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*Firebird*



Joined: 22 Jan 2008
Posts: 245
Location: North-West-Germany

PostPosted: 2008-05-28 08:47:41    Post subject: Reply with quote

Snakeye wrote:
You can actually hit anything with the Hk416 grenade launcher? Did I miss the ladder sight on this one? Also what kind of hostiles are we talking about?
Of course I can, my aim is pretty good with the HK416 grenade launcher. I don't think that there is a ladder sight for grenades on this weapon, but I'm not quite sure. I was teached to only aim with it by feeling. I carried this weapon in Coop in the space of time until I finished my training for TDM with it. That's some time ago and before the new bulk setting runs, so I can't remember exactly all killed hostiles. But I remember some Kralls and Troopers. I usually used it to clear rooms through a window from outside, for example at towers.

XploD wrote:
@Fire: But cats of pray aren't the same they were in the good old times. As my avatar tells Very Happy Very Happy Very Happy
Yeah! Mr. Green

Snakeye wrote:
XploD wrote:
..cats of pray..
Shocked CATS DO RELIGION NOW????
PS: Sorry, I'm a full time nitpick Mr. Green
LOL Very Happy
No, cats of prey don't pray, but maybe their booty should! Mr. Green
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Our team is well balanced. - We have problems everywhere. Tommy Prothro (since 1941)
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-05-28 09:42:07    Post subject: Reply with quote

The M4 has grenades that do half as much damage than the others, which draws them useless. Carpetsmoker did a fix for it, including lower recoil, lower recoil in scoped view and usable backup sights of the ACOG, but the backup sights had a problem, changing it into a highready position as I suggested could solve the problem.

I always have a grenadelauncher whenever the weapon allows me to use one. On shorter ranges they can be very accurate and powerful, but on greater distances they tend to be less of use.

I would like to have their damage and splash damage to be upped.
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-05-28 10:29:04    Post subject: Reply with quote

Psychomorph wrote:
The M4 has grenades that do half as much damage than the others, which draws them useless.

Oh, now that might explain why I thought HE was crap - I only use M203 on ladder-sight-able weapons (i.e. M16A4 and M4). And carrying a Hk69 is, well, not my style. There are reasons the US swapped their M79s for M203s.

Also, is Carpets M4Improvements Mutie on the server?
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-05-28 10:34:52    Post subject: Reply with quote

It is not on the server, because the ACOG backups are buggy (texture glitch). I asked him if he could change the backups into highready, or if nothing helps even remove it (the better GL and lower recoil are good enough), but he must have forgot it or something like that.

Here his post and the download link:
Carpetsmoker wrote:
I just discovered that it's possible to make textures transparent, which means that the ACOG ironsights can be properly implemented (Well, more or less anyway)

Download: http://www.carpetsmoker.net/infiltration/INF_M4A1Improved-1.0.tar.gz

Minor changes/improvements:
- Lowered the recoil, it's now in between original M4 and HK416.
- M203 sound is back to the original sound (M16A2/HK69).
- M203 Grenades are back to the original grenades (M16A2/HK69/HK416).
- ACOG backup sights ... Press AimMode and ActivateAttachment at the same time (Same as M82/M14).

I also considered adding the M16A4 Incendiary grenade ("Tracer-D1-SD") to the M4, I tried to look up some info bit I can't find any information on whether or not it's actually being used, as far as I can find 40mm Incendiary grenades are not being used?

I would also like to the the three new grenade types from the new40mm package, but it's not enabled on the coop servers. (wink, wink, nudge, nudge).
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-05-28 11:03:53    Post subject: Reply with quote

Well, judging from the numbers I saw I'd say the recoil was lowered a bit too much, but that's just my personal opinion.

Anyway, I finally found a source claiming to actually produce 40mm incendiaries! See for yourselves: http://www.army-technology.com/contractors/ammunition/dezamet/

Though judging from the designation the 40mm HEI that "ships" with the M16A4 is rather taken from 40mm AA rounds..
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spm1138



Joined: 28 Apr 2008
Posts: 49

PostPosted: 2008-05-28 15:08:50    Post subject: Reply with quote

The 416's aimpoint has an option for sighting grenades.

Hit firemode with the GL selected and the dot moves down.

It's calibrated for 50m I believe.

If we could get that M4A1 mutie on the server that would be lovely

edit
And I imagine you're unlikely to find to find incendiary rounds in current issue because it would be in breach of a treaty or two. Same deal as the hullaballoo about them using White Phosphorous as a weapon.

These people claim to make an incendiary 40mm lv round:
http://www.army-technology.com/contractors/ammunition/dezamet/
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*Firebird*



Joined: 22 Jan 2008
Posts: 245
Location: North-West-Germany

PostPosted: 2008-05-29 17:54:18    Post subject: Reply with quote

spm1138 wrote:
The 416's aimpoint has an option for sighting grenades.
Hit firemode with the GL selected and the dot moves down.

Right, I forgot that. It's a nice animation to view, but IMHO it's not worth to use it due to the fact that firstly it takes time (which you normally don't have) to move the aimpoint and secondly the aim works not better for several distances. That's why I recommend to aim by feeling. Of course it needs a little train if you wanna do it like that, but I guess I have a hit rate of 95% now.
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Our team is well balanced. - We have problems everywhere. Tommy Prothro (since 1941)
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-05-30 01:34:30    Post subject: Reply with quote

Feature request, some players *really* need this:
http://fun.drno.de/pics/emo.jpg
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-05-30 04:52:42    Post subject: Reply with quote

Carpetsmoker wrote:
Feature request, some players *really* need this:
http://fun.drno.de/pics/emo.jpg

I wonder if typing suicide in the console would work if using this, or if the buddy to your right (or left for the southpaws) gets to respawn then..

Edit: Since we're talking about self-mutilation already, would some in here be willing to sacrifice themselves as "beta testers" for my M4A1 RO979 mutator? It's uploaded on BuF in the development section. I do ask here since it seems this place get's more traffic than BuF recently Mr. Green.
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"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-05-30 21:04:28    Post subject: Reply with quote

Cool Snakeye, could you do the same for the fullauto M4, or does the 40mm and recoil fix applies to it aswell?

Also, please change the grenade launcher fireing sound to the one used by the classical M16A2, which is closer to the real thing, please.
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-05-31 10:43:00    Post subject: Reply with quote

Psychomorph wrote:
Cool Snakeye, could you do the same for the fullauto M4, or does the 40mm and recoil fix applies to it aswell?

Also, please change the grenade launcher fireing sound to the one used by the classical M16A2, which is closer to the real thing, please.


The RO979 is a "new" weapon and does not alter the original M4 except that the original INFMOD_M4A1 Mutator class is replaced by a (nearly identical) custom one - which is the reason it only works when being placed after the WP15 in the mutator list. The weapon classes for the SOPMOD M4A1 (and therefore the weapon properties) remain unchanged. Also I'd pefer to discuss it in BuF, since I have the release thread there - which doesn't mean I'll ignore questions abut it here Wink. Replacing the sound shouldn't be a problem, I'll just wait a bit to see if other issues surface - the main grief I have ATM is, that the original 40mm HE and WS do have different trajectories than the HEI - and considerably shorter ones as it seems to me.

Making a separate mutator for the SOPMOD seems a bit like double work to me, since Carpetsmoker already did one - and a good working one with the possible exception of the backup irons on the ACOG, which do not work for everyone. Since I already did study Carpets work I might be able to remove/replace the current ACOG backup iron sight position (never did it before, so I'm not sure), if he hasn't got the time to do it and gives me the permission to do so.

[Edit: corrected the part where I confused file and class - sorry XploD..]
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Last edited by Snakeye on 2008-05-31 15:47:56; edited 2 times in total
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-05-31 12:46:00    Post subject: Reply with quote

Carpetsmoker's M4 fix is really great, but it is not in the final stage because of some glitches that seem to be related to the backup sight thing. If you could get the permission to work on it and fix that little problem, I don't see why this mutator should not be used online then.
It would be a shame if such potential for fixage is not used.
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XploD



Joined: 28 Apr 2008
Posts: 49
Location: Paderborn - Germany

PostPosted: 2008-05-31 12:57:23    Post subject: Reply with quote

Snakeye wrote:

The RO979 is a "new" weapon and does not alter the original M4 except that the original INFMOD_M4A1 Mutator file is replaced by a (nearly identical) custom one ...

Why did you replace it then? Any changed file has the potential to cause Version mismatches... Wouldn't it be possible to leave the "original" mutator as is?
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-05-31 15:45:14    Post subject: Reply with quote

XploD wrote:
Why did you replace it then? Any changed file has the potential to cause Version mismatches... Wouldn't it be possible to leave the "original" mutator as is?


Okay, this will take discussion a bit more in depth than I intended before, but here we go.

Firstly the INFMOD WP u-files remain unchanged. This is the prime directive I had when creating the mutator, since I absolutely didn't want to have to issue a INFMOD_M4A1.u file with it. So no possibility of a version mismatch. I did express that wrongly in the above post - since for me the classes are uc-files. But then you might have noticed that the package on BuF doesn't contain any file that's named INFMOD_M4A1.u.

Why did I do that? Easy, the mutator file (INFMOD_M4A1.uc) contains a code section, where classes are checked if they are children of the M4A1 and if the class is child of M4A1 it checks which one (every attachment variation has its own class, all of them Extends from the "plain" M4A1) and assigns the correct weapon setup - with the plain M4A1 being the last one assigned if all prior checks are negative. This obviously fucks up when you have a Extend of the M4A1, which would then be assigned a M4A1 instead of the weapon you want it to be. Since the Hk416 is a Extend of the M4A1 too, in the original file the check says something like "if child of M4A1 and not child of Hk416" - and since my RO979 is a child too, the condition "and not child of RO979" must be added. Now this is fairly easy done, but would result in a changed INFMOD_M4A1.u file.

So I had to take the hard way, making a uc-File which is identical to the INFMOD_M4A1.uc except for the addition of my condition and then replace the mutator class INFMOD_M4A1 with my version of it ingame. This is done using the addmutator function, which is called at initialization of a game, where I check if the mutatorlist contains a INFMOD_M4A1, and if so I destroy it, spawn my modified mutator and add it to the list where the original one was. This works splendidly, except when my mutator is earlier in the list than the WP15 - then my mutator checks, finds nothing and the WP main mutator spawns the INFMOD_M4A1 and this overrides my nice little RO979 with a SOPMOD M4A1 - or it's an excellent way to have two SOPMODs in your loadout Mr. Green.

I hope I could explain this good enough - if you didn't understand it perhaps having a look at the original INFMOD_M4A1.uc and my changed version can help (if you can read code..) - or I'll detail it more next time we're in TS.

Anyway, I'd still prefer to discuss such things in the appropriate BuF thread - or if we insist to do it here I'll open a new thread here, since this is not exactly the correct thread to do so.
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"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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EGM<P>



Joined: 17 Feb 2008
Posts: 139
Location: ENSCHEDE-NETHERLANDS

PostPosted: 2008-06-01 15:58:14    Post subject: Reply with quote

now we only need a working acog with usable iron sights or an elcan scope as creame on top Smile
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