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Mateck

Mateck's M1A1 (HA)

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Time for first update smile_o.gif

Mateck's M1A1 (HA) v0.95 - http://crazyhussars.arma2.pl/ch_m1a1ha_v0.95.rar

Version history

=============================================

v0.95

-----------------------------------------------------

- fixed XEH compatibility (Extended Event Handlers required)

- signed addon with new privatekey

- fixed tracks visible through armor

- changed ammo count for M2 and mounted M240

- fixed M240 magazine class so it will not overwrite class from rifles config

- fixed some sound problems (new sounds are now defined in main config file)

- added T-72 with new armor values and fixed hit-points (based on NonWonderDogs Tank FCS)

- added more markings

- added reload sounds for MGs

- tweaked gunner sights so it's easier to shoot targets at 600m range

- updated ReadMe.pdf and editor sample mission

- added markings.jpg that shows all markings available in this addon

v0.9

-----------------------------------------------------

- first release

EDIT. Before installing new version please remove any previous versions.

@Alex[Dev]72

Yes, we will add LASE option in future smile_o.gif

About replacement compatibility in MP. There is to many changes in config and model to fix those problems. Every player on server needs to use this replacement. Also I think it should be installed on server.

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Forget to mention...

Before installing new version please remove any previous versions.

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Very nice work! thumbs-up.gif

But there is still no animation on the ammobelt of the Loader- and Commander-MG.

Keep it up!

MfG Medicus smile_o.gif

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Very nice smile_o.gif

ArmedAssault.info Mirror :

News : http://www.armedassault.info/index.p....lang=en

Addon : http://www.armedassault.info/index.p....lang=en

Keep up the great work !

Mirror added to the first post. Thanks smile_o.gif

I have small request. Please remove ch_sounds.pbo from Included *.pbo files and update description section with info from first post. I will be very grateful smile_o.gif

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Excellent! Can't wait to see a system like NWD's FCS. I have the laser readout working with this but I haven't figured out how he does the turret tracking/free floating sight, any way i look forward to your next update/ release!

Oh and as i asked before any chance of seeing the fake IR/TI script in the next update(dont matter to much i will add it myself if need be)?

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Oh and as i asked before any chance of seeing the fake IR/TI script in the next update(dont matter to much i will add it myself if need be)?

I will take closer look at this smile_o.gif

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does the loader's GPMG work for other people? It doesn't fire at all for me (vboth 0.9 and v0.95)?

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Great news Mateck! New update and possible FCS later. notworthy.gif

Thanks!

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Hi, and the loaders sight still beeing that black box instead use the

same sight than the driver; but i guess that that's why they're called

v0.95 instead v1.0; the crew in the T72 bail out after a Maverik

hit and still have time to run away from the tank, what killed me

was the burst of the A-10. The M1A1 cannon have tracers rounds

and im not that happy with that, but the T72 have all the main gun

rounds as tracers. Anyway, still the best addon tanks released until

date. I like 'em. Let's C ya

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Hi, and the loaders sight still beeing that black box instead use the

same sight than the driver; but i guess that that's why they're called

v0.95 instead v1.0; the crew in the T72 bail out after a Maverik

hit and still have time to run away from the tank, what killed me

was the burst of the A-10. The M1A1 cannon have tracers rounds

and im not that happy with that, but the T72 have all the main gun

rounds as tracers. Anyway, still the best addon tanks released until

date. I like 'em. Let's C ya

Hmmm... A maverick missile should set a T72 instantly ablaze with ease, and the M1A1's main gun is usually outfitted with rounds with tracers (APFSDS-t).

Thanks for the update so soon! DLing right now biggrin_o.gif

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Hi, and the loaders sight still beeing that black box instead use the

same sight than the driver;...

Loaders sight is using tank driver optic model, believe me wink_o.gif

Problem is that all gunner sights are black. As I remember there is option to change sight color but nothing else crazy_o.gif

P.S. There is a bug with replacement files after installation on server. After mission start player is kicked with missing addon error crazy_o.gif

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Howdy,

Thanks for the quick update. Though I ran into a small issue. The CH_Markings_base = blah... no longer works on my models. Tried creating a new map and putting in a new tank and using the line to select specific markings but it still doesn't seem to work.

I deleted out the old files and then put the new ones in. And placed the extended event handlers into my arma addons folder.

Figure I am doing something wrong.

Tigernan

Not as lean, or as mean but always a Marine.

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Very nice work! thumbs-up.gif

But there is still no animation on the ammobelt of the Loader- and Commander-MG.

Keep it up!

MfG Medicus smile_o.gif

I quote what he said.

Worth the work you might have. wink_o.gif

EDIT: I would like to add that i lose some significant FPS when i look to these M1A1.. can it be fixed? Its really annoying sad_o.gif

Its the same feeling of lag compared to the time when we looked to ARMA Bushes and trees. Its a really significant drop in fps. Please fix it.

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Howdy,

Thanks for the quick update. Though I ran into a small issue. The CH_Markings_base = blah... no longer works on my models. Tried creating a new map and putting in a new tank and using the line to select specific markings but it still doesn't seem to work.

I deleted out the old files and then put the new ones in. And placed the extended event handlers into my arma addons folder.

Figure I am doing something wrong.

Tigernan

Not as lean, or as mean but always a Marine.

Check editor sample mission with original, unmodified addon. All scripts should work. I've added tank with custom textures to that mission. You should see smilies on that tank smile_o.gif

If scripts in that mission also don't work then let me know.

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Wait,

Are you talking about the ch_m1aaha.intro mission? Didn't see any smiley faces in that but I might be looking in the wrong place.

In your post when you said you added custom textures are you talking about adding them with setObjectTexture? Or selecting existing ones with the CH_Markings_base?

I couldn't get setObjectTexture to work before but will try it again just in case.

Tigernan

Not as lean, or as mean but always a Marine.

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Wait,

Are you talking about the ch_m1aaha.intro mission? Didn't see any smiley faces in that but I might be looking in the wrong place.

In your post when you said you added custom textures are you talking about adding them with setObjectTexture? Or selecting existing ones with the CH_Markings_base?

I couldn't get setObjectTexture to work before but will try it again just in case.

Tigernan

Not as lean, or as mean but always a Marine.

In new version I've added new markings that can be displayed by using CH_Markings_base script. In updated ch_m1a1aha.intro mission I've added example for setting user made textures that can be placed in mission folder. In ch_m1a1aha.intro folder there is s1.paa texture file that should be displayed on one of the tanks.

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That is what I thought...

Ok, the setObjectTexture worked fine with the smiley face.

But your CH_Markings_base and CH_Markings_turret did not work like they did before. Just a heads up. Thanks for taking the time to work with an old dumb grunt. smile_o.gif

Tigernan

Not as lean, or as mean but always a Marine.

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@tigernan

Also mate, make a @XEH mod folder and have only the extended eventhadlers in there, and place that mod last in the mod order so it loads last. This way XEH applies to all your mods better. Got that info from sickboy himself and all my mods (many) works perfect.

Regards

Alex

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very good tank , much better than BiS one by far , congrats thumbs-up.gif

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Wait, which mod loads last?

Tigernan

Not as lean, or as mean but always a Marine.

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