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Author Topic: personal weapons  (Read 1286 times)

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GI-YO

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personal weapons
« on: 04 May 2004, 11:49:45 »
Is it possible to get weapons to jam in OFP?It would add alot of relaism in a firefight if you had a jam and then got blasted.Is there a way to get an option to clean your rifle,or could you script it in a intro?Is it possible to change the speed of reload on small arms (M-16, AK-74) to simulate you the player using a new weapon and being unfamiliar with it?All to add realism which is what OFP is about.Thanks for reading.

GI-YO

Offline Pathy

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Re:personal weapons
« Reply #1 on: 04 May 2004, 12:25:53 »
I dont think jamming and different reload speeds can be done.

There is a little bell in the back of my mind ringing though. I think someone did make a Jamming script, but, i dont know who and i dont know how good it was.

Offline General Barron

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Re:personal weapons
« Reply #2 on: 04 May 2004, 19:56:38 »
The best way to simulate a weapon jam is to remove a magazine from the player, then add it back again. This effectively 'unloads' his weapon, forcing him to reload if he wants to shoot again. Only downside though is it always gives him back a full mag, so you usually will get some free bullets.
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Grendel

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Re:personal weapons
« Reply #3 on: 04 May 2004, 20:30:12 »
The familiarity thing is a bit trickier but I like the idea...If you had the patience and time, you could make different "versions" of the same gun (model stays the same only config.cpp would change), with different attributes;
GiYo_AK_skill_1 with long reload times, less accurate, etc
GiYo_AK_skill_2 slightly shorter reload, a little more accurate...
and so on

You could use a eventhandler "fired" script to count how many rounds have been fired with a particular weapon pretty easily, and once a threshold had been reached (say three magazines worth) you would become more skilled with the weapon, and the script could switch weapons with the remove/addweapon command after the magazine was empty (to avoid the previously mentioned 'free rounds' issue).  

Unless you can change the config.cpp attributes in-game (which I highly doubt) this would be the way to go.

-Grendel

Dubieman

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Re:personal weapons
« Reply #4 on: 05 May 2004, 04:14:07 »
This might be able to be done with all unfamiliar objects.
Hard to operate that stolen T72, Uaz, RPG, AT4,and Ak74 (which you are already doing).

Weapon jamming would be a pain in the ass sometimes with gameplay, but its real and it happens, maybe if your in the dirt too long ie prone then you have a higher chance of jamming, otherwise its a very very small chance you'll jam.

Do weapons get more prone to jamming when fired continuously like an M60 firing nonstop except for reloads?

OrangeLeader

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Re:personal weapons
« Reply #5 on: 05 May 2004, 06:06:16 »
The gun residue can build up in the barrel over time. This can cause jamming with guns like M-16s or AK-17s. It all depends on how sensitive the weapon is. M-16 jam all the time, AK-47 jam less often.

Now M60 they don't really jam as much as they melt. If an M60 is fired continuously it will eventually melt the barrel. That is why an M60 crew carries an extra barrel. It is faster to change out the barrel instead of waiting for it to cool (5 sec I think). The M60 was designed that way. The SAWs and other Automatic rifles are newer and I think are less prone to melting if at all.

Grendel

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Re:personal weapons
« Reply #6 on: 05 May 2004, 21:14:05 »
 ***Long Winded Bast*rd Alert!!!***

Quote
M-16 jam all the time, AK-47 jam less often.
If the end user is an undisciplined and/or poorly trained soldier, then I would agree.  The M16A2-A3's perform rather well in all environments provided the soldier is trained on proper cleaning and their NCOs ensure it is being done on a daily basis.  In the desert, for examle, normal lubrication proceedures (for a temporate climate) tends to attract grime, and will cause malfunctions, so we learned to use only a tiny amount of lubrication on only the necessary moving parts (I personally used a 'tuff cloth' teflon/silicone based product).  Consequently, I have never experienced a jam related to weapon cleanliness-ever.  I have experienced one (in a 10.5 year period) "double feed" jam due to a magazine with a defect.

Also, While in Bosnia, I was doing a joint range with the Russian Airborne unit based out of Camp Uglivek.  We fired each others small arms, and even though we brought twice the ammo they did, our M16A2s M4s M24s and M9s experienced zero malfunctions (even though the ARs were fired in burst until smoke was rising from the handguards), and they had three AKMs and two SVDs go down...and they were literally dripping with lube.  Poor manufacturing quality catches up with you eventually, I guess.

Aynyway...Unless you wanted the player to be an undisciplined conscript type soldier, I wouldn't even bother with a jam script for assault/small arms. For SAWs and light/GPMGs I would work it in though.

Also, I have already done a script that simulates barrel heating/changing.  It tracks cumulative heating and cooling of the barrel based on a user definable "heat unit" per-round variable.  As the player fires, the "heat" will build up, pauses in firing will slowly allow the heat to "cool", so short bursts will not overheat the weapon. Changing the barrel will reset heat to zero.  If it overheats, increasingly darker smoke will start coming from the barrel until the heat becomes too great causing catastrophic failure as well as injury/death to the firer. Remaining rounds in the magazine will cook off (camcreate'd setvelocity'd rounds of the type in the magazine), possibly killing anyone around.  I'll post it if there is interest.

-Grendel

bigdog632

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Re:personal weapons
« Reply #7 on: 05 May 2004, 23:01:53 »
heck i sucked at cleaning my M16 but it never jammed on me

Dubieman

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Re:personal weapons
« Reply #8 on: 06 May 2004, 02:12:43 »
Well I'm a little more convinced then that a jamming script might not be that needed. Just bigger gunz. (not a 105 or 125mm, hell the inside and turret would be a bloody mess!)

I would still stick with the familiarity idea though. Me a NATO unit with no experience in tank driving period  rushes the empty T72, jumps in a starts running over people and quickly does a 180 to avoid some RPG dude getting ready to fire. That's not right. AND choppers! When playing that cold war crisis campaign mission where you must blow up the Levie outpost and then the repaired tanks at the depot, its on Everon. Not sure if James Gastofski ever flew choppers but that's my technique, just jump in the Mi17 and blow the shit out of every thing Russian and fly to the end point. That shouldn't be possible. ::)

And Grendel reinforces the unfamiliarty with foriegn weapons thing. "We fired each others small arms, and even though we brought twice as much ammo as them..."

Not sure if there is a gun skill command though. You wuldn't want to decrease the actual skill of the guy, you want him to use cover more effectively but have a little less aiming ability.


Homefry31464

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Re:personal weapons
« Reply #9 on: 06 May 2004, 13:48:11 »
Couldn't you just run a high-dispersion script?

1shottokill

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Re:personal weapons
« Reply #10 on: 17 May 2004, 14:37:16 »
If you spent large amounts of time crawling and lying on the ground you could say that dirt had got into the barrel and you'd have to get to a rearm truck to get it sorted.