Messiah 2 Posted July 27, 2005 in the UKF updates we'll equip them with correct weapons we've made, and no, not M4's. You know Colt has recently purchased Diemaco so your C8's(asuming you will give them modern weapons) are almost M4's now And if you give them 1991 equipment M16's and commandos are its precedors you have a hard time coming around AR15's with the SAS(Special Air Service, not Scandinavian Airlines System). STGN i know COLT has pruchased diemaco... but they're still visually a different weapon and still Diemaco's until COLT, most probally, phase them out. UK forces use the diemaco's... hence why we've made them and will equip them Share this post Link to post Share on other sites
stgn 39 Posted July 27, 2005 A Question does British Diemaco's have a UK stamp on it or somthing, like Canadian and Danish have? STGN Share this post Link to post Share on other sites
MontyVCB 0 Posted July 27, 2005 in the UKF updates we'll equip them with correct weapons we've made, and no, not M4's. You know Colt has recently purchased Diemaco so your C8's(asuming you will give them modern weapons) are almost M4's now And if you give them 1991 equipment M16's and commandos are its precedors you have a hard time coming around AR15's with the SAS(Special Air Service, not Scandinavian Airlines System). STGN i know COLT has pruchased diemaco... but they're still visually a different weapon and still Diemaco's until COLT, most probally, phase them out. UK forces use the diemaco's... hence why we've made them and will equip them  more likely COLT will take the improvements from the C8 and put em on the M4, but there still 2 diverent weapons so no point calling a C8 a M4 at the moment Share this post Link to post Share on other sites
stgn 39 Posted July 27, 2005 in the UKF updates we'll equip them with correct weapons we've made, and no, not M4's. You know Colt has recently purchased Diemaco so your C8's(asuming you will give them modern weapons) are almost M4's now And if you give them 1991 equipment M16's and commandos are its precedors you have a hard time coming around AR15's with the SAS(Special Air Service, not Scandinavian Airlines System). STGN i know COLT has pruchased diemaco... but they're still visually a different weapon and still Diemaco's until COLT, most probally, phase them out. UK forces use the diemaco's... hence why we've made them and will equip them  more likely COLT will take the improvements from the C8 and put em on the M4,  but there still 2 diverent weapons so no point calling a C8 a M4 at the moment  Hmm I don't know I think that the two weapons are internaly alike. Why you might ask well Colt is has for some time sold LE rifles that had parts manufactured by Diemaco which indicades that they have the same specs. Besides the only good things Diemaco makes is the rifle everything els is not that good. Thats atleast what I have heard from soldiers using em. But this is too oftoipc I think STGN Share this post Link to post Share on other sites
Messiah 2 Posted July 27, 2005 A Question does British Diemaco's have a UK stamp on it or somthing, like Canadian and Danish have?STGN not that i know of. They use the canadian ones i think... although dont quote me on this Yes, there are similarities between the two, and they are in lamens terms an identical weapon... but there are well thought out reasons why the british, the canandians and the danes use them over the M4's Share this post Link to post Share on other sites
ruff 102 Posted July 28, 2005 I understand BB is done supporting these, so I'll just post this and see if anyone else has the problem, and if so, maybe UKF has an idea...I can't seem to take any regular BIS pipebombs (Satchel Charges) with these units. Â Yes, I've shot/thrown/dropped my ammo, but I still don't seem to be able to "see" them when I walk up to an object that has them onboard. Â We're talking either a unit that carries them, or a vehicle that has them added (this addmagazineCargo "Pipebomb"). Â Other, non-BB units (as a player) can pick them up in the same mission. Â I even changed it to addweaponcargo, and then the BB units can see them, but of course, there's nothing really to pickup. Anybody have this, or am I just missing something? i think its beacuse of some different cpp defines it has, look a the cpp and it has unique defines. like blb_put etc. but thats just my guess im not reallly sure. also the scripts with the brg and ammo bearer dont work wen loaded from a saved game. so if youve saved it and loaded it the scripts wont work Share this post Link to post Share on other sites
1in1class 0 Posted July 28, 2005 or just use the addweapon command... people seem to be getting very confused about the stance on the BIS weapons...remember, unfortunatly, there are 100's of bloody M4 packs and everyone has their favourites. BB would have a hard job choosing the 'best' pack to useand keep everyone happy. This way, no1 should complain, or have any right to. in the UKF updates we'll equip them with correct weapons we've made, and no, not M4's. i know what u mean by BB just makeing the BIS weapons for the SAS. But im asking if some one anybody could make an pbo of BB addons units for the replace ment of the BIS weapons with Wips M4s because i just have to put those int fildes add this ect.. would just make it better for me im just asking some one if the would do this im prety sure that people would dl it, and it would just help thats all just asking for some one to config it because i dont know how thats all if some one can plz help would be vary greatful If u would just use any other weapons out there just dont like thoes BIS ones Share this post Link to post Share on other sites
Pathy 0 Posted July 28, 2005 Its really less work to add WIPs M4 with init lines through the editor. Share this post Link to post Share on other sites
Messiah 2 Posted July 28, 2005 if anything, edit the config to use Lowlands Warrior's Diemaco's Share this post Link to post Share on other sites
Munk 0 Posted July 28, 2005 It would be better to send WIP M4s back to bloody Counter Strike so we dont get this in every fooking topic. Anyway... is there a working link for 1.0e patch or full? Share this post Link to post Share on other sites
1in1class 0 Posted July 28, 2005 It would be better to send WIP M4s back to bloody Counter Strike so we dont get this in every fooking topic.Anyway... is there a working link for 1.0e patch or full? come on now dont get it twisted Wips M4s would be awsome but if some one would like to do an diffrent weapon cool. What im saying is i dont like those BIS weapons i just said Wips M4s because they look awsome but if some one would do an diffrent one cool i just dont like those BIS ones ANy Share this post Link to post Share on other sites
Messiah 2 Posted July 28, 2005 then use the addweapon command... or havnt we already gone over this? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 28, 2005 Yes, there are similarities between the two, and they are in lamens terms an identical weapon... but there are well thought out reasons why the british, the canandians and the danes use them over the M4's  I believe the SFW was chosen to 'replace' the AR15/M16s and the numbers of M4s we had because it combined the best features of the two weapons: it's more compact than the old Armalites thanks to the telescopic buttstock, but has a longer barrel than the M4 and standard C8, supposedly making it more accurate. That's what one of the chaps who works in small arms told me anyway. Either way, my config's edited to give BB's lads KMM's JAM compatable C8 SFW with M203 and handle. Share this post Link to post Share on other sites
Messiah 2 Posted July 28, 2005 Yes, there are similarities between the two, and they are in lamens terms an identical weapon... but there are well thought out reasons why the british, the canandians and the danes use them over the M4's I believe the SFW was chosen to 'replace' the AR15/M16s and the numbers of M4s we had because it combined the best features of the two weapons: it's more compact than the old Armalites thanks to the telescopic buttstock, but has a longer barrel than the M4 and standard C8, supposedly making it more accurate. That's what one of the chaps who works in small arms told me anyway. Either way, my config's edited to give BB's lads KMM's JAM compatable C8 SFW with M203 and handle. mines edited to use our new weapons Share this post Link to post Share on other sites
Blackblood 0 Posted July 28, 2005 It would be better to send WIP M4s back to bloody Counter Strike so we dont get this in every fooking topic.Anyway... is there a working link for 1.0e patch or full? [from work] First page updated with mirrors. Really people, since this is the last version for (presumably) a long time, you are totally free to add mirrors. also the scripts with the brg and ammo bearer dont work wen loaded from a saved game.  so if youve saved it and loaded it the scripts wont work A hint to the scripters. I stumbled upon this long after release making it too late to implement really: beginning of script (script must be running/looping all thru the mission) #loop   ?! (alive _this select 0):exit   ? time < _time : goto "IhaveJustReloadedAsaveGame" ~2 goto "loop" #IhaveJustReloadedAsaveGame <Put everything straight thru an individual saved array here> [back to work] Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 28, 2005 mines edited to use our new weapons  lol, git Would that happen to include a Hi-Po with those ironsights I gave you? Share this post Link to post Share on other sites
Munk 0 Posted July 28, 2005 then use the addweapon command...or havnt we already gone over this? Aye, for the past 17 pages, thought someone would get the hint by now wouldnt you? Now you've got something other than bloody crapidshare available I'll have a mirror up soon Share this post Link to post Share on other sites
StealthTiger 0 Posted July 28, 2005 High speed data transfer mirrors from Stealth-Net:UK Desert Troop Pack 1.0e Final Enjoy! Post updated.. we all knew you'd make another BB. Haha.. but we don't mind! UK Desert troops patch (Patches v1.0d to v1.0e - Requires:UK Desert troops 1.0d Full) Enjoy! Share this post Link to post Share on other sites
Blackblood 0 Posted July 28, 2005 [Post updated.. we all knew you'd make another BB. Haha.. but we don't mind! Yeah, thanx for keeping me busy. Share this post Link to post Share on other sites
1in1class 0 Posted July 28, 2005 Thx BB so for those Game logic all i do is us empty game logic and it works Im not to fimilar with this if can plz help Share this post Link to post Share on other sites
bucket man 2 Posted July 28, 2005 Yeah just place the empty gamelogics anywhere in the mission editor. Ofcourse if you have one squad of paras there no point using a gamelogic that affects the regular troops. Btw I STILL get CTD's everytime I place any of BB's game logics in the mission if ECP is running. I place the game logic and press "preview" and loading screen comes up and then back to the desktop. No error messages or nothing it just throws me back to the desktop. Share this post Link to post Share on other sites
ruff 102 Posted July 29, 2005 also the scripts with the brg and ammo bearer dont work wen loaded from a saved game.  so if youve saved it and loaded it the scripts wont work A hint to the scripters. I stumbled upon this long after release making it too late to implement really: beginning of script (script must be running/looping all thru the mission) #loop   ?! (alive _this select 0):exit   ? time < _time : goto "IhaveJustReloadedAsaveGame" ~2 goto "loop" #IhaveJustReloadedAsaveGame <Put everything straight thru an individual saved array here> [back to work] is it a separate script? Share this post Link to post Share on other sites
Blackblood 0 Posted July 29, 2005 also the scripts with the brg and ammo bearer dont work wen loaded from a saved game.  so if youve saved it and loaded it the scripts wont work A hint to the scripters. I stumbled upon this long after release making it too late to implement really: beginning of script (script must be running/looping all thru the mission) #loop   ?! (alive _this select 0):exit   ? time < _time : goto "IhaveJustReloadedAsaveGame" ~2 goto "loop" #IhaveJustReloadedAsaveGame <Put everything straight thru an individual saved array here> [back to work] is it a separate script? (Somebody stop me.) Yes it have to be a separate script. And you're gonna have to edit the randomscripts aswell. Example (for _SAS). (This is written from work, untested): SAS hidden selections nr "SHEMAGH"----- 0 "LongSleeves"-- 4 "patrolpack"--- 5 "Gasmaskpouch"-6 "boonie"------ 9 "gogglesStatic"-13 "headset"----- 14 "SOOT"-------- 15 "gogglesLens"--16 Make a new array and add a slot for each selection: Put this line at the beginning of the script. BLB_rndSAS1 = [0,0,0,0,0,0,0,0,0] <---9 hid.sel. = 9 zeroes = arraypositions 0-8 1. _SAS executes "initSAS_rnd.sqs" 2. If he gets a shemagh set arrayposition 0 to "1"   BLB_rndSAS1 set [0, 1] <--- [Arrayposition, Value]   BLB_rndSAS1 now looks like this:   [1,0,0,0,0,0,0,0,0] 3. (Moves on to next choice in the script)   If he gets longsleeves set arrayposition 1 to "1"   BLB_rndSAS1 set [1, 1] <--- [ArrayPosition, Value]   BLB_rndSAS1 now looks like this:   [1,1,0,0,0,0,0,0,0] 4. ...and so on... 5. Exchange any "exit" in the script to:   [_blbsoldier, BLB_rndSAS1] exec "\BLB_UK\Scripts\ReEquipMonitorSAS1.sqs" 6. Create a new script called "ReEquipMonitorSAS1.sqs" and put in the above folder. 7. The look of the script : _blbsoldier = _this select 0 #loop  ?! (alive _this select 0):exit  ? time < _time : goto "IhaveJustReloadedAsaveGame" ~2 goto "loop" #IhaveJustReloadedAsaveGame ? (_this select 1)==1 : _blbsoldier setObjectTexture [0,"\BLB_UK\shemagh.paa"] ? (_this select 2)==1 : _blbsoldier  setObjectTexture [4,"\BLB_UK\Arm.paa"];_blbsoldier  animate [{Sleeves}, 1] <...and so on. Check the "initsas_rnd.sqs" for correct syntax> <time is the amount of time passed since missions is started/reloaded> <_time is the amount of time passed since current script is started> This is meant to be a pointer in the right direction. I cant guarantee it's success. Share this post Link to post Share on other sites
ruff 102 Posted July 29, 2005 also the scripts with the brg and ammo bearer dont work wen loaded from a saved game.  so if youve saved it and loaded it the scripts wont work A hint to the scripters. I stumbled upon this long after release making it too late to implement really: beginning of script (script must be running/looping all thru the mission) #loop   ?! (alive _this select 0):exit   ? time < _time : goto "IhaveJustReloadedAsaveGame" ~2 goto "loop" #IhaveJustReloadedAsaveGame <Put everything straight thru an individual saved array here> [back to work] is it a separate script? (Somebody stop me.) Yes it has to be a separate script. And you're gonna have to edit the randomscripts aswell. Example (for _SAS). (This is written from work, untested): SAS hidden selections nr "SHEMAGH"----- 0 "LongSleeves"-- 4 "patrolpack"--- 5 "Gasmaskpouch"-6 "boonie"------ 9 "gogglesStatic"-13 "headset"----- 14 "SOOT"-------- 15 "gogglesLens"--16 Make a new array and add a slot for each selection: Put this line at the beginning of the script. BLB_rndSAS1 = [0,0,0,0,0,0,0,0,0] <---9 hid.sel. = 9 zeroes = arraypositions 0-8 1. _SAS executes "initSAS_rnd.sqs" 2. If he gets a shemagh set arrayposition 0 to "1"   BLB_rndSAS1 set [0, 1] <--- [Arrayposition, Value]   BLB_rndSAS1 now looks like this:   [1,0,0,0,0,0,0,0,0] 3. (Moves on to next choice in the script)   If he gets longsleeves set arrayposition 1 to "1"   BLB_rndSAS1 set [1, 1] <--- [ArrayPosition, Value]   BLB_rndSAS1 now looks like this:   [1,1,0,0,0,0,0,0,0] 4. ...and so on... 5. Exchange any "exit" in the script to:   [_blbsoldier, BLB_rndSAS1] exec "\BLB_UK\Scripts\ReEquipMonitorSAS1.sqs" 6. Create a new script called "ReEquipMonitorSAS1.sqs" and put in the above folder. 7. The look of the script : _blbsoldier = _this select 0 #loop  ?! (alive _this select 0):exit  ? time < _time : goto "IhaveJustReloadedAsaveGame" ~2 goto "loop" #IhaveJustReloadedAsaveGame ? (_this select 1)==1 : _blbsoldier setObjectTexture [0,"\BLB_UK\shemagh.paa"] ? (_this select 2)==1 : _blbsoldier  setObjectTexture [4,"\BLB_UK\Arm.paa"];_blbsoldier  animate [{Sleeves}, 1] <...and so on. Check the "initsas_rnd.sqs" for correct syntax> <time is the amount of time passed since missions is started/reloaded> <_time is the amount of time passed since current script is started> This is meant to be a pointer in the right direction. I cant guarantee it's success. thanks for the help man but i think aint that advanced in scripting sorry for the trouble dude i might have caused you a headache because just by looking at that i already got one Share this post Link to post Share on other sites