reyhard 2082 Posted March 5, 2014 (edited) Updates, REQUIRES ARMA 1.24 Download RDS Tank Pack 1.21 -added compatibility for Arma 1.24 sound changes -fixed wreck geometry -fixed rpt spam about missing skeleton bones -some other small tweaks -added ability to animate BMP2 HQ antenna ( this animateDoor ["AntenaAnim,1] ) Download RDS Static Weapons Pack 1.11 *added compatibility for Arma 1.24 sound changes *fixed rpt spam about missing skeleton bones *fixed some typos in backpacks config *lowered volume of ZU23 *some other small tweaks MLODS Samples Tank Pack 1.21 Samples Static Pack 1.11 I wanted to include Tunguska & T90 in tank pack but they will need to wait a little bit longer as some polishing on them is required. RDS Tanks 1.21 DOWNLOAD Features BMP1 & BMP2 & T-72A/B/BM more info on page 8 RDS Static Weapons Pack 1.1 08.03.2014 created by reyhard using Arma Sample Models. Non binarized version is included for projects like CUP and so on. Addon Contains: D-30 (Artillery & AT version) 2B14 82mm Podnos AA Igla Pod DShkM (High&Low tripod version) KORD (same as above) SPG-9 AT-13 Metis AGS-30 DShkM, KORD, SPG9, Metis and AGS30 can be disassembled and packed into bags (A2OA bags models used) Pictures http://farm8.staticflickr.com/7448/12936033185_d2fb639d23_o.jpg (123 kB) http://farm8.staticflickr.com/7319/12936449904_8c6d6561ac_o.jpg (143 kB) Known issues: Missing zeroing anims for DShkM & KORD machineguns DOWNLOAD LINKS RDS Static Weapons 1.1 DOWNLOADEast Static Weapons Pack 1.02 - Sample Changelog: 08.03.2014 *KORD was missing penetration rvmats *Fixed cargo anims for Igla Pod *Fixed death anims *Added backblast fx for SPG9 *Added weapons to FIA & CSAT factions *Some other minor tweaks Edited August 5, 2014 by Reyhard Share this post Link to post Share on other sites
badder 10 Posted March 5, 2014 Hi Mate, Fantastic addon! Do you plan to release WEST statics weapons? Congrats on the release! Share this post Link to post Share on other sites
james2464 176 Posted March 5, 2014 Congrats, looks great! Glad to see someone using my base jumping test map :p Share this post Link to post Share on other sites
sonsalt6 105 Posted March 5, 2014 New mod or update v1.0 available at withSIX. Download now by clicking: @ Reyhard; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
.kju 3244 Posted March 5, 2014 Sincere thanks to you Reyhard for sharing your work with CUP :bounce3: Would it be possible to summarize the changes please? It would help also other to port additional static weapons. :) Share this post Link to post Share on other sites
supergruntsb78 67 Posted March 5, 2014 nice !!!! now my african / ME rebels will get some serious fire power to defend agains all those AAF and NATO troops :P Share this post Link to post Share on other sites
Guest Posted March 5, 2014 Release frontpaged on the Armaholic homepage. RDS East Static Weapons Pack v1.0 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
FA Dalai Lamar 0 Posted March 5, 2014 Seriously Reynard if I could hug you right now I would. Game Is coming together now! Lamar Share this post Link to post Share on other sites
CSLALUKI 30 Posted March 5, 2014 Fantastic weapon pack ! Thank you Reyhard !:bounce3: Share this post Link to post Share on other sites
Rav_Raven 8 Posted March 5, 2014 @Reyhard Congratulations on this great pack. I wanted to ask if it is possible that D-30 would apply an animation to close the brackets. My interest is to include it in my mod LIFTER power and thus portability helicopters, suspended for external slings. Thanks for your work. Share this post Link to post Share on other sites
Drongo69 117 Posted March 5, 2014 Excellent work Reyhard, thanks. Share this post Link to post Share on other sites
wormeaten 0 Posted March 5, 2014 Great job Reyhard. Thanks m8. I'm more impressed with unselfish sharing his work with CUP. This should be example to rest of the community. I'm not happy when I'm seeing multiple people or groups doing exactly same thing what is pointless especially with porting. This is good example how things should be done true CUP as standard. Reyhard for this you are deserve more than thanks. :cheers: Share this post Link to post Share on other sites
serjames 357 Posted March 6, 2014 Great job Reyhard. Thanks m8.I'm more impressed with unselfish sharing his work with CUP. This should be example to rest of the community. I'm not happy when I'm seeing multiple people or groups doing exactly same thing what is pointless especially with porting. This is good example how things should be done true CUP as standard. Reyhard for this you are deserve more than thanks. :cheers: Hear hear !! Share this post Link to post Share on other sites
chops 111 Posted March 6, 2014 You Reyhard, are a scholar and a gentleman. A scholar for getting it done, and a gentleman for the MLODs so the rest of us can have a look at how it's done. I've had a crack at doing this myself, which failed utterly. Cheers! Share this post Link to post Share on other sites
reyhard 2082 Posted March 6, 2014 (edited) @badder - West? What is west?... seriously, I thought about that but I have some other things on my head (like importing more east equipment - tanks, cars, and so on) so maybe one day @.kju - I haven't done to much to those models, mostly they would work flawless without any tweaks but here is the list of tweaks I made: I had to add some memory points for DShkM and KORD to archive shell ejecting effect (machinegun_eject_pos & ..._dir memory points). Changed otoc_vez and otoc_hlaven selection in View Gunner LOD because in previous armas hands where connected with gun handle in tricky way (whole gunner proxy was glued to handle so it always appeared player hold gun correctly) Changed mass size and distribution in some models as it look like there is simulation working on them. Most work concentrated on configs (changed inheritance and some values, i.e. staticweapon class in a2 had maxturn=180 and in a3 it appears to be something like 45?) That's all, that came up to my head right now. @wormeaten - yep, I'm sick of seeing same BIS AK in another pack just with a little bit different configs values (which is mostly caused because of diffrent inheritance method) and maybe sounds a little bit changed. After all, it's very sad to see people trying to reinventing wheel in this particularly case. @RAV_RAVEN - I'm thinking about making movable not only d30 but also ZU-23, but I don't know, when it happens :) cheers! EDIT: I found, that I forgot to change addon name in cfgPatches, here is hotfix - East Static Weapons Pack 1.01 East Static Weapons Pack 1.01 - Sample As apologise, I made also small addon - CAF Aggressors Extension East Static Weapons Pack 1.01 - CAF Aggressors Extension Also, if you want to create config for your units here is my unbinarized config: class CfgPatches { class RDS_StaticWeapons_Aggressors { units[]= { "RDS_ZU23_CAG_ME", "RDS_DSHKM_CAG_ME", "RDS_DSHkM_Mini_TriPod_CAG_ME", "RDS_KORD_CAG_ME", "RDS_KORD_high_CAG_ME", "RDS_AGS_CAG_ME", "RDS_Metis_CAG_ME", "RDS_SPG9_CAG_ME", "RDS_Igla_AA_pod_CAG_ME", "RDS_2b14_82mm_CAG_ME", "RDS_D30_CAG_ME", "RDS_D30_AT_CAG_ME", "RDS_ZU23_CAG_EUR", "RDS_DSHKM_CAG_EUR", "RDS_DSHkM_Mini_TriPod_CAG_EUR", "RDS_KORD_CAG_EUR", "RDS_KORD_high_CAG_EUR", "RDS_AGS_CAG_EUR", "RDS_Metis_CAG_EUR", "RDS_SPG9_CAG_EUR", "RDS_Igla_AA_pod_CAG_EUR", "RDS_2b14_82mm_CAG_EUR", "RDS_D30_CAG_EUR", "RDS_D30_AT_CAG_EUR", "RDS_ZU23_CAG_AFR", "RDS_DSHKM_CAG_AFR", "RDS_DSHkM_Mini_TriPod_CAG_AFR", "RDS_KORD_CAG_AFR", "RDS_KORD_high_CAG_AFR", "RDS_AGS_CAG_AFR", "RDS_Metis_CAG_AFR", "RDS_SPG9_CAG_AFR", "RDS_Igla_AA_pod_CAG_AFR", "RDS_2b14_82mm_CAG_AFR", "RDS_D30_CAG_AFR", "RDS_D30_AT_CAG_AFR" }; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "RDS_StaticWeapons_Core", "caf_ag_faction_me", "caf_ag_faction_eur", "caf_ag_faction_afr" }; }; }; #include "basicDefines.hpp" #define crewMacro(factionN,crewN) \ side=0; \ faction=factionN; \ crew=crewN; \ typicalCargo[]= {crewN}; #define crewMacro2(factionN,crewN) \ side=0; \ faction=factionN; \ crew=crewN; \ typicalCargo[]= {crewN,crewN}; #define crewMacro3(factionN,crewN) \ side=0; \ faction=factionN; \ crew=crewN; \ typicalCargo[]= {crewN,crewN,crewN}; class CfgVehicles { class RDS_ZU23_AAF; class RDS_DSHKM_AAF; class RDS_DSHkM_Mini_TriPod; class RDS_KORD_AAF; class RDS_KORD_high_AAF; class RDS_AGS_AAF; class RDS_Metis_AAF; class RDS_SPG9_AAF; class RDS_Igla_AA_pod_AAF; class RDS_2b14_82mm_AAF; class RDS_D30_AAF; class RDS_D30_AT_AAF; //Middle East //Faction Name Macro #define mF1 caf_ag_me_t //Crew Name Macro #define mC1 CAF_AG_ME_T_AK74 class RDS_ZU23_CAG_ME: RDS_ZU23_AAF {crewMacro(mF1,mC1)}; class RDS_DSHKM_CAG_ME: RDS_DSHKM_AAF {crewMacro(mF1,mC1)}; class RDS_DSHkM_Mini_TriPod_CAG_ME: RDS_DSHkM_Mini_TriPod {crewMacro(mF1,mC1)}; class RDS_KORD_CAG_ME: RDS_KORD_AAF {crewMacro(mF1,mC1)}; class RDS_KORD_high_CAG_ME: RDS_KORD_high_AAF {crewMacro(mF1,mC1)}; class RDS_AGS_CAG_ME: RDS_AGS_AAF {crewMacro(mF1,mC1)}; class RDS_Metis_CAG_ME: RDS_Metis_AAF {crewMacro(mF1,mC1)}; class RDS_SPG9_CAG_ME: RDS_SPG9_AAF {crewMacro(mF1,mC1)}; class RDS_Igla_AA_pod_CAG_ME: RDS_Igla_AA_pod_AAF {crewMacro(mF1,mC1)}; class RDS_2b14_82mm_CAG_ME: RDS_2b14_82mm_AAF {crewMacro2(mF1,mC1)}; class RDS_D30_CAG_ME: RDS_D30_AAF {crewMacro3(mF1,mC1)}; class RDS_D30_AT_CAG_ME: RDS_D30_AT_AAF {crewMacro3(mF1,mC1)}; //East Europe //Faction Name Macro #define mF2 caf_ag_eeur_r //Crew Name Macro #define mC2 CAF_AG_eeur_r_AK74 class RDS_ZU23_CAG_EUR: RDS_ZU23_AAF {crewMacro(mF2,mC2)}; class RDS_DSHKM_CAG_EUR: RDS_DSHKM_AAF {crewMacro(mF2,mC2)}; class RDS_DSHkM_Mini_TriPod_CAG_EUR: RDS_DSHkM_Mini_TriPod {crewMacro(mF2,mC2)}; class RDS_KORD_CAG_EUR: RDS_KORD_AAF {crewMacro(mF2,mC2)}; class RDS_KORD_high_CAG_EUR: RDS_KORD_high_AAF {crewMacro(mF2,mC2)}; class RDS_AGS_CAG_EUR: RDS_AGS_AAF {crewMacro(mF2,mC2)}; class RDS_Metis_CAG_EUR: RDS_Metis_AAF {crewMacro(mF2,mC2)}; class RDS_SPG9_CAG_EUR: RDS_SPG9_AAF {crewMacro(mF2,mC2)}; class RDS_Igla_AA_pod_CAG_EUR: RDS_Igla_AA_pod_AAF {crewMacro(mF2,mC2)}; class RDS_2b14_82mm_CAG_EUR: RDS_2b14_82mm_AAF {crewMacro2(mF2,mC2)}; class RDS_D30_CAG_EUR: RDS_D30_AAF {crewMacro3(mF2,mC2)}; class RDS_D30_AT_CAG_EUR: RDS_D30_AT_AAF {crewMacro3(mF2,mC2)}; //Africa //Faction Name Macro #define mF3 caf_ag_afr_p //Crew Name Macro #define mC3 CAF_AG_afr_p_AK74 class RDS_ZU23_CAG_AFR: RDS_ZU23_AAF {crewMacro(mF3,mC3)}; class RDS_DSHKM_CAG_AFR: RDS_DSHKM_AAF {crewMacro(mF3,mC3)}; class RDS_DSHkM_Mini_TriPod_CAG_AFR: RDS_DSHkM_Mini_TriPod {crewMacro(mF3,mC3)}; class RDS_KORD_CAG_AFR: RDS_KORD_AAF {crewMacro(mF3,mC3)}; class RDS_KORD_high_CAG_AFR: RDS_KORD_high_AAF {crewMacro(mF3,mC3)}; class RDS_AGS_CAG_AFR: RDS_AGS_AAF {crewMacro(mF3,mC3)}; class RDS_Metis_CAG_AFR: RDS_Metis_AAF {crewMacro(mF3,mC3)}; class RDS_SPG9_CAG_AFR: RDS_SPG9_AAF {crewMacro(mF3,mC3)}; class RDS_Igla_AA_pod_CAG_AFR: RDS_Igla_AA_pod_AAF {crewMacro(mF3,mC3)}; class RDS_2b14_82mm_CAG_AFR: RDS_2b14_82mm_AAF {crewMacro2(mF3,mC3)}; class RDS_D30_CAG_AFR: RDS_D30_AAF {crewMacro3(mF3,mC3)}; class RDS_D30_AT_CAG_AFR: RDS_D30_AT_AAF {crewMacro3(mF3,mC3)}; }; As you can see, it's very easy, to make your own Deshka gun with crew of your choice. You need to change addon tag, edit those two lines #define mF1 you_faction_name #define mC1 your_crewmen_name and edit cfgPatches to your favour. East Static Weapons Pack 1.01 - CAF Aggressors Extension Config File Edited March 6, 2014 by Reyhard Share this post Link to post Share on other sites
serjames 357 Posted March 6, 2014 Great job, looking forward to getting blown out of the sky sometime soon... As I'm a complete numpty what is needed to get Aggressors working with the pack on a dedicated. Would we need to distribute your fix to the Server and all clients as a standalone mod ? Thanks SJ Share this post Link to post Share on other sites
reyhard 2082 Posted March 6, 2014 Yeap, that's correct but there is one thing... ...I forgot about thing like bikeys - still I'm used to ofp times :D I will add them tomorrow along with some other small fixes. Share this post Link to post Share on other sites
.kju 3244 Posted March 6, 2014 New update v1.0.1 available at withSIX. Download now by clicking: New mod available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted March 6, 2014 (edited) Updated version frontpaged on the Armaholic homepage. RDS East Static Weapons Pack v1.01RDS East Static Weapons Pack - CAF Aggressors Extension v1.01RDS East Static Weapons PackCAF Aggressors ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Edited March 6, 2014 by Guest Share this post Link to post Share on other sites
thearies 12 Posted March 6, 2014 great addon, think theres a problem with metis optics can't use them?! Share this post Link to post Share on other sites
zio sam 77 Posted March 6, 2014 seriously, I thought about that but I have some other things on my head (like importing more east equipment - tanks, cars, and so on) so maybe one day OMG Yes please!!! Share this post Link to post Share on other sites
FA Dalai Lamar 0 Posted March 7, 2014 Hey Just tinkering around with the SPG9 because I noticed it didn't have any back blast. I fixed it if you would like to include it in future versions. It has to do with the coding of the ammo. I did this back in Arma and Arma 2 days for our mod....basically same principle here. class RDS_R_PG9_AT : M_Titan_AT { hit = 320; indirectHit = 10; indirectHitRange = 1; model = "\RDS_StaticW\SPG9\PG9_Projectile"; initTime = 0.05; irLock = 0; manualControl = 0; timeToLive = 3; cost = 400; maxSpeed = 700; thrustTime = 1; thrust = 500; fuseDistance = 5; CraterEffects = "ATRocketCrater"; explosionEffects = "ATRocketExplosion"; effectsMissile = "missile2"; whistleDist = 2; }; just put that in and it works. Best, Lamar Share this post Link to post Share on other sites
serjames 357 Posted March 7, 2014 I Was messing with these last night in conjunction with the Aggressors cfg. The Twin Strela launcher man doesn't sit in the launcher for some reason but is standing in it ? Anyone else spotted that ? SJ Share this post Link to post Share on other sites