Party-Mix -- With a how-to
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Party-Mix -- With a how-to
Given that you can fire two different weapons simultaneously with one button for vehicles you can now make party-mixes for vehicles that normally would have such a setup. An example would be the BTR-60.
HOW-TO:
Create a weapon that shoots an AP round.
Create another weapon that shoots an HE round.
For the first weapon add:
ObjectTemplate.fire.fireInput PIFire
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.roundsPerMinute 900
...
ObjectTemplate.ammo.magLinkWeapon VEHICLE_WEAPON_2
...
ObjectTemplate.projectileTemplate AMMO_AP
ObjectTemplate.itemIndex 1
For the second weapon add:
ObjectTemplate.fire.fireInput PIAltFire
ObjectTemplate.fire.altFireInput PIFire
ObjectTemplate.fire.roundsPerMinute 1800
ObjectTemplate.fire.fireStartDelay CRD_NONE/0.0333/0/0
...
ObjectTemplate.ammo.magLinkWeapon VEHICLE_WEAPON_1
...
ObjectTemplate.projectileTemplate AMMO_HE
ObjectTemplate.itemIndex 1
This will fire two HE rounds for every one AP round with the first round being an AP round. Thus AP-HE-HE-AP-HE-HE-AP...
NOTES:
The second weapon has a short start delay so that the rounds do not fire at the exact same time. The delay amount should be a number that would put each bullet being fired at the additive fire rate (in this case 2700RPM).
You now have to create dummy secondary weapons for all other primary weapons--unless you have a different secondary weapon to switch to.
Sound may need to be synced with firing intervals or one weapon may need to lack sound.
HOW-TO:
Create a weapon that shoots an AP round.
Create another weapon that shoots an HE round.
For the first weapon add:
ObjectTemplate.fire.fireInput PIFire
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.roundsPerMinute 900
...
ObjectTemplate.ammo.magLinkWeapon VEHICLE_WEAPON_2
...
ObjectTemplate.projectileTemplate AMMO_AP
ObjectTemplate.itemIndex 1
For the second weapon add:
ObjectTemplate.fire.fireInput PIAltFire
ObjectTemplate.fire.altFireInput PIFire
ObjectTemplate.fire.roundsPerMinute 1800
ObjectTemplate.fire.fireStartDelay CRD_NONE/0.0333/0/0
...
ObjectTemplate.ammo.magLinkWeapon VEHICLE_WEAPON_1
...
ObjectTemplate.projectileTemplate AMMO_HE
ObjectTemplate.itemIndex 1
This will fire two HE rounds for every one AP round with the first round being an AP round. Thus AP-HE-HE-AP-HE-HE-AP...
NOTES:
The second weapon has a short start delay so that the rounds do not fire at the exact same time. The delay amount should be a number that would put each bullet being fired at the additive fire rate (in this case 2700RPM).
You now have to create dummy secondary weapons for all other primary weapons--unless you have a different secondary weapon to switch to.
Sound may need to be synced with firing intervals or one weapon may need to lack sound.
Last edited by Solid Knight on 2009-07-04 02:44, edited 1 time in total.
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Party-Mix -- With a how-to
Wow, this is great! Would be a great additive to PR, as not only would this affect the A-10, but I believe many APCs in PR also have a Party mix. Russia helicopters carry both AP and HE rounds, though I believe they are separately fed, but I don't know about any other helicopters.



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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Party-Mix -- With a how-to
Yeah, though for the BTR-60 you'd be forced to make the coaxial gun a different selection. That's kind of a bummer but it's not too bad if you don't make a switching delay.
This would always work out great for mini-guns as you can up the fire rate to 3600RPM.
Another application would be to add a concussion force from the barrel of a tank. You'd have it shoot the normal tank round and simultaneously fire a concussive explosion from the barrel meaning any infantry standing below the main gun would have a bad day. You could even add back blasts to vehicle mounted missile launchers as well which would work out great for the stationary TOWs.
Regarding dual-feed: I know the Mi-28 uses dual feed (no party mix). It has two bins mounted on either side of the gun. You can fill one with AP and the other with HE and the gunner swaps between them at will. I don't think PR models this.
This would always work out great for mini-guns as you can up the fire rate to 3600RPM.
Another application would be to add a concussion force from the barrel of a tank. You'd have it shoot the normal tank round and simultaneously fire a concussive explosion from the barrel meaning any infantry standing below the main gun would have a bad day. You could even add back blasts to vehicle mounted missile launchers as well which would work out great for the stationary TOWs.
Regarding dual-feed: I know the Mi-28 uses dual feed (no party mix). It has two bins mounted on either side of the gun. You can fill one with AP and the other with HE and the gunner swaps between them at will. I don't think PR models this.
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McBumLuv
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Solid Knight
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Re: Party-Mix -- With a how-to
I don't think this would work for handheld weapons because they're limited to one weapon.
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Kenny
- Posts: 261
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Re: Party-Mix -- With a how-to
OMG... man if this ca be put in to PR it would up the realism level a whole lot and the team work as well finaly having backblast on LAT and HAT the realism would be fantastic.
Aww read the above post after I posted
oh well would stillbe a nice addtion to APC and Planes
Aww read the above post after I posted

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McBumLuv
- Posts: 3563
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Re: Party-Mix -- With a how-to
Hmmm, I thought some weapons had two weapons

But now that I think about it I'm most likely wrong about it... Unless C4/trigger in one weapon slot count, but I don't quite think so.
But now that I think about it I'm most likely wrong about it... Unless C4/trigger in one weapon slot count, but I don't quite think so.



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Solid Knight
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Re: Party-Mix -- With a how-to
I have serious doubts about the application to hand weapons and I pretty certain that they can't have more than one weapon attached to a weapon. I could see if I can rig something up but I seriously doubt it will work.
UPDATE: And it doesn't.
UPDATE: And it doesn't.
Last edited by Solid Knight on 2009-07-04 05:39, edited 1 time in total.
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McBumLuv
- Posts: 3563
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Re: Party-Mix -- With a how-to
Oh well, can't have everythingSolid Knight wrote:I have serious doubts about the application to hand weapons and I pretty certain that they can't have more than one weapon attached to a weapon. I could see if I can rig something up but I seriously doubt it will work.
UPDATE: And it doesn't.
Looks like an excellent way of coding this otherwise, and can be used in many places. Give the LB miniguns that actually fire 36000 RPM and deviate slightly, rather than the pin-point accurate guns that have some damage radius to simulate the amount of fire.
APC and A-10 can get awesome Party-mixes, and I'd love to see Tanks giving the concussion effect and a damage effect within about 50 meters or something.



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Kenny
- Posts: 261
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Re: Party-Mix -- With a how-to
Hmm if this somehow does work with handheld weapons then the 3rd shot from the bottem tracer could be incorperated which would be nice.

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mat552
- Posts: 1073
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Re: Party-Mix -- With a how-to
I'm sorry, I don't understand what's been suggested or shown, can someone explain slowly and using simple words?
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Ccharge
- Posts: 308
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Re: Party-Mix -- With a how-to
I would love to see this. No more panicing when you run into a apc inf and have ur he out.
Can this not be done with hand held weapons to? I assume the tracer must be coded like this to. If you can code a tracer then you can code it to a hand held weapon.
Plus for anybody who doesnt get this its actually very simple. With a little bitta coding they can manage to make "party-mix" ammunition. Its a mixture of HE and AP in one ammo bin. Usally twice the amount of AP then HE. So, AP-AP-HE and repeat. This is usally what is done on APC's and some other vechiles.
Can this not be done with hand held weapons to? I assume the tracer must be coded like this to. If you can code a tracer then you can code it to a hand held weapon.
Plus for anybody who doesnt get this its actually very simple. With a little bitta coding they can manage to make "party-mix" ammunition. Its a mixture of HE and AP in one ammo bin. Usally twice the amount of AP then HE. So, AP-AP-HE and repeat. This is usally what is done on APC's and some other vechiles.
if you miss him... try, try again
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Jazz
- Posts: 128
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Re: Party-Mix -- With a how-to
The guy above me already explained what a party mix is. Knight is proposing linking the primary and secondary weapon to fire with the left mouse. The primary would fire AP rounds while the secondary fires HE rounds. The fire rates are synced up so that it fires AP-AP-HE. This simulates one weapon with mixed ammunition.mat552 wrote:I'm sorry, I don't understand what's been suggested or shown, can someone explain slowly and using simple words?
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mat552
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Re: Party-Mix -- With a how-to
Ohhh, alright, thanks.Jazz wrote:The guy above me already explained what a party mix is. Knight is proposing linking the primary and secondary weapon to fire with the left mouse. The primary would fire AP rounds while the secondary fires HE rounds. The fire rates are synced up so that it fires AP-AP-HE. This simulates one weapon with mixed ammunition.
I still don't understand WHY though. I mean, if I need AP to engage a hardened target, I probably don't want HE to be hitting that target (Or if I'm trying to keep splash to a minimum), or I could be using HE's splash to suppress infantry, in which case I don't want any low splash AP around.
What kind of situations in PR would it be useful to have this "party-mix"?
Last edited by mat552 on 2009-07-04 15:16, edited 1 time in total.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Eddie Baker
- Posts: 6945
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Re: Party-Mix -- With a how-to
Because not every vehicle weapon has a dual feed system that allows the gunner to select a specific ammunition with the flip of a switch. A "party mix" is a ratio of AP to HE (or other types of ammunition) on a single belt of ammunition. This is what is used on the KPVTs in the BRDM-2 and BTR-60.mat552 wrote:I still don't understand WHY though. I mean, if I need AP to engage a hardened target, I probably don't want HE to be hitting that target (Or if I'm trying to keep splash to a minimum), or I could be using HE's splash to suppress infantry, in which case I don't want any low splash AP around.
What kind of situations in PR would it be useful to have this "party-mix"?
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Party-Mix -- With a how-to
Oh alright! I think I'm done waving my ignorance around now, thanks for the clarification.'[R-DEV wrote:Eddie Baker;1074737']Because not every vehicle weapon has a dual feed system that allows the gunner to select a specific ammunition with the flip of a switch. A "party mix" is a ratio of AP to HE (or other types of ammunition) on a single belt of ammunition. This is what is used on the KPVTs in the BRDM-2 and BTR-60.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Jazz
- Posts: 128
- Joined: 2009-04-19 17:45
Re: Party-Mix -- With a how-to
Hey, there's no shame in wanting to learn more.mat552 wrote:Oh alright! I think I'm done waving my ignorance around now, thanks for the clarification.
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Meza82
- Posts: 279
- Joined: 2009-06-13 21:26
Re: Party-Mix -- With a how-to
so does this mean that if your in an APC and you shoot a enemy logistics truck with HEAT ammo it will finally be destroyed?
*I've been an APC gunner a few times where I hit a enemy logistics truck or technical or other light vehicle with +5 HEAT rounds and it doesnt die
*I've been an APC gunner a few times where I hit a enemy logistics truck or technical or other light vehicle with +5 HEAT rounds and it doesnt die
Violence is power
In .308 we trust
In .308 we trust
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Party-Mix -- With a how-to
The BTR-60 will be interesting.
One limitation of this is the fire rates that are usable by BF2 which is: 30, 60, 120, 300, 600, 900, 1200, 1800. The BTR-60 is somewhere around 550 RPM. If you wanted 2AP:1HE you'd need 300 + 120 but that drops your fire rate to 420. Though it'd make more sense to preserve the fire rate and just use 300 + 300 but that would mean alternating ammo types. However, it'd still be superior than the current system which tries to simulate the party-mix by combining the characteristics of AP and HE ammo types into a single projectile but scaling them back.
The MEC is fictional so who knows what their standard mix is, right?
One limitation of this is the fire rates that are usable by BF2 which is: 30, 60, 120, 300, 600, 900, 1200, 1800. The BTR-60 is somewhere around 550 RPM. If you wanted 2AP:1HE you'd need 300 + 120 but that drops your fire rate to 420. Though it'd make more sense to preserve the fire rate and just use 300 + 300 but that would mean alternating ammo types. However, it'd still be superior than the current system which tries to simulate the party-mix by combining the characteristics of AP and HE ammo types into a single projectile but scaling them back.
The MEC is fictional so who knows what their standard mix is, right?
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Party-Mix -- With a how-to
I hate to bump an old thread but I'm curious to find out if anybody experimented with this in either PR or CA.
