Reddiem 508 Posted September 12, 2018 A picture is worth a thousand words: 14 2 Share this post Link to post Share on other sites
lionhawk123 20 Posted September 13, 2018 You guys are fantastic. Keep up the great work! 2 Share this post Link to post Share on other sites
ice_age0815 37 Posted September 13, 2018 nice work 1 Share this post Link to post Share on other sites
Damian90 697 Posted September 14, 2018 Nice work! Any plans on making Leopard 1 series and older Leopard 2's? For example pre A6/A7 series? Share this post Link to post Share on other sites
Reddiem 508 Posted September 14, 2018 1 hour ago, Damian90 said: Nice work! Any plans on making Leopard 1 series and older Leopard 2's? For example pre A6/A7 series? Not at the momemt to be honest Share this post Link to post Share on other sites
Knight81 7 Posted September 27, 2018 Awesome work! Do you know how I can activate the "Rundumleuchte" of the Wolf with a script / trigger? This code activates the "Rundumleuchte" but unfortunatly without your cool bright light-effects (it just blinks very dark). this animate ["BeaconsStart",1]; Thank you! Share this post Link to post Share on other sites
Reddiem 508 Posted September 28, 2018 On 27.9.2018 at 6:39 PM, Knight81 said: Awesome work! Do you know how I can activate the "Rundumleuchte" of the Wolf with a script / trigger? This code activates the "Rundumleuchte" but unfortunatly without your cool bright light-effects (it just blinks very dark). this animate ["BeaconsStart",1]; Thank you! Hey there, tis is because you have to turn on the light. Actually the "cool bright light-effects" is nothing more than a rotating front light on the roof ^^ Share this post Link to post Share on other sites
pognivet 151 Posted October 3, 2018 it would be nice if the fuchs worked with ai. 2 Share this post Link to post Share on other sites
Reddiem 508 Posted October 8, 2018 With the help of Reyhard from RHS we were able to realize the new feature, "semi ffv-turrets". You can use the binocular when turned out. First it will come with the Luchs and in an later update to the other vehicles. 12 Share this post Link to post Share on other sites
T4nk 280 Posted October 17, 2018 bit of Work in Progress - Stuff. Almost done ;) 20 2 Share this post Link to post Share on other sites
ice_age0815 37 Posted October 21, 2018 looking good guys nice work Share this post Link to post Share on other sites
Reddiem 508 Posted October 29, 2018 First ingame picture with textures: 19 Share this post Link to post Share on other sites
carlosxx 63 Posted October 30, 2018 As usual, very nice work! 1 1 Share this post Link to post Share on other sites
Knight81 7 Posted November 6, 2018 On 29.9.2018 at 12:14 AM, Reddiem said: Hey there, tis is because you have to turn on the light. Actually the "cool bright light-effects" is nothing more than a rotating front light on the roof ^^ Sorry but this doesn't work. I have placed an empty Wolf and turned on the Light and Beacons with a trigger. Both turns on but without the nice effect. When I'm moving into this car I have the option to turn on the Rundumleuchte although it's already on. Any other idea? Share this post Link to post Share on other sites
Purzel 35 Posted November 15, 2018 Great Mod, unfortunatly I found it just yesterday! A little question: How do i set the wolfs flag-texture? the action menu offers blue/green/red flags, but instead of each color only a white flag appears (but we will never surrender ;-) ). How do I get the right coler and can I set my own flagtexture? I tried: this forceFlagTexture "pictures\flag_fas.paa"; // this will spawn the white flag itself at the car / even with a spawned flag it isnt possible to use the action-menu to set a blue/green/red flag...this setflagtexture "pictures\flag_fas.paa"; // this will do nothing Flagtexture is present in "pictures"-folder, but nothing happened. Still a white flag! I didn´t found anything about that... Would you please help me with that issue? Greetz Purzel Share this post Link to post Share on other sites
Reddiem 508 Posted November 20, 2018 On 15.11.2018 at 6:24 PM, Purzel said: Great Mod, unfortunatly I found it just yesterday! A little question: How do i set the wolfs flag-texture? the action menu offers blue/green/red flags, but instead of each color only a white flag appears (but we will never surrender ;-) ). How do I get the right coler and can I set my own flagtexture? I tried: this forceFlagTexture "pictures\flag_fas.paa"; // this will spawn the white flag itself at the car / even with a spawned flag it isnt possible to use the action-menu to set a blue/green/red flag...this setflagtexture "pictures\flag_fas.paa"; // this will do nothing Flagtexture is present in "pictures"-folder, but nothing happened. Still a white flag! I didn´t found anything about that... Would you please help me with that issue? Greetz Purzel Hey the actionmenu works fine. Of course you can set a different flag with "forceFlagTexture", but this has nothing to do with the actionmenu, it just uses the same proxy. Dont know but you do something wrong, as i said woks fine for me grettings Share this post Link to post Share on other sites
Reddiem 508 Posted November 20, 2018 On 6.11.2018 at 5:22 PM, Knight81 said: Sorry but this doesn't work. I have placed an empty Wolf and turned on the Light and Beacons with a trigger. Both turns on but without the nice effect. When I'm moving into this car I have the option to turn on the Rundumleuchte although it's already on. Any other idea? Ok its a bit more then just "turn on the light" ^^ For the orange beacon, put in init line (a unit hast to be on driver seat): this animate ['Hide_Rundumleuchte_rot',0];this animate ['Hide_Rundumleuchte_glass_2',0];this animateSource ['Hide_Rundumleuchte_fuss', 0];(driver this) action ['lightOn', this];this animate ['BeaconsStart_2',1];this animate ['orangelicht_an',1];this animate ['orangelicht_an_flare',1] For the blue beacon, put in init line (a unit hast to be on driver seat): (driver this) action ['lightOn', this];this animate ['BeaconsStart',1];this animate ['blaulicht_an',1];this animate ['blaulicht_an_flare',1]; Share this post Link to post Share on other sites
Reddiem 508 Posted December 9, 2018 We took a littel trip with our photographer (Thx to Golani): 17 2 Share this post Link to post Share on other sites
tourist 617 Posted December 9, 2018 THX 4 sharing; I just love the way you keep up the top-notch quality and go one vehicle at a time - I look forward to use the Boxer in recreations of the last years of the Afghanistan Mission where for a short time the BW actually had some heavier assets at their disposal. Since I play these misions alone vs. AI in an ALIVE-Mission, I'd like to know if the MG of the Boxer will be "human player only" like with the Fuchs or useable by an AI crew. Best Regards & keep posting the pics! Share this post Link to post Share on other sites
Reddiem 508 Posted December 9, 2018 15 minutes ago, tourist said: THX 4 sharing; I just love the way you keep up the top-notch quality and go one vehicle at a time - I look forward to use the Boxer in recreations of the last years of the Afghanistan Mission where for a short time the BW actually had some heavier assets at their disposal. Since I play these misions alone vs. AI in an ALIVE-Mission, I'd like to know if the MG of the Boxer will be "human player only" like with the Fuchs or useable by an AI crew. Best Regards & keep posting the pics! Unfortunatly also "human player only" Share this post Link to post Share on other sites
Reddiem 508 Posted December 20, 2018 SpPz 2A2 "Luchs" 8 Share this post Link to post Share on other sites
Reddiem 508 Posted December 23, 2018 Redd'n'Tank wishes a Merry Christmas. Our litte present this year will be the SpPz 2A2 "Luchs". We want to say thanksy to all supporters an the whole community, you are great. Changelog: Version 1.7.142 - Added SpPz 2A2 "Luchs" - Changed Fuchs now spawnes with closed Bullet Shield - Changed M120 reloadtime - Fixed bug where wolf wouldn't be refueled after removing the camonet - Fixed Wolf slingload points where to low, so Wolf tends to turn on the roof while slingloading - Fixed added missing TI textures to Wolf - Fixed added missing TI textures to Wiesel MK20 - Fixed added missing TI textures to all damage and destruct materials - Fixed model issue with marder commander hatch and milan - Tweaked all vehicles PhysX - Tweaked all functions (Thx to commy2) 16 4 Share this post Link to post Share on other sites
scrombleboy 108 Posted December 23, 2018 Lovely release! Merry Christmas Share this post Link to post Share on other sites
classic 38 Posted December 25, 2018 Awesome update! I've make the pull request at the gitlab. @Reddiem 1 Share this post Link to post Share on other sites
T4nk 280 Posted February 20, 2019 A little Update for you guys..... Naturally this is not all we are working on. There is a lot more to come 😉 9 2 Share this post Link to post Share on other sites