Post by PsyWarrior on Jun 1, 2004 16:17:02 GMT -5
Greetings,
Psychic Productions is proud to announce the Public BETA release of Project MCAR!
Project MCAR is an attempt by a group of OFP enthusiasts to overcome one of the boundries of OFP editing: The inability to fire any kind of missile from 'Car' class units. MCAR is essentially a very complicated workaround, which simulates a guided missile launch from a vehicle.
From the perspective of the player, he aims his turret at the enemy unit, presses the trigger and a missile launches. It guides itself to the target (even if the target is in motion), hits it, and obliterates it.
The player has no idea what actually happened: He fired a machine gun bullet, which is 'caught' instantly by the scripting system, and removed. A missile is then created (along with particle effects, sound, etc.), and sent on it's way in the direction of fire. The system then checks to see what the player was aiming at, 'locks' onto it, and activates the guidance code to steer the missile to the target. The system instantaneously detects when the missile has hit it's target, explodes it, and the target is annihilated...
The above is one possible scenario. MCAR also works with AIs, with anti-aircraft missiles, and comes with a selection of guidance codes, including: One based on the 9m32 AA missile, one based on the TOW 2A (self guided) and one based on the TOW 2B. We also have another guidance code: The Realistic TOW 2A, which allows the player/ AI to guide the missile to its target, simply by moving the crosshair. Terrain following missiles are also possible with MCAR.
Also theoretically possible:
-MCAR with boats: Boats cannot fire missiles either, and there is no reason why MCAR should not work with these too. Untested at present.
-Shells: Also possible, but with much less guidance. Better than an explosive MG bullet, at least. Main advantage is a better shell explosion, and the fact that the player can actually see a shell instead of just a tracer.
-Grenade launchers: Same applies as above.
-Direct fire, unguided missiles (like FFARS).
MCAR's limitations:
-Kills are not recorded. This is because the player does not kill the unit - the missile does!
-MP Compatibility: MCAR is completely and utterly untested in MP. It may work, but it will very very likely not. If someone wants to test this, they are welcome to.
-BIS 'Crew' function does not operate with MCAR powered vehicles. We have included our own function to replace it: crew_mcar.
Usage:
[vehicle] call Crew_MCAR
Returns crew of vehicle.
Alright: Now the moment you've all been waiting for: The Files!
www.sunpoint.net/~wrathchalice/HTR_ofp/fls/psy_mcar_Beta2_01-06-04.zip
Okay: Download, play, test and report back what you find. That's the idea. What do you like? What do you dislike? What needs to be improved?
Please note that we are not looking for comments on the textures or modelling of the test platforms.
Have fun...
-Supreme Commander PsyWarrior
-Psychic Producions Command
Psychic Productions is proud to announce the Public BETA release of Project MCAR!
Project MCAR is an attempt by a group of OFP enthusiasts to overcome one of the boundries of OFP editing: The inability to fire any kind of missile from 'Car' class units. MCAR is essentially a very complicated workaround, which simulates a guided missile launch from a vehicle.
From the perspective of the player, he aims his turret at the enemy unit, presses the trigger and a missile launches. It guides itself to the target (even if the target is in motion), hits it, and obliterates it.
The player has no idea what actually happened: He fired a machine gun bullet, which is 'caught' instantly by the scripting system, and removed. A missile is then created (along with particle effects, sound, etc.), and sent on it's way in the direction of fire. The system then checks to see what the player was aiming at, 'locks' onto it, and activates the guidance code to steer the missile to the target. The system instantaneously detects when the missile has hit it's target, explodes it, and the target is annihilated...
The above is one possible scenario. MCAR also works with AIs, with anti-aircraft missiles, and comes with a selection of guidance codes, including: One based on the 9m32 AA missile, one based on the TOW 2A (self guided) and one based on the TOW 2B. We also have another guidance code: The Realistic TOW 2A, which allows the player/ AI to guide the missile to its target, simply by moving the crosshair. Terrain following missiles are also possible with MCAR.
Also theoretically possible:
-MCAR with boats: Boats cannot fire missiles either, and there is no reason why MCAR should not work with these too. Untested at present.
-Shells: Also possible, but with much less guidance. Better than an explosive MG bullet, at least. Main advantage is a better shell explosion, and the fact that the player can actually see a shell instead of just a tracer.
-Grenade launchers: Same applies as above.
-Direct fire, unguided missiles (like FFARS).
MCAR's limitations:
-Kills are not recorded. This is because the player does not kill the unit - the missile does!
-MP Compatibility: MCAR is completely and utterly untested in MP. It may work, but it will very very likely not. If someone wants to test this, they are welcome to.
-BIS 'Crew' function does not operate with MCAR powered vehicles. We have included our own function to replace it: crew_mcar.
Usage:
[vehicle] call Crew_MCAR
Returns crew of vehicle.
Alright: Now the moment you've all been waiting for: The Files!
www.sunpoint.net/~wrathchalice/HTR_ofp/fls/psy_mcar_Beta2_01-06-04.zip
Okay: Download, play, test and report back what you find. That's the idea. What do you like? What do you dislike? What needs to be improved?
Please note that we are not looking for comments on the textures or modelling of the test platforms.
Have fun...
-Supreme Commander PsyWarrior
-Psychic Producions Command