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txalin

Spanish Army mod pack 3

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no MLV Lince ?

I started a MLV for personal use some time ago. Is far from being finished but perhaps someday I could release it.

An early shot of the model:

MLV.jpg

Anyway this team is doin´a good work.

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Yeah I didn't think it was any AI improvements that made the gunship do close air support better, but rather that you guys just did a bit better job than most on the config file. I'll definitely have to check out your config file to see what's different compared to the config for other gunship addons.

The Mapfacts AH-64 for example, is awesome except that it doesn't engage enemy AI infantry very well. The same goes for the BIS AH-1Z Super Cobra. They both fly around and only once in awhile will engage enemy infantry...usually only if the infantry shoots at them first. Your Tiger, on the other hand, just goes crazy blazing away at them and really pounding them hard on almost every pass it makes over them.

you should try mando's air support console(if you haven't yet) that script pack is filled with shocks and awes!

the gunship choppers of that script pack fully engage hostiles with everything they got!

further it will even enable you to have full joint operations sorties from every branch of the military!

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as promised a few tweaks to improve the compatibility of Spanish Army mod pack 3 with SLX

first i'd like to apologize that the following tweaks are more like an SLXmod tweak than a Spanish Army mod pack 3 tweak. this is due to my inability to fine any editable part of @fsaa(Spanish Army mod pack 3) modpack.

most SLX + Spanish Army mod pack 3 errors are "No entry" errors

so in order to negate this, i modified the @SLX/bin/config.cpp entries. also my main objective is only to negate the errors and nothing else. that is why the values are often "" or 0;

the following are the modified parts of @SLX(or your SLX mod folder name)/bin/config.cpp

i also recommend that you use text editor programs such as textpad and such, because editing config.cpp with notepad would take forever!

look for class CfgAmmo then scroll down to // SLX ADD : Explosives won't lose effectiveness at lower speeds, change/add the following entries so it'll look like this.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// SLX ADD : Explosives won't lose effectiveness at lower speeds.

typicalSpeed = 10;

};

class R_Hydra_HE : Default{

cartridge = "";

proxyshape = "";

};

class R_PG7VR_AT : Default{

cartridge = "";

proxyshape = "";

};

look for class RocketCore then scroll down to // SLX ADD : Less falling?, change/add the following entries so it'll look like this.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// SLX ADD : Less falling?

sideAirFriction = .2;

// airFriction = -0.0005; // Actual air friction ?

model = 0;

hit = 0;

indirecthit = 0;

indirecthitRange = 0;

trackOversteer = 0;

trackLead = 0;

explosionTime = 0;

maxSpeed = 0;

irLock = 0;

laserLock = 0;

airLock = 0;

manualControl = 0;

explosive = 0;

explosionEffects = 0;

craterEffects = 0;

tracerColor[] = {0.7, 0.7, 0.5, 0.04};

tracerColorR[] = {0.7, 0.7, 0.5, 0.04};

class HitEffects {};

hitGround[] = {};

hitMan[] = {};

hitArmor[] = {};

hitBuilding[] = {};

soundFly[] = {};

soundEngine[] = {};

supersonicCrackFar[] = {"", 0, 1};

supersonicCrackNear[] = {};

look for class class CfgWeapons then scroll down to // SLX ADD : SIX tracers stuff., change/add the following entries so it'll look like this.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// SLX ADD : SIX tracers stuff.

SIX_tracerEnable = 0;

SIX_tracerPer = 10000;

SIX_tracerColor = "R";

};

class GIAT30 : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class FFARLauncher : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class FFAA_Armas_HKG36K : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class FFAA_Armas_USP : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class HellfireLauncher : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class NVGoggles : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class DSHKM : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class AK74GL : default{

class AK74Muzzle : default{

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

};

class put :default {

class TimeBombMuzzle : default {

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class PipeBombMuzzle : default {

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class MineMuzzle : default {

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

class MineEMuzzle : default {

cursor ="";

cursorAim ="";

cursorSize = 1.0;

};

};

note i'm still having /burst error but this is an old SLX conflict and AFAIK not causing any CTDs so good luck!

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Feedback much appreciated Miles, but try to find the things that u don't like so we can improve them wink_o.gif

And Eisena, thanks for the update, will speak with the slx guys to see if we can release the config to make both mods compatibles. Anyway, we will work in making the full mod compatibe, but can't give you a date, i'm just the public relationship smile_o.gif

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Ah...hmm...things I don't like.  Ok... on the T-21 the rear ramp should open and perhaps a airborne (paratrooper) drop script should be made combined with a light inside that turns from red to green to signal the drop.  This would be a bit like the script used by Trenchfeet on his WWII German cargo plane (I forget the exact model) and on one of the DC-3 addons made for OFP (I think by Martin).   This with some instructions for using the script would make it easier for new mission makers to make airborne missions for your paratroopers.   A script to drop ammo/weapon boxes might be useful as well.  

Let's see...  other things I don't like...  on the UH-1N (Bell 212), the side textures have rivet lines that are much too strong...by that I mean the squares and lines on the side of the helicopter.  Oh also the Insurgets seem to only have one face...and that face looks like an old black man.  lol   More Arab faces would be good.  ....oh and make them yell, "ALLAH'U AKBAR" when firing the RPG.

smile_o.gif

I'm going to play the mod some more again right now, and when I finish I'll post any more bugs or issues that might help improve things.   Keep up the great work!!!

Chris G.

aka-Miles Teg<GD>

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continues with error even without having the old version installed  banghead.gif  banghead.gif  

 help.gif  help.gif  help.gif

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Firefox1: Do you remove the main folder of the mod (not only addons folder) if not, dta folder from versión 3.1 could give you some errors. Do you load any other addon? maybe in game default addons folder ?.

I test the mod in a clean install of ArmA + QG + 1.08 (also tested with 1.12) and runs ok.

More things, this morning I've removed the insurgent pack because it was incomplete. (hurries are bad). Now is uploaded again. It was my fault, because i have uploaded only insurgents with no readmes etc etc...

New upload:

Arabian pack:

- ffaa_terroristas.pbo (knew as insurgents pack) no other addon required.

- ffaa_moros.pbo (I think is translated as moroco army). requires ffaa_armas.pbo in misc pack.

Misc pack:

- ffaa_caras.pbo (faces).

- ffaa_armas.pbo (weapons).

- ffaa_consola.pbo (new ingame console) optional.

- ffaa_reemplaza.pbo (replacement pack) optional, because replace original u.s. units ingame for spanish ones. requires full ffaa mod.

Readmes in spanish and english in both packs.

In www.ffaa.es you can download the packs. I edit the new in the web so english speakers can understand which pack want to download.

My apologies for any inconvenience caused.

Enjoy it.

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More Arab faces would be good. ....oh and make them yell, "ALLAH'U AKBAR" when firing the RPG.

smile_o.gif

lol, i'd like that too! and believe it or not i'm a moslem! though i'm a bit more liberal if you catch my drift smile_o.gif

actually i was about to post a little critique about the naming of the mod, which is "islamic terrorist". but then after a minute or so i decided against it. because whether i like it or not those radical ragheads terrorists are moslems lol!

actually i do want to hunt down those extremists and give them my thanks for ruining the image of my religion pistols.gif

all in all i think it'll add a little bit more immersion if it was used in some middle east map etc.

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Fully agree, having the enemies shouting adds heaps of immersion, and these units are fully deserving of such a feature.

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hmm it would seem that the CH-47 of Spanish Army Mod pack 3 is listed as an OPFOR helo, is this right?

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Checked out the Huey, forget what its called in the mod... both the main and tail rotors spin in the wrong direction.  Also the AAV vehicles' treads do not line up with the rear and front sprockets.

GD Mast

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First of all: Thanks for the mirrors.

About the name... I could say to you that we don't want to offend any one. (in ofp the mod has as opforces serbian units).

I will try to upload today one or two more packs, and I supose you prefer the one has most choppers ?

The "huey" it's an AB-212.

GD Mast: I take note of the bugs. Thank you.

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First of all: Thanks for the mirrors.

About the name... I could say to you that we don't want to offend any one. (in ofp the mod has as opforces serbian units).

I will try to upload today one or two more packs, and I supose you prefer the one has most choppers ?

The "huey" it's an AB-212.

GD Mast: I take note of the bugs. Thank you.

no no, the name is fine, the models are fine, the vehicles, weapons everything are fine, basically the mod pack is awesome!

after all they are what they are, the majority of them (if not all) are Moslems(Islam) so i guess it's okay. i'm quite fine with it, it's only fair no? if we can "kill" Americans, Rusians, Serbs, etc in the game why not Islam Extremists?

on the other hand it might be more politically correct to call them Middle Eastern/Arabic Terrorists. as not all moslems are middle eastern/Arabs. but that's just my 2 cents, if it's too much work don't even bother with it, it's not that big of a deal.

and yes i do prefer the ones with the choppers thank you!

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Hmm... i testet the Insurgents Pack and played a terrorist. Great looking units and i've got a lot of fun to play the last hour. thumbs-up.gif

But i can't get in a opened vehicle. As driver, gunner or in cargo. No way for me to get in. You know the problem huh.gif

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I have to tell you one thing: GREAT JOB guys!

I am not specialish of Fuerzas Armadas so I cant get suro of reality of this pack, anyway AWESOME!

To tell you trully I never liked you so much in OFP, but right now you seems to be my favourite mod.

You are also very unlucky, casue when your mod was 60% downloaded I gave a vote on other addon on Community Awards (cause I didnt know you!wink_o.gif.

There are of course some not good things e.g. basic model of G36 looks a big ugly for me and Ameli is from OFP, anyway, you seems to be my best right now.

Keep up a good work!

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But i can't get in a opened vehicle. As driver, gunner or in cargo. No way for me to get in. You know the problem huh.gif

uh? let me take a look on editor...

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Hmm... i testet the Insurgents Pack and played a terrorist. Great looking units and i've got a lot of fun to play the last hour. thumbs-up.gif

But i can't get in a opened vehicle. As driver, gunner or in cargo. No way for me to get in. You know the problem huh.gif

Tested it, and it works for me.

As long you did not try to enter a vehicle, that has an enemy sitting in it, you should be able to use any unlocked vehicle.

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Imutep, make sure the empty vehicle is set to "unlocked" in the mission editor.

Chris G.

aka-Miles Teg<GD>

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Has anyone got a readme for the weapon and ammo names so I can script troops and vehicle loadouts?

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Has anyone got a readme for the weapon and ammo names so I can script troops and vehicle loadouts?

Give me a couple of days wink_o.gif

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thanks for the help provided by you, still can not solve the problem with the units Arabs, but I found on the wiki / ArmA that may be useful

"Can not create system memory surface: 8007000e"

If you are using 1.05 or newer version, use-maxmem = 512 command line option to reduce memory footprint.

"Can not create surface system memory (Error code 8876086c)"

This is caused by third party content using textures with non 2 ^ n (32.64128256, etc.) dimensions. It may not effect all video cards.

I will not quit, I am testing other drivers for the video card ATI Radeon 9600 256, perhaps the problem in the driver's plate and if everything der sure I put the result here is a vex thank you very much.

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which version of the game are you playing ? did you try with 1.12 ?

Anyway, we will see if any texture is not 2^n.

if you use 1.09 or above, don't use maxmem.

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Yeah I can't even use the terrorists. If I am one that's one thing, but more than one forget it, especially if you spawn right next to them or walk towards them. ArmA crashes right away and I get this:

Hamas_error.jpg

Does it when I use mods and even if I just run ArmA 1.12 and Queens Gambit.

I'm also using the 512 maxmem in Yoma's launcher. Could that be what's causing it? If so its the first time I've had that happen, hehe.

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