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Author Topic: Ballistic Addon Studios Update Thread  (Read 214473 times)

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Cpt. FrostBite

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Re:Ballistic Addon Studios Update Thread
« Reply #600 on: 03 Aug 2003, 23:31:59 »
the MH-6 pack is waiting for JAM (just as about every addon from BAS). The pilots (SOAR) will be released with the MH-60 pack next week and JAM should be released even before that, so might be looking at the new littlebirds in a few weeks (max).

Eviscerator

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Re:Ballistic Addon Studios Update Thread
« Reply #601 on: 03 Aug 2003, 23:40:23 »
the MH-6 pack is waiting for JAM (just as about every addon from BAS). The pilots (SOAR) will be released with the MH-60 pack next week and JAM should be released even before that, so might be looking at the new littlebirds in a few weeks (max).

Not quite true, the MH-6's were just waiting on JAM but they have a few more things to add, scripts etc.

The_Dude

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Re:Ballistic Addon Studios Update Thread
« Reply #602 on: 03 Aug 2003, 23:48:42 »
Are the sitting positions of the hummers and 5ton trucks being changed, or are they staying the same?

KyleSarnik

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Re:Ballistic Addon Studios Update Thread
« Reply #603 on: 04 Aug 2003, 04:56:05 »
And the Kiowas? Anyone else have the same problems?

Chomps

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Re:Ballistic Addon Studios Update Thread
« Reply #604 on: 04 Aug 2003, 05:26:27 »
Like for one thing the Stinger Missles dont appear on the choppers.

Take a closer look in game, on each side there are these thin little tubes, right?  Well, in those tubes are the missiles, they are very thin, not fat like the Hellfires, so it would be pointless to have a missile proxy for something that is hardly even visible due to the tube.

Photo of the real life Kiowa:
http://www.ballistic-studios.com/images/Aircraft/oh-58/fim92.jpg

At the diagram at the bottom, you can see that the missile is very thin:
http://www.fas.org/man/dod-101/sys/land/stinger.htm

KyleSarnik

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Re:Ballistic Addon Studios Update Thread
« Reply #605 on: 04 Aug 2003, 07:43:50 »
Oh sorry... I didn't realize that there was no proxy for the stingers. But there is still that problem with the rockets... Anyone know anything about this?

TJ

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Re:Ballistic Addon Studios Update Thread
« Reply #606 on: 04 Aug 2003, 12:50:40 »
Little update on the littlebirds.

They're all but done, I just have to add various FX scripts and dust etc, which I have actually had done for some time.

However, it has been mentioned that the MH6 can be used for Fast roping, and so discussions are taking place about that. My personal preference is to leave the fast roping with the choppers that can carry a whole squad, (Mh47 and MH60) but nothing is decided on yet.

TJ

pang

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Re:Ballistic Addon Studios Update Thread
« Reply #607 on: 04 Aug 2003, 13:11:35 »
(...)
However, it has been mentioned that the MH6 can be used for Fast roping, and so discussions are taking place about that. My personal preference is to leave the fast roping with the choppers that can carry a whole squad, (Mh47 and MH60) but nothing is decided on yet.

TJ

im with you on this one...
otherwise noone is going to land with the choppers anymore  ;)
and since the mh6 is perfect for fast flare- landing insertions, i dont think its necessary to give them the fastrope  ability, aswell

btw, TJ are you going to release an updated version your CSAR mp mission along with the release of the mh60s?
we play this mission a lot on our server
« Last Edit: 04 Aug 2003, 13:11:58 by pang »

Offline Messiah

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Re:Ballistic Addon Studios Update Thread
« Reply #608 on: 04 Aug 2003, 14:02:16 »
Little update on the littlebirds.

They're all but done, I just have to add various FX scripts and dust etc, which I have actually had done for some time.

However, it has been mentioned that the MH6 can be used for Fast roping, and so discussions are taking place about that. My personal preference is to leave the fast roping with the choppers that can carry a whole squad, (Mh47 and MH60) but nothing is decided on yet.

TJ

i personally would like to see the MH6 without fast roping... just seems weird... but the ability to carry a kawasaki on its rail would be nice... since if i remember the speicifications of the MH6 correctly, this is done...
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registered_fugitiv

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Re:Ballistic Addon Studios Update Thread
« Reply #609 on: 04 Aug 2003, 14:11:08 »
hmm the little bird dosnt seem to me like the one to be fast roping with,
and I like what Messiah said with the Kawasaki's on the side that would be cool....

Vyper

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Re:Ballistic Addon Studios Update Thread
« Reply #610 on: 04 Aug 2003, 14:12:59 »
I kinda half agree with Pang there...The LB is perfect for quick insertions but as we know it takes about 20 minutes for 4 people to get out a vehicle....is there any chance a script could be included with most of your choppers that boots them out a lot faster?

Vyper

Mr_Shady

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Re:Ballistic Addon Studios Update Thread
« Reply #611 on: 04 Aug 2003, 14:22:23 »
Personally I'd love to be able to fastrope off a MH6, for all the occasions when a MH47/60 would be too big and too unwieldy. For example, I made an MP mission for my squad where we fastroped a four-man team onto the roof of a building before storming it, but since the only helicopter we had that was (reliably) fast-rope equipped was the Chinook, and by the time we'd got the thing steady and in position over the roof, we'd been on-site for about a minute, which is a long time when the AI's getting riled up.

pang

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Re:Ballistic Addon Studios Update Thread
« Reply #612 on: 04 Aug 2003, 14:29:33 »
nice idea, vyper

how about this (can even be done by the mission designer):
give the leader of the cargo or (better) the pilot an action like "Initialize Flare Insertion" or something like that.
this action activates a script, which checks height and speed of the mh6.

now lets say the mh6 is approaching the LZ with 25kmh, descending to ground level.
as soon as height <2, each guy on the planks gets kicked out in an radom timeframe (something from 0.3 - 1 seconds).

conditions in the script could check if the insertion was already done, otherwise the action would abort if the mh6 has a certain speed and/ or height.

iÂ'd like to give it a try, but iÂ'm only basic skilled in scripting  :P

Offline Messiah

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Re:Ballistic Addon Studios Update Thread
« Reply #613 on: 04 Aug 2003, 15:12:07 »
to boot them out quicker just use an eject script - exactly the same as all thos parachuting script - but if the player is low enuff, no parachute will open and u can make tyhem jump out as quickly as u tell the script to :thumbsup:
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Cpt. FrostBite

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Re:Ballistic Addon Studios Update Thread
« Reply #614 on: 04 Aug 2003, 16:04:58 »
exactly. On missions I created I simply created a trigger that would force all four guys to jump of the runnign boards (by ejecting) at the same time (this is also the same way it is done in real-life. If they don't step of at the same time the chopper can actually crash!). A few other triggers and waypoint made the MH6 to fly low (2ft) and come to a complete stop for about a second. On that second the guys jump of and the chopper leaves. It works fine. Otherwise I suggest you use one of those "exit" scripts that are out there (those make troopers exti one after the other with a second between them.

btw; When is going to be released! (and there goes another kitten ;D )
« Last Edit: 04 Aug 2003, 16:05:54 by Cpt. FrostBite »