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Thread: W.I.P US C.L.S (Combat Logistics Support)Vehicle Pack

  1. #121
    Staff Sergeant F2F_BHO's Avatar
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    @soldier2390, had a good look at your mod today and it looks really good, i am waiting to see if our scripting Guru is aval tonight , so i can fwd it to him and see if we can get that turn issue fixed..nice job it should help us tremendously... good looking out

    "Some of u been trying to write rhymes for years but weak ideas irratate my ears,is this the best that you can make? Cause if not and you got more then I'll wait"

  2. #122
    Quote Originally Posted by Raptor 6 Actual View Post
    ... but I don't ever remember Gnat releasing a "bad" addon.
    lol Thanks. So long as its not texturing, I ok'isk

    Quote Originally Posted by F2F_BHO View Post
    .. meaning i didn't want to realese garbage to the community in an unfinished or semi finished state.. like so many others
    No problem at all, but I will remind anyone involved in addon making, there is a HUGE graveyard out there!
    Over the years there is a LONG list of addons and WIP and smaller Mod groups who never released just one item of all those lovely things they displayed.
    Why?
    - Aiming too high and too big
    - A list of proposed items and features too long
    - Wanting feature the game engine cant offer
    - People loosing interest in the mod
    - People loosing interest in the game!

    It happens, but I'm not suggesting youre a candidate.
    Good Luck.

  3. #123
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    Quote Originally Posted by mankyle View Post
    F2F_BHO

    I tinkered a little bit with Sgt Flyer's project a couple of months ago and I had a working config for it that uses a particular line of config.

    If you look into the config.cpp inside the dta/bin folder you will see that the car class has a config line that says


    Code:
    waterSpeedFactor = 0.2;
    I tinkered with that value

    and set the LCAC with these values

    Code:
    maxSpeed = 30;
    waterSpeedFactor = 90.0;
    These means that the LCAC (set inheriting from the Car class) can move over land at 30 Kph and over water at around 90 Kph.

    I tried to do it with Tank class but it didn't work. This way scripting can be completely avoided for the LCAC to move faster over water than over land.

    Hope it helps

    And I hope someone makes the EFV, it is the last point of the OTH (over the horizaon) trident of the USMC. (LCAC, OSPREY and EFV)

    Did you rember
    http://community.bistudio.com/wiki/C...rence#canFloat

    canFloat = true;

  4. #124
    Of course I remembered to add the

    Code:
    canfloat = true;
    line.
    Actually this is what I have as a last version.


    http://www.megaupload.com/?d=CUWH02X8

    Unfortunately the AI is not able to move. Only players can. Don't know why. Done this way a non scripted solutions works for having a working hovercraft that travels faster over water than over land

    In the editor you can find it under West/Ships
    Don't ever argue with an asshole, he will bring you down to his level, and there he will win you by means of experience

  5. #125
    Staff Sergeant F2F_BHO's Avatar
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    @Gnat.. we are taking our time and trying to keep our heads on straight about the limitations of the game etc.. hopefully all of this will strike and interest with BI to improve their engine and allow for further dev by the community.. so we can add better mods to the game -battle Sim

  6. #126
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    @F2F_BHO no problem bro glad i can help like i said hit me up as soon as you need me! and keep up the good work and dont give up!
    "Respect is the key to life... with out it we have nothing!"

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  7. #127
    Staff Sergeant F2F_BHO's Avatar
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    Btw , we looked into an attach script that we found on BIS and it works excellent, so we are going to see if we can integrate it in,, is there any way you can unattach you trailer from your model and make it by itself? or simply put a separate model .

  8. #128
    Staff Sergeant F2F_BHO's Avatar
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    Okay , i have had to push back the release of this Mod , waiting on some external elements to come together, and due to the amount of issues i was dealing with on my own with a model or two we have broken down into a sort of manufacturing cell with everyone doing their specialty.. ie modeling ,texturing, animations, scripting etc.. but i assure you this mod will be released as soon as possible ..thanks to all who are following this. we appreciate your time and patience.
    Last edited by F2F_BHO; Jan 5 2011 at 09:11.

  9. #129
    First Sergeant M1n1d0u's Avatar
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    you can't release a simple beta of your addons ? just to see how it works and if you don't want can we have some new pics ?

  10. #130
    Sergeant Major Kristian's Avatar
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    Quote Originally Posted by M1n1d0u View Post
    you can't release a simple beta of your addons ? just to see how it works and if you don't want can we have some new pics ?
    We all want it, but quoting:
    as this is our first real public mod we want it to shine
    And I completely agree with that. I can wait few weeks for something as awesome as this
    1/13 Ei kotioudu koskaan

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