _boat): goto "reset"
goto "repeat1"
#reset
~3
_flag setFlagTexture "\flags\France.jpg"
;_flag setFlagTexture "custom128x256nonprogressivejpg.jpg"
_flag setFlagOwner driver _boat
#repeat2
~1
?!(_driver in _boat):goto "exit"
?!(_gunner in _boat): goto "repeat1"
goto "repeat2"
#exit
_flag setFlagOwner objnull
exit
[/QUOTE]
What a classic addon. Definitely the Gentleman's choice for messing about on the water http://forums.bistudio.com/oldsmileys/inlove.gif
Cheers,
CH
The-Architect
May 28 2006, 15:41
The patrol boat is usable in your Nam scenarios too. They were involved in the Tonkin incident. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
cornhelium
May 28 2006, 20:26
Here's another little script for fully AI crewed Nastys. Say you wanted to crew one with Tonali pirates, for instance:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;crewnasty.sqs
;lets an AI drive the nasty class boat with all guns crewed
;place an empty nasty class on the map near the shore. name it boat1
;on the shore nearby, place 5 men. name them man1, man2, man3, man4 and man5
;man1 will be the driver of the boat. give him waypoints for where you want the boat to go
;BUT give the first waypoint a timeout of 30-60 seconds to give everyone time to get in
;in the init field for man1, paste this
; this assignAsDriver boat1; [this] orderGetIn true
;now for the gunners. place a trigger, can be set to once or repeated
;in condition field, paste this
; man1 in boat1
;in activation field, paste this
; [man2, man3, man4, man5, boat1] exec "crewnasty.sqs"
;now when you start the mission, man1 should get into the boat, closely followed by the rest
;note the men can be grouped, partially grouped or not grouped
;start
_gunner1 = _this select 0
_gunner2 = _this select 1
_gunner3 = _this select 2
_gunner4 = _this select 3
_boat = _this select 4
~1
;crew the forward gun as normal
_gunner1 assignasgunner _boat
[_gunner1] ordergetin true
~2
;crew the bofors
_bofors = nearestobject [_boat,"cwkPTFAftBofors"]
_gunner2 assignasgunner _bofors
[_gunner2] ordergetin true
;crew the port 20mm
_port20mm = nearestobject [_boat,"cwkPTFPort20mm"]
_gunner3 assignasgunner _port20mm
[_gunner3] ordergetin true
;crew the starboard 20mm
_starboard20mm = nearestobject [_boat,"cwkPTFstab20mm"]
_gunner4 assignasgunner _starboard20mm
[_gunner4] ordergetin true
exit
[/QUOTE]
...makes for some dangerous waters, though due to aforementioned dead gamelogic issues, you'll have to rely on your AI teammates to take it down http://forums.bistudio.com/oldsmileys/wink_o.gif
Cheers,
CH
Pappy Boyington
May 29 2006, 07:34
actualy i believe klink solved that, and the updated version was fixed. so the version you download should have that solved... i think. i dont remember because it was so long ago
cornhelium
May 29 2006, 18:09
Hi Pappy,
Quote[/b] ]actualy i believe klink solved that, and the updated version was fixed. so the version you download should have that solved... i think.
I can't find any mention of a released update. The boat files I have are:
cwk_pt.pbo date 9/1/2004 12.54AM 10.8mb
CWK_PTF.pbo date 9/1/2004 1.44PM 11.3mb
Is there a newer version floating around somewhere (aha) ?
Cheers,
CH
Renegade Commando
May 29 2006, 19:44
This boat sure kicks ass, but there's a rather weird bug, the port, starboard and foredeck gunners are stuck in the deck from the waist down. Kinda reminds me of the movie "The Philadelphia Experiment".
Pappy Boyington
May 30 2006, 06:45
i applogise on that.. there isnt a new version
this was one of those things we were talking about. last i heard he had fixed it.. but like all good projects they get sidetracked so thats why theres been no new news about this
Colonel_Klink
May 30 2006, 09:00
This boat sure kicks ass, but there's a rather weird bug, the port, starboard and foredeck gunners are stuck in the deck from the waist down. Kinda reminds me of the movie "The Philadelphia Experiment".
Hiya Mate
Sorry. The next update will be for Armed Assault where *hopefully* the multi weapon issue will be resolved once and for all.
Its nice to see that this "old chestnut" still has some interest after all this time.
Cheers
Klink (older, wiser, poorer, but still modeling)
-HUNTER-
May 30 2006, 22:33
that addon works great for me, veeery nice if you have VC on both sides of the river while you cruise thrue it, blowing the crap out of the enemy! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
This thing is sick!Great job.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.