Jump to content
JdB

JdB Addon Releases

Recommended Posts

It wouldn't be OFP's 10th birthday without addons!

Firstly the addon I made especially for the occasion, the OFP 20/10 and OFP Mk10 Mod.X weapons pack (*wink* *wink*).

It consists of a large variation of a weapon based on the AOM 160. There are both civilian versions as well as Tacticool ones with interesting features. I included some screenshots so you can get an idea of the possible combinations (a full list is included in the readme as well as weapon and magazine names). The civilian version has an 18" barrel, the military version has either an 18" barrel (Mod.8) or a shorter 13" barrel (Mod.3).

There are also several groups included. For more information on how to use the addon, please consult the readme.

JdB_OFPmk10_1s.jpg JdB_OFPmk10_2s.jpg

[Download JdB OFPmk10 weapons pack] (v1.0)

OFPr.info mirror (Recommended)

---------------------------------

The second addon is the Higgins LCVP I did for Invasion 1944 in ArmA1, and have backported to OFP (I made everything in third party programs). It has an animated ramp, can carry 18 soldiers and has a top speed of 22km/h like in real life.

JdB_Higgins_5s.jpg JdB_Higgins_6s.jpg

[Download JdB Higgins LCVP] (v1.1)

OFPr.info mirror (Recommended)

---------------------------------

The Ithaca 37 is one of the oldest shotgun designs in the world that is still in production. As usual there are several groups that use the weapons, and the archive contains an updated version of JdB_Ammoboxes.pbo. Firing a 12 gauge projectile, it comes in two variants, the civilian Ithaca 37 and the law enforcement & military version the Ithaca M37. Both can hold 5 rounds.

There are 4 types of ammunition:

- Buckshot; (simulated by using 10 round bursts, limited recoil and a very high firing rate per round, high dispersion and a high "cost" to prevent the Ai from emptying in under 2 seconds)

- Slug; (an armor piercing projectile)

- SABOT; (a specialist round used to extend the range of armor piercing projectiles fired from a shotgun)

- Frag-12; (or as I like to call it, the "Bambi" round :D, high explosive fragmentation)

JdB_Ithaca37_2s.jpg

[Download JdB Ithaca 37] (v1.0)

OFPr.info mirror (Recommended)

---------------------------------

The Walther P5 is a standard 9mm handgun that holds 8 rounds. The P5C is a slightly shorter version. It includes the usual detailed iron sight and custom inventory pictures as well as a working slide.

For more information on how to use the addon, please consult the readme.
 

Hesco Bastions are used all around the world to allow the rapid construction and solid protection of military bases. They are extremely common in Afghanistan with ISAF for example.

JdB_Hesco_3s.jpg

[Download JdB Hesco Bastions] (v1.05)

OFPr.info mirror (Recommended) - Outdated

---------------------------------

 

Archived

[D-Day 60th Anniversary Object Pack]

[info]

---------------------------------

JdB_WaltherP5_2s.jpg

[Download JdB Walther P5] (v1.0)

OFPr.info mirror (Recommended)

---------------------------------
 

Long live the real OFP! :yay:

 

Note: Asking for news won't work. When I have news, I'll post about it. Addons are done when they are done, and will be released when I think they are done. I appreciate any interest in my addons, but I can't set any deadlines for releases of information or addons, and cannot consider any requests for new addons either.

Share this post


Link to post
Share on other sites
So it seems that the weapons are modular? I need to try that ;D

Well no, for now you can only have whatever variant you selected in the mission editor. A script for removing/adding optics does exist, but I haven't looked at implementing it yet (and any possible problems), as I didn't have any time left.

Share this post


Link to post
Share on other sites

Thanks everyone :D

I accidentally forgot to include the pbo that adds the ammocrate (filled with magazines). I updated the download so it's in now.

If I do decide to update the weapons, I will try to add a script for (dis)mounting optics, and maybe the silencer as well if possible. Also a few more weapons crates with all of the versions in them, one for the civilian versions, one for the 13" ones and another for the 18" weapons.

A variant of the LCVP with a machine gun mounted would also be nice ...

Share this post


Link to post
Share on other sites

JdB - is there any special occasion, because of which, you called this AOM 160 variants OFP 20/01 and OFP Mk10? Oh, wait...

Nice play on their names ;)

Share this post


Link to post
Share on other sites

I've been informed by Matteo1944 that the ramp on the LCVP does not work. It used to work in 1.96, so I assume it got broken by 1.99, I've also noted some other changes that 1.99 causes to the addon. I needed a tutorial to get the ramp to animate, so I can't fix it as I have no idea why it isn't working.

Share this post


Link to post
Share on other sites

Cool releases, mate. I haven't noticed this page before, but now I see that most of the stuff can be used properly for a good portion of missions or simply to have fun.

Congratulations, I think everyone's effort to support OFP after 10 years should be very appreciated. That's how things always works in community of most legendary and modable games.

Share this post


Link to post
Share on other sites
Testing this in v1.96, the ramp does work. However, it can only be operated from the gunner's position; the Action Menu option does not appear for the driver or low number passengers. If the gunner is a subordinate, he can be ordered to open via the Radio menu (6 Action).

Alternatively, a trigger or waypoint could be used. For a vehicle named landing_craft

(vehicle landing_craft) animate ["ani_ramp", 1]

Also, given that the readme statesIt would have been slightly more friendly not to have compressed/encrypted the pbo, so that it can be previewed with PboX.

Finally, I'm slightly bemused by the assertion that it has "No weapons or anything" since there is a gunner (albeit invisible, without a proxy) who can fire a MG from the bow.

Time for a new version? Prod. ;)

Thanks for the input. I can't look at the files right now, but I am quite sure I paid specific attention to leaving out the gunner in the config. Must be an inheritance issue from the baseclass then. As for the ramp, first and foremost as an addonmaker, I want it to be usable from the driver's seat, maybe fixing the inheritance will get rid of that as well and give the gunner's control over the ramp over to the driver.

When I last tested it before releasing, after I had already binarized the model, the driver was in control of the ramp. Maybe I used an older version of some file, although I paid specific attention to that as well ...

People can look at the files, but that wasn't my primary concern, getting the addon to function as well as possible was, so I binarized it ;)

Share this post


Link to post
Share on other sites
I made the following additions to the config (to remove things that are inherited from the PBR):
		hasGunner=0;
	weapons[]={};
	magazines[]={};

I also raised the Radius for the UserActions to 2.5 - allowing the driver control of the ramp. I think the result is how you had intended.

Thanks for the fixes :)

The link to the Higgins LCVP in the opening post has been updated with v1.1. Everyone that is interested should replace the JdB_Higgins.pbo with the latest version from the rar archive.

The next addon I will be making is the LCA (Landing Craft Assault) (or possibly another addon first depending on permissions from the original author). I started creating it in 2003 for the Their Finest Hour mod (later merged with WWIIEC), but never finished it as the project it was meant to be a part of was sidelined. Matteo1944 asked for a larger landing craft than the Higgins, so I've decided to make the LCA which can transport 36 passengers.

Edited by JdB

Share this post


Link to post
Share on other sites

First renders of the LCA. There are still some things left to put on, like the steering (wheel?) which I haven't been able to find good reference pictures of. I made the left crew visor slot bigger than it was in reality because I intend to put an M2HB there (this time on purpose ;))

JdB_LCA_1s.jpg

943 polygons so far, so still room for improvement.

Edited by JdB

Share this post


Link to post
Share on other sites

Work is continuing on the LCA, although I haven't worked on it as much as I expected. I was cleaning out my old projects folders when I stumbled across an "old" project (no more than 2 years old, I blame old age), the Ithaca 37 shotgun that was already fully textured for ArmA1. Figuring it was virtually complete already, I got rid of the additional incomplete maps and painted on static lightning instead (need to work on it a bit more to cover everything). No weapon is complete without an optic, so I'll probably put an Eotech on the bottom weapon.

JdB_Ithaca37_1s.jpg

Share this post


Link to post
Share on other sites

Thanks

I would appreciate some input. Basically as I see it there are two ways to simulate buckshot.

Both use around 8 rounds fired at the same time (burst)to simulate a shell with low damage (with buckshot a target is usually hit by several pellets, so the damage would be about equal to one or two rifle rounds), but what I'm struggling with is the common limitations.

- Zero recoil, but high dispersion. Works more like a real shotgun, but because there is no recoil, the Ai can empty the weapon on target (4 shells = 32 rounds) in a matter of seconds;

- Low-normal recoil, low dispersion. Works less like a real shotgun (rather, not at all) basically a normal rifle. Because of the burst, the muzzle is going to climb a lot after the first two projectiles have left the barrel, and the rest will likely end up in the sky. The one advantage is that the Ai won't have the zero recoil advantage so slower to fire, but that's about it, not my favorite approach.

Now because Ai are rubbish with shotguns anyway, even more so over distance, I am leaning towards the first approach, if only I could limit the time between bursts ... Does anyone have any other ideas about a better way or an improvement to my ideas?

Edited by JdB

Share this post


Link to post
Share on other sites

I once had an idea about configuring shotguns as "grenade launchers" and making them shoot single large sized projectiles which would simulate the scattering of the buckshot, but I never really got to experiment with it. At least that way it wouldn't be possible to lay rapid fire with the shotgun, as it usually is with the current burst fire method that's used on most shotgun addons.

Share this post


Link to post
Share on other sites

Some script maybe ?

; ********************************************************************
; Shotgun Script by LSC helped by V_G modified for CWMOD by Majoris23
; ********************************************************************

_Bullet = _this 

?!(TypeOf _Bullet == "ShotgunBullet") : exit

_Bulletpos = getpos _Bullet

_BulletSpeed = Velocity _Bullet

_vx = _BulletSpeed select 0
_vy = _BulletSpeed select 1
_vz = _BulletSpeed select 2

_Counter = 0

#begin

_extbullet = "shotgunBullet" camcreate _Bulletpos

_extbullet setvelocity [_vx + random 20 - random 20,_vy + random 20 - random 20,_vz + random 20 - random 20]

?(_Counter > 39) : exit

_Counter = _Counter + 1

goto "begin"

But it implies to attach a fired eventhandler to the shooter...

Share this post


Link to post
Share on other sites

Personally, I'd like to avoid eventhandlers, so I'd go with solution no.1. If you want to avoid AI rapid firing, you could create second magazine, with AI-friendly values, like high dispersion ammo in JAM.

Share this post


Link to post
Share on other sites
I once had an idea about configuring shotguns as "grenade launchers" and making them shoot single large sized projectiles which would simulate the scattering of the buckshot, but I never really got to experiment with it. At least that way it wouldn't be possible to lay rapid fire with the shotgun, as it usually is with the current burst fire method that's used on most shotgun addons.

Does that mean the fragmentation radius of the grenade would be doing the damage? I imagine that would create some problems with the weapon being able to hurt people around corners since it could be used for indirect fire.

But it implies to attach a fired eventhandler to the shooter...

I would rather not use external scripts/eventhandlers unless there's no alternative that works almost as well.

Personally, I'd like to avoid eventhandlers, so I'd go with solution no.1. If you want to avoid AI rapid firing, you could create second magazine, with AI-friendly values, like high dispersion ammo in JAM.

There's no need for Ai specific magazines I think, as there would have to be a limit on the firing speed for everyone, since it's a pumpaction shotgun = rather slow. The Ai behaviour isn't the problem, the time between which the weapon allows shots is. I think it can be defined for the weapon itself rather than for a unit ... but I've only been doing serious work on configs for a few months, so I'm not sure.

Edited by JdB

Share this post


Link to post
Share on other sites

The Ithaca 37 is one of the oldest shotgun designs in the world that is still in production. As usual there are several groups that use the weapons, and the archive contains an updated version of JdB_Ammoboxes.pbo. Firing a 12 gauge projectile, it comes in two variants, the civilian Ithaca 37 and the law enforcement & military version the Ithaca M37. Both can hold 5 rounds.

There are 4 types of ammunition:

- Buckshot; (simulated by using 10 round bursts, limited recoil and a very high firing rate per round, high dispersion and a high "cost" to prevent the Ai from emptying in under 2 seconds)

- Slug; (an armor piercing projectile)

- SABOT; (a specialist round used to extend the range of armor piercing projectiles fired from a shotgun)

- Frag-12; (or as I like to call it, the "Bambi" round :D, high explosive fragmentation)

JdB_Ithaca37_2s.jpg

[Download JdB Ithaca 37] (v1.0)

---------------------------------

Please let me know what you think of the way the buckshot works.

We of JdB Industries recommend this weapon for use against zombies :smiley-punched:

Now if only I could simulate Dragon's Breath rounds ...

Edited by JdB

Share this post


Link to post
Share on other sites

Great!

I didn't expected release in this year ;)

Now we can sit and wait for LCA - it will be worth of it.

BTW

Could You upload somewhere this JdB ? :p

Bielow

Share this post


Link to post
Share on other sites
Please let me know what you think of the way the buckshot works.

I gave it a try, today's morning, and it performs very well.

I've set up three enemies in a distance less then 50 meters. For me it was really fast, even too fast to kill them. But AI was visibly slower - so I don't think that AI will have any handicap over human players.

But on the other hand, slugs, SABOT and Bambi reload time could be a little shorter - experienced shooters can be amazingly fast in real life! :D

Overall, it's a quality addon! I like very much your way to cross-hairs - kinda "simulated" iron-sight. Also Bambi round makes HUGE explosion with WW4 Mod effects! ;)

But there is one thing that got my attention: M37 have rear sight mounted on the receiver, but search through Google gives me only photos of Ithaca with rear sight mounted on barrel. And it's only on hunter/sporting models. Have I missed something?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×