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Thread: Guerrilla Pack

  1. #1

    Guerrilla Pack - Updated 10/20

    20 October Update:

    I have updated the control scheme again: now all 2d iron sights are removed, and you press V once to raise the 3d irons, a second time to lower them.

    A big performance-sapping bug was fixed. Some other bugs were fixed, including a bug where AI would get stuck after healing/being healed.

    A mod config has been included with the pack that replaces default units with units from the pack using 3d sights. When playing the campaign, some missions currently crash with the config enabled.

    The update is back compatible with previous versions.

    Major changes:
    -3d iron sights. I was impressed with the positive feedback Batis received about his 3d iron sight videos, so I decided to dig up the work I had previously done a while ago and re-implement it. I am still not 100% happy with the feel of the sights - they highlight a lot of engine problems. For example, sight wobble is not as smoothly rendered as with the 2d sights and this makes the 3d irons look a little bit jerky sometimes. Pieces of the gun disappear as you zoom in, but this allowed for a nice "rear sight blurring" effect.

    -Units are organized by skill level according to a 2-vs-1 paradigm: elite units can defeat 2 veteran units and veteran units can defeat 2 recruit units. This is more pronounced at long ranges, so recruit units can overrun elite units with less odds if they can sneak up close.

    -More units and weapons, including some more exotic types. Mercenaries, private contractors, military advisors, and other units are now depicted. I have also added weapons such as the SCAR16, SCAR17, M79 grenade launcher, and SR25. Some weapons have special functions, such as the detonator and M112 charges. You can now assign charges to certain detonator channels, so you don't have to blow them all up at once. In multiplayer, you can assign explosives to "global" channels so your friends can blow them up if you die.

    -Added a mission pack.

    Readme:
    Spoiler:


    Download link: http://www.mediafire.com/download.php?wqdpr6ckdckra32
    Mission pack: http://www.mediafire.com/?c5j34c3yfwjxoo6

    Screenshots:









    More screenshots:

    http://img.photobucket.com/albums/v4...ns/sights3.jpg
    http://img.photobucket.com/albums/v4...ns/sights1.jpg
    http://img.photobucket.com/albums/v4...indrunner2.jpg
    http://img.photobucket.com/albums/v4...Addons/sf6.jpg
    http://img.photobucket.com/albums/v4...ns/Rescue1.jpg
    http://img.photobucket.com/albums/v4...erdiction1.jpg
    http://img.photobucket.com/albums/v4...dons/M2491.jpg
    Last edited by DanAK47; Oct 20 2012 at 20:29. Reason: Updated again

  2. #2
    Gunnery Sergeant krzychuzokecia's Avatar
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    Hey Dan! That's what I'd call comeback! Thanks for your effort put into this and your other addons in the past (especially the M14/M21 pack!).

  3. #3
    Great, and with that high dexterity trick, i learned something new about how much impact it makes on the AI willingness to open fire quickly, those troops really do not waste time before shooting.

    Will have to seriously try that dexterity change for my mod weapons.

  4. #4
    sounds interesting, i will take a look at them, and see what I can learn ;D

    Thanks!


  5. #5
    Dexterity is something i don't understand. It is only defined in the O.pbo config for handguns. How on earth can it work on riffles or MG as long as it isn't defined for them

  6. #6
    Probably because there's a default value in the engine itself that manage the weapon speed when moving it with the mouse that is modified by the dexterity line.
    So if the dexterity line is not there (like for the main config), it just use the default value (that is in the code)

    Anyways, it works, putting a high dexterity makes the weapon nearly as light as air, making them moving around the free aim zone at much higher speed.
    Same with low dexterity that makes them very slow to move around.

    And it is then influencing the AI aiming speed too

  7. #7
    Quote Originally Posted by Sanctuary View Post
    Probably because there's a default value in the engine itself that manage the weapon speed when moving it with the mouse that is modified by the dexterity line.
    So if the dexterity line is not there (like for the main config), it just use the default value (that is in the code)

    Anyways, it works, putting a high dexterity makes the weapon nearly as light as air, making them moving around the free aim zone at much higher speed.
    Same with low dexterity that makes them very slow to move around.

    And it is then influencing the AI aiming speed too
    Great, that makes sense, ty. What could be guessed as a default value ? 1 ?

  8. #8
    It seems logical, but only BIS may know this one for certain.
    Lower than 1 i observed weapon being heavy to move on the screen, and around 2 being "light", and at higher values being very very quick to move around

  9. #9
    Staff Sergeant
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    Author of the Thread
    The default value is 1.

    The value used for the AI weapons is 6.

    This "trick" was present in the old beta, released 5 years ago (!). I'm surprised that no one took notice.

  10. #10
    Suspended Member
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    was the bug with the crashing overcome in this version?

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