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Armed Assault Info Forums _ Operation Flashpoint _ Invasion of Holland MOD OFP

Posted by: Bennie1983nl Jan 3 2008, 14:09

Hi to All

Like some of you know i am working ith a small group on a WW2 mod, based on the german invasion of The Netherlands May 1940.
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=54;t=62184;st=0

The idea is to make the Dutch Army of 1939-1940.
Alot of stuff is already made by others addon builders.
Vilas has made very use full weapons in his packs.

Dutch MG at a dutch airport.

we have 3 custom maps
2 airfields
and the Grebbeberg map.


Dutch POW's talking with german Fallschirmjager.

A Dutch Armored Car Landsverk M36


We can still use alot of help. alot needs to be made.

Posted by: Bence Jan 4 2008, 23:12

Well good to see that someone's still active in OFP! smile.gif

Posted by: Bennie1983nl Jan 5 2008, 13:11

My opion....
OFP will never DIE!
ArmA is just a pimped Malajn.gif version of ofp.



The AT-gun of the IF-mod*
It is not ready it also needs a new skin.

But who has time left to build stuff in O2?
it does not matter if your are an expert or a noob.
all kind of help is welcome!

Cheers André de Jong


*The Italian Front a part of INV44

Posted by: Bennie1983nl Jan 5 2008, 20:36

Our main menu!
simpel but it works

http://img98.imageshack.us/my.php?image=menuiohzp7.jpg

http://nl.youtube.com/watch?v=a42sb9GmRa8

Posted by: Bennie1983nl Jan 8 2008, 22:02

Hi to all!
i tried to do something with O2



our new model of our standard infantry soldier.
the old model will be the new model for the MG-crew!

Posted by: Bennie1983nl Jan 10 2008, 20:41

Hi to all!

We almost finished the Dutch verion of the Steyer M95.

--config porblem almost solved--

Posted by: Bennie1983nl Jan 10 2008, 22:38




inside a bunker and a the model of the "dutch" hemburg M95


out side the bunker

Posted by: Bennie1983nl Feb 11 2008, 13:14

rolleyes.gif Hi to all
I was chatting with my team and what i didn't knew that the dutch weapons are almost ready.
what do we have:
* M95 (our own model but we will try vilas textures)
* Lewis M20 MG (of vilas but standalone)
* Vickers MG (of Anzac)
* Swarzlose MG
* MP18 (also vilas)

Still in the WIP is the Spandau AA-gun
http://img120.imageshack.us/my.php?image=ironsrf1.jpg

i am self working on the spandau.

if you have questions or sugestions just ask!

rolleyes.gif

Posted by: Call for WW2 Feb 24 2008, 21:33

like the units and nice rifle, even without textures i like it biggrin.gif
and i totally agree, Arma is a pimped up version of OFP, and to my opinion, Arma is playable only in about two years, when those uber gamers computers cost cheap. i would rather play an OFP WW2/WW1 full-scale 200 infantry and 50 tank battle, that runs smoothly, than play a little assault with 2-3 groups of infantry and few tanks, with an fps of 10-20 in Arma

So....
Hail OFP!
And Hail Arma... in 4 years biggrin.gif

Posted by: Bennie1983nl Apr 12 2008, 00:08

We are not dead yet biggrin.gif
The Regiment Jagers are almost done



Small detail, i know



Jager officer and on his left is the MG-gunner


Medic

I hope you like what you see.

Posted by: SaS TrooP Apr 12 2008, 16:16

Now i know why 3rd Reich invaded Holland!

Holland had black people as machinegunners!

Posted by: Helping Hand Apr 12 2008, 17:01

That was rather unnecessary wasn't it...

Posted by: SaS TrooP Apr 12 2008, 17:10

Yeah, but Nazi were racist. Well, French Africans from Foreign Legion very often realised that...

Posted by: Bennie1983nl Apr 12 2008, 21:25

QUOTE(Helping Hand @ Apr 12 2008, 18:01) *
That was rather unnecessary wasn't it...


Well IF The Netherlands stayed "neutral" we probely had all the Jews of europe at us. tiredsmiley.gif

if you know how the German invaded Holland you can really compare it with Operation Market-garden.

1940 --- Soldier you start in Germany, when you are in Holland take a turn to Belgium and france.

1944 --- Soldier you start at Belguim, when you are in Holland take a turn to Germany. stupid.gif

How does it looks?

Posted by: Bennie1983nl Apr 13 2008, 08:34



De Luchtwacht-dienst - compare it like ground-troops of the Airforce


Posted by: JdB Apr 13 2008, 13:08

QUOTE(SaS TrooP @ Apr 12 2008, 17:16) *
Now i know why 3rd Reich invaded Holland!

Holland had black people as machinegunners!


Useless comment like Helping Hand said, and racist. 24hr post restriction and +1 warning level.

Posted by: Bennie1983nl May 16 2008, 21:28

Hi to all
We got a problem
by styding other stuff i relised that our soldiers models doesn't have "LOD" and without lod you will get "lag".

I never had lag while working on missions. but for slower and older PC we need to make lods can some body help us with it?
Because i am not a O2-guru. and i lost contact with other mod-members. so it seems that i am alone again. cry3.gif cry3.gif

an a skinner is always welcome!

Posted by: SteampunkShoni May 17 2008, 17:24

QUOTE(Bennie1983nl @ May 16 2008, 21:28) *
Hi to all
We got a problem
by styding other stuff i relised that our soldiers models doesn't have "LOD" and without lod you will get "lag".

I never had lag while working on missions. but for slower and older PC we need to make lods can some body help us with it?
Because i am not a O2-guru. and i lost contact with other mod-members. so it seems that i am alone again. cry3.gif cry3.gif

an a skinner is always welcome!



Your in the same boat as me. Our best bet would be a tutorial on Adding LOD to different ofp Unit Classes. I'll let you know if i find anything! Fear not, i pick up modding techniques rather quickly, and O2 shouldn't take me a Week to learn. Don't sleep much see. 'Wacko", i know! wacko.gif
Point is, if i can prove myself useful and get something too work, i'd proably help out. In the meantime, must search for tuts. Great looking pack btw.


Incase you wandered what my work is like, here's the standard of work i can produce with a 'standard pose' for other games;

Here's a Predator i made for a game called Movies tm. I cracked everthing needed to mod that game, and OFP is NEXT!
Hopefull, thanks to some recent help from local top modders here, i can easily pose this into an ofp suitable stance, learn seom O2 basics, and bob's your uncle.

http://www.mediafire.com/imageview.php?quickkey=w3hgc0gljny&thumb=5


Happy day's, and good look with finding some more aid.


Ensign;

Shoni



Posted by: JdB May 17 2008, 19:08

Making lods is nothing more (or less) than making models with lower details to ease the strain on the engine. Basically you work your way down from the model that you see up close to one that is a large distance away. You remove detail that won't be seen at a certain distance, while still keeping the shape of the object intact. You may need to re-apply some textures. I personally prefer to model each res. lod from scratch, makes for a cleaner mesh. You do this several times to end up with several resolution lods. Like below (the models aren't textured yet, but this is the best example I have, included numbers are the polycounts):


Posted by: Bennie1983nl May 28 2008, 12:55

Hello!

i have done some experimenting.

The first pic is of the old bunker on the Grebbeberg-map.



i changed the "white" bunker model with the bunker model skinned by Burner and see the result



The problem with OFP is that the AI while not shoot over objects you have put in the Mission-editor But only with stuff what already is on the map.

Posted by: SaS TrooP May 28 2008, 15:09

Nice, but this M95 rifle isnt a bit... to big?

Posted by: JdB May 28 2008, 16:51

QUOTE(SaS TrooP @ May 28 2008, 16:09) *
Nice, but this M95 rifle isnt a bit... to big?


Yep. Although the M95 was at that time outdated, it still looks too big in 3rd person view in those screenshots. I'd say downscale it 15-25%.

Posted by: Blackscorpion May 28 2008, 17:26

If the M95 in question is the Steyr-Mannlichter M1895... Wiki states it was 1272 mm long. Using a ruler and taking measurements from the image (I know, not the most sophisticated method) I got a result of a 0.8 ratio (rifle/soldier), which gives the height of the soldier as 1590 mm, in other words just under 1.6 meters. Which, need I not to say, I quite a small soldier... and weren't OFP soldiers quite big anyways?

For a 180 cm soldier the correct ratio would be about .70666... (downscale by 12 percents: 0.883), and for a 190 cm soldier it'd be about .67 (downscale by 17 percents: 0.837). That is, assuming my calculations are correct (mostly thinking about the percentages), but if anyone finds an error, feel free to correct me.

Posted by: Bennie1983nl Jun 1 2008, 14:17



The Dutch Steyer M95 (model 1895) also know as the "hemburg".
The Dutch military had premission of Steyer form austria the rebuild it too a smaller caliber (6.5).

We will also try to make a second 1. The M95 Number 3 old model.


And yes it is still to big!


Re-enactment group on the Grebbeberg. Why is it so diffilcult to make trenchens (loopgraven) for OFP?!

Posted by: Bennie1983nl Jun 8 2008, 22:06

Hi to all!
an team member send me his 2 airport maps
Ockenburg and Ypenburg. Dutch troops fought heavily against Fallschirmjagers to defend it.

The maps have some small towns, bigger towns, the country-side and the airport happy.gif



http://img393.imageshack.us/my.php?image=airportcj6.jpg

http://img393.imageshack.us/my.php?image=dorp2aa7.jpg

http://img501.imageshack.us/my.php?image=dorp3zl3.jpg

http://img393.imageshack.us/my.php?image=dorp4oj2.jpg


Posted by: Bennie1983nl Jun 8 2008, 22:15





I love the farms and the country-side! gives a "Dutch" feeling!

http://img406.imageshack.us/my.php?image=polderkt4.jpg

Posted by: SaS TrooP Jun 9 2008, 15:04

Nice, but ther are no world ojects like trees etc.
Awaiting more screens.

Posted by: Bennie1983nl Jun 9 2008, 21:50

QUOTE(SaS TrooP @ Jun 9 2008, 16:04) *
Nice, but ther are no world ojects like trees etc.
Awaiting more screens.

These screens are of Ypenburg. Ockenburg is different.

Posted by: Bennie1983nl Jun 13 2008, 20:06

The first pics were from Ypenburg.
these are from Ockenburg.



http://img166.imageshack.us/my.php?image=ock1md3.jpg





http://img166.imageshack.us/my.php?image=polder1pm6.jpg

Posted by: Bennie1983nl Jun 13 2008, 21:23



1 of the team-members "filterd" vilas addons.
And see the result vilas Lewis MG and Manlicher rifle.

Posted by: sgt.Artmann Jun 17 2008, 15:34

it seems good thumbsup.gif

very good work with the units! worship.gif

but why in the map are without trees there are only some trees and nothing else:
a field, a wood or a swamp.
I know that in Holland are no mountain and maybe some low hills but the woods? mellow.gif

Posted by: Bennie1983nl Jun 19 2008, 22:08

QUOTE(sgt.Artmann @ Jun 17 2008, 16:34) *
it seems good thumbsup.gif

very good work with the units! worship.gif

but why in the map are without trees there are only some trees and nothing else:
a field, a wood or a swamp.
I know that in Holland are no mountain and maybe some low hills but the woods? mellow.gif



Dutch "Polder" country-side has lot of field for animals (cows horses) and not many trees. Country-sides are "almost" bald.

Posted by: Bennie1983nl Jun 19 2008, 22:34

I have a question towards the Fans. ( a small poll)



Must we finish our own model of the Steyr "hemburg" M95 Mannlicher

OR

Should we use Vilas Steyr M95 Mannlicher?

OR

"I don't mind at all"

Posted by: JdB Jun 19 2008, 22:55

Use Vilas', it may not be exactly the same, but it saves a lot of time.

Posted by: sgt.Artmann Jun 20 2008, 08:30

your model its better but the vila's model is ready, so i think its better use the Vilas one.

Posted by: Bennie1983nl Jun 27 2008, 21:46



Well i still had a Spandau AA-gun in the WIP.

but i started to learn to give it colour.
( I know it is still a grey monster)

Maybe i will try to give the M95 some colour.

Posted by: Bennie1983nl Jun 28 2008, 22:30

One of the team members send me his helmet model.



Left is the new version. right is the old model.


Posted by: Bennie1983nl Jun 29 2008, 22:12

http://nl.youtube.com/watch?v=IhksPqAc3Cc

Posted by: SaS TrooP Jun 30 2008, 12:58

Finally a trailer!
Mabye to add some news about that?

Posted by: Bennie1983nl Jun 30 2008, 16:47

QUOTE(SaS TrooP @ Jun 30 2008, 13:58) *
Finally a trailer!
Mabye to add some news about that?

I got more youtube movies.

Posted by: Bennie1983nl Jul 1 2008, 22:04



I have been modeling agian and give it an basic skin.
This will be the Browning 1910 M25.

Posted by: Bennie1983nl Jul 3 2008, 11:46

http://nl.youtube.com/watch?v=EgV3-a5FE80 An real movie about the Dutch army before 1940.

Posted by: Bennie1983nl Jul 10 2008, 12:18

Dutch Marines (Mariniers) (not ready yet)

These troops defended Rotterdam in 1940 against the German Paratroopers and Wehrmacht for 5 days long




A real picture

http://img401.imageshack.us/my.php?image=marinier1nq5.jpg

Posted by: Bennie1983nl Jul 10 2008, 22:28



Some small things and the Marines are done.

Posted by: SaS TrooP Jul 10 2008, 22:39

Yeah, rework only their trousers and all is OK.

Posted by: johnbeyer Jul 11 2008, 10:11

Hey man leuk om zo'n mod te zien smile.gif Ziet er goed uit smile.gif

Hey man nice to see such a mod, looks nice ! smile.gif

Posted by: JdB Jul 11 2008, 12:04

QUOTE(johnbeyer @ Jul 11 2008, 11:11) *
Hey man leuk om zo'n mod te zien smile.gif Ziet er goed uit smile.gif

Hey man nice to see such a mod, looks nice ! smile.gif


QUOTE
[§8] Write in English

As this is the English part of the board please write in English. Don't write in any other language since the majority of the members most likely won't understand. Posting in any language other than English and providing a translation in English is also not allowed, since we cannot check the accuracy of the translation.


Please do not use short forms of words e.g. "m8" instead of mate, "u r" instead of you are or your, it may seem attractive to type in such a "shorthand" manner but remember that there are many people on the forums who do not have English as a first language, so it is disrespectful to use bad English simply for the sake of laziness. (Obviously there are common shortenings of words that have been used for many years on the internet that continue to be acceptable, e.g. LMAO, LOL, FYI etc.)

Posted by: SaS TrooP Jul 11 2008, 12:35

Well, he have translated what he said glare.gif

BTW, Holland forces used any SMGs? Cause Lewis is not SMG for sure!

Posted by: JdB Jul 11 2008, 12:55

QUOTE(SaS TrooP @ Jul 11 2008, 13:35) *
Well, he have translated what he said glare.gif


Next time you comment on a moderating instruction, or on the rules in an inappropriate place, you'll be post restricted for quite a while.

Posted by: Bennie1983nl Jul 11 2008, 16:25

QUOTE(SaS TrooP @ Jul 11 2008, 13:35) *
BTW, Holland forces used any SMGs? Cause Lewis is not SMG for sure!


Some officers had an MP-18 but it was very rare.

Posted by: Bennie1983nl Jul 14 2008, 21:45


A DL-link to a small movie http://dl1u.savefile.com/9d45a919ad7b6e1683f7a6bbd8c49856/Mariniers.wmv of fighting marines.

Enjoy!

Posted by: Bennie1983nl Jul 16 2008, 18:26

Hi to all,
rolleyes.gif I got Demo plans.

The demo will include:

*The Dutch Mariniers (west)
*ATSTWalkers FSJ pack (east)
*Weapons: Vilas M95 Karabijn, M95 rifle and the Lewis MG-gun.
*My own: Browning M25 1910 pistol and Spandau AA-Gun
*Trenschfeet: Junkers JU-52 Transportplane
*Map: Havelte of the LLW-Team.

But this is still in planning fase.
Now i am working on SP missions and some MP mission.

helpsos.gif But I still got too many bugs and i wanne solves those bugs BEFORE releasing.

Small list:
*There are still parts of the Marines what is not skinned yet.
(I know the fuction of "A" buttom go to skin-mode and "B" buttom to place the skin.)
*Animation with the AA-gun the gunner move around the gun instead that the gun is turning around. (selections??)
* their are some config problems with Vilas weapons.

For an expert a simple something, but i got still alot too learn.



With Kind Regards
André de Jong

Posted by: Bennie1983nl Jul 21 2008, 00:05

The Dutch Marines are done.
dubble check on the models and my opion is that they are done!

Posted by: Bennie1983nl Jul 26 2008, 12:58



I have been working on the M25 Browning 1910 model again.


Posted by: Bennie1983nl Jul 26 2008, 22:23

I am stil busy with experimenting with skinning Malajn.gif


Posted by: Bennie1983nl Jul 29 2008, 12:41

What is wrong with this?
The Soldiers say "Out of Ammo"
The both M95's (mannlichers) don't have a iron sight (buttom V)
The Lewis is right, no problems with.

CODE
#define TEast         0
#define TWest         1
#define TGuerrila     2
#define TCivilian     3
#define TSideUnknown  4
#define TEnemy        5
#define TFriendly     6
#define TLogic        7

#define true  1
#define false 0

#define private   0
#define protected 1
#define public    2

class CfgPatches
{
  class IOH_vil
  {
    units[]={};
    weapons[]={};
    requiredVersion=1.96;
  };
};

class CfgModels
{
  class default {};
  class Weapon:default {};
  class vimanlicher:Weapon {};
  class vimanlicherl:Weapon {};
  class vilewis:Weapon {};
};

class CfgRecoils
{
  access="ReadOnly";
  M95Recoil[]={0.04,0.04,0.06, 0.05,0,0};
};

class CfgAmmo
{
  class default {};
  class BulletSingle:default {};
  class 8x50bullet:BulletSingle
  {
    hit=9.5;
    indirectHit=1;
    indirectHitRange=0.0001;
    minRange=0.1;
    minRangeProbab=0.10;
    midRange=200;
    midRangeProbab=0.38;
    maxRange=400;
    maxRangeProbab=0.04;
    visibleFire=0.935000;
    audibleFire=0.035000;
    visibleFireTime=50;
    cost=0.7;
    tracerColor[]={0.4353,0.4353,0.4353,1};
    tracerColorR[]={0.4353,0.4353,0.4353,1};
  };
  class 303bullet:BulletSingle
  {
    hit=10;
    indirectHit=1;
    indirectHitRange=0.1;
    maxSpeed=400;
    minRange=5;
    minRangeProbab=0.5;
    midRange=200;
    midRangeProbab=0.8;
    maxRange=300;
    maxRangeProbab=0.12;
  };
};

class CfgWeapons

{
  class default {};
  class MGun:default {};
  class Riffle:MGun {};
  class M16:Riffle {};
  class MachineGun7_6:MGun {};
  class MachineGun7_6Manual:MachineGun7_6 {};
  class m60:MachineGun7_6Manual {};
  class IOH_M95:M16
  {
    displayName = "M95 Rifle";
    model="\IOH_vil\m95.p3d";
    scopeWeapon=0;
    scopeMagazine=0;
    reloadMagazineSound[]={"\IOH_vil\s\m95_reload.wav",db0,1};
    optics=true;
    opticsZoomMin=0.35;
    displayNameMagazine="M95 Magazine";
    shortNameMagazine="M95 Mag";
    picture="\IOH_vil\w\icn.paa";
    opticsZoomMax=0.35;
    modes[]={"Single"};
    magazines[]={"IOH_M95Mag"};
//    class Single
//    {
//      ammo="m95bullet";
//      multiplier=1;
//      burst=1;
//      displayName="M95 Rifle";
//      dispersion=0.0001500;
//      sound[]={"\IOH_vil\s\m95_shot.wav",5.000000,1};
//      soundContinuous=0;
//      reloadTime=2.150000;
//      ffCount=1;
//      recoil="riffleSingle";
//      autoFire=0;
//      aiRateOfFire=0.200000;
//      aiRateOfFireDistance=520;
//      useAction=0;
//      useActionTitle="";
//    };
  };
  class IOH_Mannlicher1895:IOH_M95
  {
    displayName="Mannlicher 1895";
    model="\IOH_vil\vimanlicher.p3d";
    modelOptics="\IOH_vil\optika_rifle2.p3d";
    scopeWeapon=2;
    scopeMagazine=0;
    picture="\IOH_vil\i\man.jpg";
    // reloadMagazinesound[]={"\IOH_vil\s\mauser_reload.wav",db-70,1};
    magazines[]={"IOH_M95Mag"};
    modes[]={"Single"};
  };
  class IOH_Mannlicher1895L:IOH_M95
  {
    displayName="Mannlicher 1895 long";
    model="\IOH_vil\vimanlicherl.p3d";
    modelOptics="\IOH_vil\optika_rifle2.p3d";
    scopeWeapon=2;
    scopeMagazine=0;
    picture="\IOH_vil\i\man.jpg";
    // reloadMagazinesound[]={"\IOH_vil\s\mauser_reload.wav",db-70,1};
    magazines[]={"IOH_M95Mag"};
    modes[]={"Single"};
  };
//  class IOH_M95Mag:IOH_M95
//  {
//    displayNameMagazine="M95 Magazine";
//    shortNameMagazine="M95 Mag";
//    scopeWeapon=0;
//    scopeMagazine=2;
//    picture="\IOH_vil\w\icn.paa";
//    count=10;
//  };
  class IOH_M95Mag:IOH_M95
  {
    scopeWeapon=2;
    scopeMagazine=2;
    picture="\IOH_vil\i\bmag.jpg";
    modelMagazine="\IOH_vil\mauserclip.p3d"; //Texture paths need to be changed
    displayName="M1895 Mag";
    displayNameMagazine="M1895 Mag";
    reloadMagazinesound[]={"\IOH_vil\s\reload.wav",db-70,1};
    magazineReloadTime=10;
    count=5;
    magazineType = 0.5 * WeaponSlotPrimary;
    distanceZoomMin=200;
    distanceZoomMax=200;
    modes[]={"Single"};
    class Single
    {
      ammo="8x50bullet";
      multiplier=1;
      burst=1;
      displayName="Manlicher";
      dispersion=0.0065;
      sound[]={"\IOH_vil\s\shot.wav",1.00,0.95};
      soundContinuous=0;
      reloadTime=2.100000;
      ffCount=1;
      recoil="M95Recoil";
      autoFire=0;
      aiRateOfFire=8.000000;
      aiRateOfFireDistance=400;
      useAction=0;
      useActionTitle="";
    };
  };
  class IOH_Lewis:M60
  {
    displayName="Lewis MG";
    model="\IOH_vil\vilewis.p3d";
    modelOptics="optika_m60_mg";
    modelMagazine="\IOH_vil\lewismag.p3d";
    scopeWeapon=2;
    scopeMagazine=2;
    picture="\IOH_vil\i\lewis.jpg";
    distanceZoomMin=200;
    distanceZoomMax=200;
    magazines[]={"IOH_LewisMag"};
    modes[] = {"Fullauto"};
  };
  class IOH_LewisMag:IOH_Lewis
  {
    scopeWeapon=2;
    picture="\IOH_vil\i\lewismag.jpg";
    scopeMagazine=2;
    displayName="Lewis Drum";
    displayNameMagazine="Lewis Drum";
    count=96;
    modelMagazine="\IOH_vil\lewismag.p3d";
    modes[]={"FullAuto"};
    class FullAuto
    {
      ammo="303bullet";
      initspeed=709.88;
      multiplier=1;
      burst=1;
      dispersion=0.007;
      soundContinuous=0;
      sound[]={"\IOH_vil\s\uk59.wav",db0,0.8};
      reloadTime=0.125;
      recoil=mgunBurst3;
      ffCount=100;
      autoFire=1;
      displayName="Lewis MG";
      aiRateOfFire=0.5;
      aiRateOfFireDistance=600;
      useAction=0;
      useActionTitle="";
    };
  };
};

Posted by: Bennie1983nl Jul 30 2008, 12:59


they have ammo in the config but none in the enquement

and they still shoot at the enemy.

If the AI-Leader dies and number 2 takes command (the NEW leader) will order the troops too rearm.

Posted by: Bennie1983nl Jul 30 2008, 23:19

config file is almost done! don't worry you will see shooting troops soon!

Posted by: Bennie1983nl Aug 1 2008, 07:07

QUOTE(Bennie1983nl @ Jul 31 2008, 00:19) *
don't worry you will see shooting troops soon!



And here you are tiredsmiley.gif

Well

I am Burner and W0lle greatfull for their time working on config-files :tup:

http://www.youtube.com/watch?v=ttr9JAalZj0

here is a reworked movie of one of my old ones.

Posted by: Bennie1983nl Aug 9 2008, 22:18


still working to improve stuff rolleyes.gif


WIP Holster for the M25 Browning

Posted by: Bennie1983nl Aug 16 2008, 12:33

http://img396.imageshack.us/my.php?image=have1omk2ii2.jpg

(left to right)
Officer - medic - soldier with carabin M95

http://img504.imageshack.us/my.php?image=have1svmgc2dl1.jpg

left to right Soldier with M95 rifle - Soldier with cap - soldier with Lewis - soldier who surport the soldier with lewis.

Posted by: Bennie1983nl Sep 24 2008, 21:09


One of the team-members send me this, a mortar 81mm.


and i am working to get the Landsverk skinned.

Posted by: Bennie1983nl Nov 15 2008, 21:59

We are back! biggrin.gif

http://img369.imageshack.us/my.php?image=nlsad2ce7.jpghttp://g.imageshack.us/thpix.php

A soldier of the Regiment; Special artillery Service
with black helmet.

Posted by: Bennie1983nl Nov 23 2008, 16:25

Who can help me with this?



CODE
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2




class CfgPatches
{
    class IW2_BRX
    {
        units[] = {"IW2_BRX","IW2_BRX_STAT"};
        weapons[] = {};
        requiredVersion = 1.90;
    };
};
class CfgModels
{    
    class Default{};
    class Vehicle: Default{};
    class 47_32: Vehicle
        {
        sectionsInherit="Vehicle";
        sections[]={"cannone","sospensione","ruote"};
        };
        class 47_32_stat: Vehicle
        {
        sectionsInherit="Vehicle";
        sections[]={"cannone","sospensione","ruote"};
        };
};  


class CfgAmmo
{        
        class Default{};
        class Shell: Default {};
        class Heat: Shell {};
        class Heat73: Heat {};
        class Shell73: Shell{};
        class IW2_BRXAP: Shell
    {
            hit=46;
            cost=900;
            indirectHit=12;
            indirectHitRange=25;
                minRange=10;
                minRangeProbab=0.5;
                midRange=600;
                midRangeProbab=1;
                maxRange=900;
                maxRangeProbab=2;    
                displayName="47mm AP";
           displayNameMagazine="47mm AP";
           shortNameMagazine="47mm AP";
        count=20;
           initSpeed=640;
           reloadTime=5; //RELOAD TIME 5
           sound[]={"\IW2_BRX\Gun.wav",10.000000,1};
    };
    class IW2_BRXHE: Heat
    {
                hit=84;
            cost=1000;
            indirectHit=3;
            indirectHitRange=1;
                minRange=10;
                minRangeProbab=0.5;
                midRange=600;
                midRangeProbab=1;
                maxRange=900;
                maxRangeProbab=1;    
                displayName="47mm HE'";
           displayNameMagazine="47mm HE";
           shortNameMagazine="47mm HE";
        count=20;
           initSpeed=840;
           reloadTime=0;
           sound[]={"\IW2_BRX\Gun.wav",10.000000,1};
    };
};

class CfgWeapons
{
    class Default{};
    class Heat73:Default{};
    class IW2_BRXHE: Heat73
    {
        scopeWeapon=0;
        scopemagazine=2;
        displayName="47mm HE";
        displayNameMagazine="47mm HE";
        shortNameMagazine="47mm HE";
        initspeed=500;
        magazines[]={"IW2_BRXHE"};
        reloadTime=0;
        sound[]={\IW2_BRX\Gun.wav,db20,1};
        ffCount=1;
        irLock=true;
        airLock=false;
        laserLock=false;
        ammo="IW2_BRXHE";
        nameSound="heat";
        count=20;
    };
        class Gun73:Default{};
        class IW2_BRXAP: IW2_BRXHE
    {
        ammo="IW2_BRXAP";
        magazines[]={"IW2_BRXAP"};
        count=30;
        displayName="47mm AP";
        displayNameMagazine="34mm AP";
        shortNameMagazine="34mm AP";
        sound[]={\IW2_BRX\Gun.wav,db20,1};
                nameSound="shell";
        irLock=true;
        airLock=false;
        laserLock=false;
    };


      
};

class CfgVehicles
{
    class All {};
    class AllVehicles: All {};
    class Land: AllVehicles {};
        class LandVehicle: Land{};
    class Tank: LandVehicle {};
    class APC: Tank {};
    class M113: APC {};
    class M2StaticMG: M113 {};
    class IW2_BRX: M2StaticMG
    {
        side=1;
        vehicleClass="IOH PAG";
        crew="IOH_SAdienst";
        //picture="\GST_Pak36\Pak.paa";
        displayName="PAG 4,7cm";
        model="\IW2_BRX\47_32.p3d";
        hasDriver = 0;
        hasGunner = 1;
        hasCommander = 1;
        mapSize = 2;
        viewGunnerInExternal=1
        viewcommanderInExternal=1
        castGunnerShadow=1
        castcommanderShadow=1
        hideProxyInCombat="false";
        unitInfoType="UnitInfoVehicle";
        forceHideGunner="false";
        forceHideCommander="false";
        /*        gunnerAction="ManActPAKGunner";
        gunnerInAction="ManActPAKGunner";
        CommanderAction = "ManActPAKcommander";
        CommanderInAction = "ManActPAKcommander";*/
        armor=60;
        secondaryExplosion=0;
        armorStructural=2;    
        cost=4000;    
        camouflage=2.5;
        namesound="weapon";
        weapons[]={"IW2_BRXAP","IW2_BRXHE"};
        magazines[]={"IW2_BRXAP","IW2_BRXHE"};
        //icon="\GST_Pak36\Gun.paa";
        commanderCanSee="2+8";
        gunnerCanSee="2+8";
        getInRadius = 4.5;
        gunnerOpticsColor[]={};
    //    gunnerOpticsModel="\GST_Pak36\sight.p3d";    
        //commanderOpticsModel="optika_dalekohled";    
            extCameraPosition[]={0,0.800000,-5};
        //threat[] VSoft, VArmor, VAir
        threat[]={0.3, 1, 0.0};
        //hiddenSelections[]={"gungren","hitch","hitchh"};             
        class ViewOptics
        {
            initAngleX=0; minAngleX=-40; maxAngleX=17;
            initAngleY=0; minAngleY=-100; maxAngleY=100;
            initFov=0.3; minFov=0.3; maxFov=0.3;
        };
                class TurretBase
        {
            gunAxis = "OsaHlavne";
            turretAxis = "OsaVeze";
            soundServo[]={Vehicles\gun_elevate,db-30,1.0};

            gunBeg = "usti hlavne";
            gunEnd = "konec hlavne";
            
            minElev=-4; maxElev=+20;
            minTurn=-360; maxTurn=+360;

            body = "OtocVez";
            gun = "Otoc Hlaven";
        };

        class Turret: TurretBase
        {
         soundServo[]={"\GST_Pak36\traverse.ogg",0.09162,2.000000};
            minElev=-5;
            maxElev=+18;
            minTurn=-45;
            maxTurn=+45;
        };  
                class ComTurret
        {
            turretAxis=     "OsaVelitele";
            gunAxis=        "OsaHlavneVelitele";
            soundServo[]={Objects\noise,db-160,1};
            gunBeg="usti hlavne";
            gunEnd="konec hlavne";
            minElev=-4;
            maxElev=15;
            minTurn=-40;
            maxTurn=40;
            body="OtocVelitele";
            gun="OtocHlavenVelitele";
        };
class animations
{
class rinculo
{
type=rotation;
animperiod=0.03;
selection=cannone;
axis=osa_cannone;
angle0=0;
angle1=-0.001;
angle2=0;
};
class sospensione
{
type=rotation;
animperiod=0.1;
selection=sospensione;
axis=osa_sospensione;
angle0=0;
angle1=-0.1;
angle2=0;
};
class body_rec
{
type=rotation;
animperiod=0.1;
selection=body_rec;
axis=osa_rec;
angle0=0;
angle1=-0.01;
angle2=0;
};
/*
                      class useractions
            {
            class pakhook
                 {
                  displayName="Hook Pak";
                  position="hitch";
                  radius=4
                  condition="(nearestobject [this, ""GST_Pro""]) distance this < 10 and this animationphase ""hitch"" == 0";
                  statement="[nearestobject [this, ""GST_Pro""],this,1.9,.19] exec ""\GST_Pak36\towing.sqs""";
                 };
                          class pakhookb
                 {
                  displayName="Hook Pak";
                  position="hitch";
                  radius=4
                  condition="(nearestobject [this, ""BMP""]) distance this < 10 and this animationphase ""hitch"" == 0";
                  statement="[nearestobject [this, ""BMP""],this,2.3,.24] exec ""\GST_Pak36\towing.sqs""";
                 };
                      class pakuhook
                 {
                  displayName="UnHook Pak";
                  position="hitch";
                  radius=4
                  condition="this animationphase ""hitch"" != 0";
                  statement="this animate [""hitch"", 0];this setObjectTexture [1,""\GST_Pak36\pak1.pac""];this setObjectTexture [2,""""]";
                 };
                
    };
class eventhandlers
    {
    fired ="[_this select 0] exec ""\IW2_BRX\blow.sqs""";
        init="[_this select 0] exec ""\IW2_BRX\manager.sqs""";
    };
              
    };            
};      
class IW2_BRX_STAT: IW2_BRX
    {
        side=1;
        vehicleClass="IOH PAG2";
        crew="IOH_SAdienst";
        //picture="\GST_Pak36\Pak.paa";
        displayName="Controcarro 47/32 Stat";
        model="\IW2_BRX\47_32_stat.p3d";
}*/
};



"Well what wrong with this? " you think...

Alot! :crazy:

It schoot faster then a M16 and the turret don't rotate (doesn't move)

Well the Dutch "PAG" Canon only move "up" and "down". but for gameplay this may move 60 degrees "up" and "down" and 60 degrees "left" and "right"

And there is only 1 pag found in the editor and not 2.


Here is the DL link to the PAG Canon
http://www.savefile.com/files/1900109

http://www.savefile.com/download/1900109?PHPSESSID=a2925ef792f7b4ca48317e3aeb8082aa


Here is the IOH demo ftp://ftp.armedassault.info/armad/addons/IOH_DemoV1.4.zip

Posted by: Bennie1983nl Nov 26 2008, 22:14

The PAG Canon is working!!

New movie for DL

http://www.savefile.com/files/1905604

Posted by: Bennie1983nl Feb 5 2009, 23:26

http://img105.imageshack.us/my.php?image=wiel2ht3.jpg

Working on the Regiment Wielrijders

Posted by: Bennie1983nl May 15 2009, 22:48

Hi To All!

I have been busy with real-life and wo2 re-enactment.

I have learned alot about the Dutch Army of 1940
Some pics

http://www.flickr.com/photos/richardvanhoek/tags/dordrechtopenstad/show/

http://www.flickr.com/photos/sebastiaancollectie/sets/72157617958856953/

I will conineu further with this mod.

I will send to my team (Bikkel & DeadParrot) what is ready (or almost ready) addons soon.

And hope that will go further with this mod. (Or i am alone again)

André

Posted by: Bennie1983nl May 16 2009, 22:36

Well trenches is to diffelcult for me.
So i am looking for something else.

http://img190.imageshack.us/my.php?image=grebx1.jpg

http://img190.imageshack.us/my.php?image=grebx2.jpg

Do you have a suggestion?

Posted by: Rellikki May 16 2009, 22:54

Have a look at WW1 mod's or FDFMod's trenches. You can find both of them from http://ofpr.info/
Anyway, I don't think they're too bad. With a little bit of more work they'll be decent enough.

Posted by: I44_John May 16 2009, 22:59

Static positions have never been OFP's strongest point (to put it mildly). There is no way to get it working well enough. Even FDF had that problem. You should just change missions so you don't have that problem of static defenses anymore.

Posted by: Molke2005 Jun 20 2009, 22:33

Something else: How big is the chance that "Invasion of Holland" and its predecessor, "Invasion of Europe (France)" sometime after ARMA2 is converted?

Posted by: Bennie1983nl Jul 18 2009, 22:11

QUOTE(Molke2005 @ Jun 20 2009, 23:33) *
Something else: How big is the chance that "Invasion of Holland" and its predecessor, "Invasion of Europe (France)" sometime after ARMA2 is converted?


If the team contineus with ArmA or ArmA2 that is theirs dission but it wil be without me.

I have seen some Converted stuff to ArmA but it needs alot of work... Main goal is OFP!

I know to make/modifi units but i can't make vehicles

http://img31.imageshack.us/i/landsverkofp.jpg/

http://www.landsverk-m38.nl/M38_eng_introduction.htm

Who hase time left to finish this Armored car?
The big thing is that it has no inside / interireur.

I willl be him/her very great-full!!

Amored cars has a big role with the battles of the dutch airports.


Posted by: RicoADF Aug 2 2009, 08:28

do you even have any pics etc, hard for someone to help without some reference pics lol.

Posted by: Bennie1983nl Aug 2 2009, 22:28

QUOTE(RicoADF @ Aug 2 2009, 09:28) *
do you even have any pics etc, hard for someone to help without some reference pics lol.


I got more site but they are in dutch sweatingbullets.gif

Posted by: RicoADF Aug 2 2009, 23:00

bumma lol

Posted by: Bennie1983nl Aug 4 2009, 21:57

http://www.grebbeberg.nl/bibliotheek/bewapening/weap0013.html

info in dutch about landsverk.

Posted by: Bennie1983nl Sep 16 2009, 20:41

http://img183.imageshack.us/i/art19402.jpg/

Is there a skinner who has time left?

Posted by: Bennie1983nl Oct 18 2009, 22:49

http://www.uitzendinggemist.nl/index.php/aflevering?aflID=10208735&md5=6d47ca8824fcdde13753045bcf5cef21

Here is a like to uniek footage/video of the Dutch Army 1939-1940

You wil see Trainging, break-time, winter fun and many more. Black-White and in full colour!
How civil live look at the soldiers.

Click on "Bekijk uitzending" left below in orange

Posted by: Bennie1983nl Oct 19 2009, 21:20

I saw that the link didn't work

http://player.omroep.nl/?aflID=10208735 this one will! thumbsup.gif

Posted by: I44_John Oct 19 2009, 22:44

Saw it. Nice documentary, showed a lot of good footage, and shows how naive practically the entire country was back then.

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