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Author Topic: one-shot LAW launcher?  (Read 4055 times)

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Nyles

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one-shot LAW launcher?
« on: 04 Nov 2002, 04:03:33 »
Is it possible to create a law launcher which is not able to be reloaded? Maybe a mix between config entries from the handgrenade item and the current law launcher would create something like this. The idea is that you could simply pick up a law launcher but do not have the need to pick up law ammo. The downside would be that you could only carry one launcher at a time, however it is fully operational without taking up any equipment space. You could simply discard the launcher afterwards and pick up a fresh one.

Is something like this possible or has it been already created?

Lucknow

  • Guest
Re:one-shot LAW launcher?
« Reply #1 on: 04 Nov 2002, 21:07:20 »
AaronAsh was developing a one-shot LAW in his updated realistic weapons pack but I don't know whats happened with that (something to do with employing the 'useAction' command if I remember).

Anyone?

PunkerSXDX

  • Guest
Re:one-shot LAW launcher?
« Reply #2 on: 05 Nov 2002, 05:11:09 »
Get Fradsen's Marines and there's one in the 6mb Pack very Nice, new Model, every thing!

Nyles

  • Guest
Re:one-shot LAW launcher?
« Reply #3 on: 05 Nov 2002, 18:08:31 »
You mean the M136 AT4? That works exactly like any other launcher, you can even reload it. No, the thing I mean would be completly different from that.

M_S_Holder

  • Guest
Re:one-shot LAW launcher?
« Reply #4 on: 05 Nov 2002, 20:16:18 »
I don't think you can reload an AT-4.  IIRC, both the LAW and AT-4 are one-shot weapons.  The Carl Gustav, however, can be reloaded.

Nyles

  • Guest
Re:one-shot LAW launcher?
« Reply #5 on: 05 Nov 2002, 21:02:45 »
Well that's exactly my point. I was refering to the AT4 launcher in Frandsens pack and not the real steel. Even though the real-life at4 and law are disposable one-time-only weapons, they can be reloaded in-game. That's what I want to change. I want a custom version of the LAW and RPG at least, which can only be used one time and then the launcher has to be discarded and another one picked up. No reloads possible. Maybe it would be one way to use some of the config stuff from the laser designator.

Anyone?

PunkerSXDX

  • Guest
Re:one-shot LAW launcher?
« Reply #6 on: 06 Nov 2002, 05:27:51 »
Are you Sure? I cant Re Load the M136AT4 no matter what I do!

Nyles

  • Guest
Re:one-shot LAW launcher?
« Reply #7 on: 06 Nov 2002, 15:34:14 »
Yes, I am. Just drop the ammo and pick it up again and you have to reload the weapon again. My intention is that the weapon does not allow the ammo to be dropped nor new to be picked up without. Furthermore Frandsens launcher is an ATGM, while the real steel AT4 isn't.

DeadMeatXM2

  • Guest
Re:one-shot LAW launcher?
« Reply #8 on: 06 Nov 2002, 20:11:51 »
BTW: the RPG IS reloadable :)

Nyles

  • Guest
Re:one-shot LAW launcher?
« Reply #9 on: 07 Nov 2002, 00:45:10 »
The RPG in OFP is not reloadable in reallife. The one in OFP seems to intend to be a RPG 22 type, which is a disposable weapon based on the RPG 18 which is based on the LAW. The Russians indeed do have a reloadable RPG, but thats the RPG 7, the one Kegetys made.

PunkerSXDX

  • Guest
Re:one-shot LAW launcher?
« Reply #10 on: 07 Nov 2002, 00:56:24 »
The OFP LAW looks nothing like the "Real Steele" and it looks like and older Vietnam era AT Weapon, that I think is infact Reloadable, but I'm not sure.

Nyles

  • Guest
Re:one-shot LAW launcher?
« Reply #11 on: 07 Nov 2002, 04:33:54 »
No, the LAW in OFP is the same LAW they used since it got implemented, and no, it is not reloadable. Especially not in combat. Maybe you could have this weapon "reloaded" by a munition expert but I assume this would be a dangerous procedure. Afterall this weapon was designed to be one-shot-only and disposed after usage.

But this is not what I hoped the Thread would turn into. I wanted to know if it is possible to create a config file which simulates a real one shot LAW without reloads etc..So, is it possible? Anyone knows?

Offline DaCoroner

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Re:one-shot LAW launcher?
« Reply #12 on: 07 Nov 2002, 07:45:20 »
Well, technically they should have the model you carry around before firing show the LAW collapsed, since opening it arms it and then all you have to do is puch a big button on the top I'm not sure I'd run around with that thing armed and strapped on my back :)

As far as unreloadable... I know some people have tried to simulate that with really long reload times, but that doesn't work perfectly.

Have you tried any of the new 1.85 features? Wasn't there supposed to be a way to activate script commands from inside the cpp now?  If so, that would be your answer, simple don't have any LAW ammo anywhere and have two different weapons one for used LAWs and one for unused LAWs, put in an action for the player to arm the (unused) LAW.

For example...

you have a LAW weapon with no ammo and an action on it to "Arm LAW" which would change it to the usedLAW weapon and add 1 round of ammo.  The usedLAW would have no "Arm Law" action on it so there would be no way to get more ammo without picking up another unused LAW.

I haven't really played around with that idea myself so I have no clue if it's even possible, but it's an idea and maybe that will get you started in the right direction.

registered_fugitiv

  • Guest
Re:one-shot LAW launcher?
« Reply #13 on: 07 Nov 2002, 11:45:56 »
well dont all this mean that a law is a hell of alot stronger
thier for u wouldnt need so many to blow up an armoured vehicle of sum kind

CAT_SHIT_ONE_MM

  • Guest
Re:one-shot LAW launcher?
« Reply #14 on: 07 Nov 2002, 17:09:31 »
hi,, just make the magazine "private" and then just equip your soldiers with one LAW but make the "WEAPON" of LAW "PUBLIC" so you could pic up a LAW.  By doing this, you could only fire one LAW and you can't reload it but instead you have to pick up another unused LAW.  I did it, it worked out ok.  Oh ya, this is in the config.cpp under the cfgweapons
      scopeWeapon=public;
      scopeMagazine=private;

Offline DaCoroner

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Re:one-shot LAW launcher?
« Reply #15 on: 07 Nov 2002, 18:15:03 »
Does that work if there is LAW ammo available?  I always thought the scope was used merely for inheritance and access from other parts of the .cpp in which case a "private" magazine can still be used by any weapon of that class regardless.  And I think his goal here was to make a one-shot LAW that couldn't be defeated by a mistake by a mission maker (such as adding ammo for the LAW somewhere).

And no, fugitive, this doesn't mean it's more powerful.  The LAW was designed as a cheap anti-armor weapon that could be produced and deployed in large numbers.  It was never intended to serve as a primary anti-armor weapon, more of a "there if you need it" squad level weapon.

Nyles

  • Guest
Re:one-shot LAW launcher?
« Reply #16 on: 07 Nov 2002, 20:37:23 »
Exactly. The LAW is not match for current MBT armour plates or even reinforced armour on older tanks. Sure, a well placed hit can cripple even a M1, but the chances are fairly low. That's why the US addopted the AT4 10-15 years ago to replace the aging LAW weapons. On company level and below, light AT weapons like these two are fielded on occasion. The real AT job is done by larger type of AT weapons like the Dragon (an ATGM that should have been put in the game rather than the ranger-only Carl Gustav. In fact, the Carl Gustav's Config is basically how the Dragon should work. The real steel CG is not guidable, but has the advantage of multi-purpose ammo like smoke, AP, AT, etc..).
Hehe that reminds me, if any modeller checks this here. What about making a nice Dragon model using the sitting down player animation for firing?  ;)

Personally, I have no clue about editing, but I will try what you have posted here. If anyone will give me a hand, I would be very grateful. The idea strikes me as one which should not be left untried at least.. :)

CAT_SHIT_ONE_MM

  • Guest
Re:one-shot LAW launcher?
« Reply #17 on: 08 Nov 2002, 05:40:38 »
oh, that is impossible.  Unless you use a script which is too much of work to do.  I've been doing cpp editing for quite a long time and I also had the idea of one shot "ONLY" LAW but I found out to be not possible.  
But I think my Idea was ok?  If a mission maker wants to add an extra LAW shell, it means that he does not want to follow the reality which is ok because I ain't gonna play his missions but for those who seeks reality, that public, private thing is fair to adopt.  
scopeweapon="private"; means the "WEAPON" is not able to be picked up from dead bodies.  I used this on my custom OICW since by the time the US gives its soldiers the OICW, I'm sure they also will include that gun user identification system thing which is still only used by the US LAW enforcement personel for testing (you know that the OICW is an expensive and powerful weapon....)  the scopemagazine="public"; means that the "MAGAZINE" of the weapon is able to be picked up from dead bodies.  scopeweapon="public" means the weapon is able to be picked up from dead bodies.

Now this is the only possible way to make an one shot LAW currently, and for ever,,, unless you change the game engines or what ever internal game files, what ever you call it.