Marijus 0 Posted July 18, 2008 ne tolko vi mozete po ruski zdes mnogo kto ponimaet   Share this post Link to post Share on other sites
NSX 8 Posted July 18, 2008 Stop spamming. This section is for english-speaking users only. 2 ATRF I'll speak to some persons, maybe they'll be interested in cooperation with you. Share this post Link to post Share on other sites
(A.T.R.F.) 0 Posted July 18, 2008 NSXr Well, here my ICQ for connection with me, just in case... 315310267 P.S. - Daloi discriminaciyou russkoyazi4nix polzovatelei! Daesh otdelnuyou vetku dlya russkix! Marijus A ti umeesh 4ego nibud delat v Oxygene2? Share this post Link to post Share on other sites
Marijus 0 Posted July 18, 2008 NSXr, easy, easy, its only joke! (A.T.R.F.) About Oxygen2, sory, but no I can play only with config, +litle with texturing... Share this post Link to post Share on other sites
(A.T.R.F.) 0 Posted July 18, 2008 Marijus ,Fine, you need me, write me in ICQ Share this post Link to post Share on other sites
Marijus 0 Posted July 26, 2008 No news about this projekt??? Share this post Link to post Share on other sites
modemmaik 53 Posted July 28, 2008 Well... I hope that (A.T.R.F.) continues his very interesting T-72B project. I just started a T-72 120, which may take a while till there is someting to make public. Meanwhile, I tried to implement a M1Abrams available at armed-assault.de to counter the T-72 ERA (still working on the next version) plus a Stryker ATGM including a stronger TOW missile (including a turret-blow animation). When I find some additional minutes, I may integrate the turret-blow @ destruction into the T-72 ERA and M1Abrams project, but the T-72 120 has top prio at the moment. Share this post Link to post Share on other sites
modemmaik 53 Posted September 9, 2008 I have integrated the unused BI-BMP2 driver view into a T-72 tank and added a turret blow animation (like the OFP's BTR-T turret blow animation by Sebastian Mueller). The addon's intention is to be used by other modders, not to be used ingame. That is why I have not binarized the addon. The addon is splitt in two addons. The SmurfC_T72_NSV includes the tank and turret model and Aron Ash's sounds. The SmurfC_T72_NSV_repl includes random numbers, turret blow and custom texture support. This requires extended eventhandlers installed. The new animation is triggered on 2 of 4 destructed tanks and the turret is removed after 30 seconds. Quote[/b] ]Smurfclan T72A NSV mission addon name: "SmurfC_T72_NSV" Mission editor's container: "SmurfC" smurfct72_nsv Main Features: - ERA plate and NSV model (Credits to Sigma-& and RHS for barell textures and model) - Sounds from Robert Ash's RealMBT addon - Driver Hatch, but immited view due to drivers position - Increased structural armor - Custom Texture ready (1_co_cust section) - Numbers ready ("num1","num2","num3". Usual texture areas 3,4,5) - Flag ready ("u_flag". Usual Texture area 6) - New driver view ------------------------------------------------------------------------------------ mission addon name: "SmurfC_T72_NSV_repl" required addons: "SmurfC_T72_NSV", "Extended_EventHandlers" Mission editor's container: "SmurfC" smurfct72_nsv Main Features: -Converted turret blow script (Original script from Sebastian Muller's BTR-T) -Custom Texture ready (1_co_cust section via setObjectTexture [0,<yourTexture>] -Numbers script (default random, user-syntax: [this, <number>] execVM "\smurfct72_nsv_repl\assignNumber.sqf" -Side-Flag section (u_flag section via setObjectTexture [4,<yourTexture>] model & config. by modEmMaik & Mateck Model is based completely on "BI Vehicles and weapons sample" models and an OFP tank created by Sigma-6. Credits to: Sigma-6 and RHS for OFP material Aaron Ash for his sounds Burns and King Homer @hx3.de for their support and material Mateck @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for custom skin invention and support Sebastian Muller for the same invention for OFP custom skins Maruk, Urki and Loneship crCTI clan @smurfclan.org for ideas, support and beta tests binary, T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus plus all the others @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for tests, photos and suggestions Rellikki (http://www.rellikki.armaholic.net/) for his superb Sahrani Liberation Army Desert Troops (http://www.armaholic.com/page.php?id=705) I used as blueprint for this reskin piranha-dl (http://www.denny-piranha.com/) Vilas (http://ofp.gamepark.cz/_hosted/vilas/) WGL mod team (http://ofpc.de/wargames/news.php) for their great mod ACE team (http://ace.usmc-warriors.org/), successors of the former WGL team Solus & Killswitch for their Extended_Eventhandlers implementation BI (http://www.armedassault.com/) for their sample models Disclaimer: I tried to get in contact with Robert Ash (mail, PM and thread on BI-forums) about permissions for sounds, but got no reply yet. have fun and good luck, modEmMaik *Removed DL-Link, use link below* p.s.: I have requested permissions for Aron Ash's OFP Sounds more than a month ago via PM, EMail and thread. Until now, no reply  :edit: Fixed version because of transparency around the optic: http://www.zshare.net/download/185753969dd34fcd/ Share this post Link to post Share on other sites
modemmaik 53 Posted September 18, 2008 According to some requests: OFP interiors for M1A1 / M2A2 can be reused from the Breathe OFP BI Sample models Only the proxies need to be replaced / repositioned to include those interiors into a ArmA-addon. Also ArmA's sample models BMP2 and M113 interior can be tweaked to match other tank models. BR, mike Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted September 18, 2008 Just about to try the fixed version, didn't realise you'd released a version to try. Share this post Link to post Share on other sites
modemmaik 53 Posted September 19, 2008 Just about to try the fixed version, didn't realise you'd released a version to try. Yepp, try, copy and paste I do not see much sense in releasing the 812'th T-72 version, but I want to offer the included features to other developers. Hopefully to see it in some tanks soon. mike Share this post Link to post Share on other sites
manzilla 1 Posted September 19, 2008 I don't get which is which. There's two links in that last post. Which is which? Are they both the same or is the last one under :edit: the most recent? What's the version number on the correct link? Share this post Link to post Share on other sites
modemmaik 53 Posted September 19, 2008 I don't get which is which. There's two links in that last post. Which is which? Are they both the same or is the last one under :edit: the most recent? What's the version number on the correct link? Sorry about the confusion, I removed the outdated link  :edit: Transform to the latest version included two more errors... Please relace the missing t72_optic_ca.tga to ca\tracked\data\t72_optic_ca.tga and the missing bmp2_interier.rvmat to ca\tracked\data\bmp2_interier.rvmat.  Share this post Link to post Share on other sites
modemmaik 53 Posted September 27, 2008 Ok a little Update: Fixed interior issues. After some requests for the following features, I decided to implement them in a "blueprint style" for other modders: New Features: 1-Maingun recoil 2-Maingun shell ejection 3-ComGun ammo belt animation Check the maingunrecoil.sqf script, which is triggered via xeh's fired event. 1) Check the models "barrel" sections inclusive model.cfg and config.cpp 2) Those Shells are defined as Thingeffect and the designation "Internal: xxx" seems to prevent from beeing spotted by AI's. 3) Check ammo_belt and ammo_belt_axis in the model. The maxValue of this animation seems to determine the amount of time for the corresponding animation. This addon is non-binarized and it's purpose is to act as blueprint for other addon modders.  DL-Link by zShare Quote[/b] ]Smurfclan T72A NSVmission addon name: "SmurfC_T72_NSV" Mission editor's container: "SmurfC" smurfct72_nsv Main Features: - Maingun recoil and shell ejection - Comgun ammo belt animation - ERA plate and NSV model (Credits to Sigma-& and RHS for barell textures and model) - Sounds from Robert Ash's RealMBT addon - Driver Hatch, but immited view due to drivers position - Increased structural armor - Custom Texture ready (1_co_cust section) - Numbers ready ("num1","num2","num3". Usual texture areas 3,4,5) - Flag ready ("u_flag". Usual Texture area 6) - New driver view ------------------------------------------------------------------------------------ mission addon name: "SmurfC_T72_NSV_repl" required addons: "SmurfC_T72_NSV", "Extended_EventHandlers" Mission editor's container: "SmurfC" smurfct72_nsv Main Features: -Converted turret blow script (Original script from Sebastian Muller's BTR-T) -Custom Texture ready (1_co_cust section via setObjectTexture [0,<yourTexture>] -Numbers script (default random, user-syntax: [this, <number>] execVM "\smurfct72_nsv_repl\assignNumber.sqf" -Side-Flag section (u_flag section via setObjectTexture [4,<yourTexture>] model & config. by modEmMaik & Mateck Model is based completely on "BI Vehicles and weapons sample" models and an OFP tank created by Sigma-6. Credits to: Sigma-6 and RHS for OFP material Aaron Ash for his sounds Burns and King Homer @hx3.de for their support and material Mateck @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for custom skin invention and support Sebastian Muller for the same invention for OFP custom skins Maruk, Urki and Loneship crCTI clan @smurfclan.org for ideas, support and beta tests binary, T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus plus all the others @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for tests, photos and suggestions Rellikki (http://www.rellikki.armaholic.net/) for his superb Sahrani Liberation Army Desert Troops (http://www.armaholic.com/page.php?id=705) I used as blueprint for this reskin piranha-dl (http://www.denny-piranha.com/) Vilas (http://ofp.gamepark.cz/_hosted/vilas/) WGL mod team (http://ofpc.de/wargames/news.php) for their great mod ACE team (http://ace.usmc-warriors.org/), successors of the former WGL team Solus & Killswitch for their Extended_Eventhandlers implementation BI (http://www.armedassault.com/) for their sample models Disclaimer: I tried to get in contact with Robert Ash (mail, PM and thread on BI-forums) about permissions for sounds, but got no reply yet. have fun and good luck, modEmMaik p.s.: I have decided to use low-poly shells for the ammo belt, because I did not want to raise the poly count for the addon significantly  :edit: Unforutately, a minor issue passed the final tests. The ammo belt rotation axis was included in the wrong section. Corrected and updated the DL-Link  Share this post Link to post Share on other sites
modemmaik 53 Posted December 30, 2008 I have uploaded the MLOD again on request: zShare DL-Link The only thing that I have changed is that the numbers are based on the tank's position @ init. This should enable the numbers for MP. This addon is non-binarized and it's purpose is to act as blueprint for other addon modders. have Fun, mike :edit: Credits for MP-numbering goes to raedor from hx3.de  Share this post Link to post Share on other sites
modemmaik 53 Posted February 2, 2009 Another update for the T-72 NSV project: Additional Festures: - Converted interrior from OFP (merged textures) - Hitzone damage textures OK, this shows the M1A1, but the T-72 includes the same feature  Info's about the damage section textures: Quote[/b] ]Most of the tanks include telo as model's damage sections only.Other vehicles, like the 5t include more damage sections, e.g. to show a damaged wheel etc. The BI config includes at least 5 damage sections for tanks: telo for the hull motor for the engine pas_L for the left tracks pas_P for the right tracks vez for the turret zbran for the maingun (L svetlo and P svetlo may also be possible, but I havenot checked this yet). when you include those sections in the visual LOD's and in the model.cfg sections, the result shows separate damage sections. You only have to take care to remove the telo section in the model, when you define an alternative damage section. Else e.g. the damage texture of the maingun would be replaced by a medium damage texture, when the hull is hit. Quote[/b] ]Smurfclan T72A NSVrequired addons: Extended_Eventhandlers Solus & Killswitch (http://www.armaholic.com/page.php?id=2605) mission addon name: "SmurfC_T72_NSV" Mission editor's container: "SmurfC" smurfct72_nsv New Festures: - OFP interrior - Damage section textures Main Features: - ERA plate and NSV model (Credits to Sigma-& and RHS for barell textures and model) - Sounds from Aaron Ash's RealMBT addon - Driver Hatch, but immited view due to drivers position - Increased structural armor - Custom Texture ready (1_co_cust section) - Numbers ready ("num1","num2","num3". Usual texture areas 3,4,5) - Flag ready ("u_flag". Usual Texture area 6) ------------------------------------------------------------------------------------ mission addon name: "SmurfC_T72_NSV_repl" required addons: "SmurfC_T72_NSV", "Extended_EventHandlers" Mission editor's container: "SmurfC" smurfct72_nsv_repl Main Features: -Converted turret blow script (Original script from Sebastian Muller's BTR-T) -Custom Texture ready (1_co_cust section via setObjectTexture [0,<yourTexture>]); -Numbers script (default random, user-syntax: [this, <number>] execVM "\smurfct72_nsv_repl\assignNumber.sqf"); -Side-Flag section (u_flag section via setObjectTexture [4,<yourTexture>]); ------------------------------------------------------------------------------------ T-72 Replacement Config smurfct72_nsv_bi_repl required addons: "SmurfC_T72_NSV_repl", "Extended_EventHandlers" Main Features: -Replacement config for BI's T72 (MP enabled) / not included: turret blow script model & config. by modEmMaik & Mateck Model is based completely on "BI Vehicles and weapons sample" models and an OFP tank created by Sigma-6. Credits to: Roberrt Ash for his sounds Raedor @hx3.de for the MP-conpatible numers Burns, WGL.Q and King Homer @hx3.de for their support and material Mateck @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for custom skin invention and support Sebastian Muller for the same invention for OFP custom skins Maruk, Urki and Loneship crCTI clan @smurfclan.org for ideas, support and beta tests T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus plus all the others @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for tests, photos and suggestions Rellikki (http://www.rellikki.armaholic.net/) piranha-dl (http://www.denny-piranha.com/) Vilas (http://ofp.gamepark.cz/_hosted/vilas/) WGL mod team (http://ofpc.de/wargames/news.php) for their great mod ACE team (http://ace.usmc-warriors.org/), successors of the former WGL team Solus & Killswitch for their Extended_Eventhandlers implementation BI (http://www.armedassault.com/) for their sample models Disclaimer: I tried to get in contact with Aaron Ash (mail, PM and thread on BI-forums) about permissions for sounds, but got no reply yet. DL-Link unbinarized version for addon-makers by zShare Share this post Link to post Share on other sites
modemmaik 53 Posted February 21, 2009 Big Thanks Q Â I have decided to extend the Open Source Tank Project by a conveted OFP-Bradley. You can release your own version of this addon without asking for permission, as long as it uses it's own config and the released version does not interfere with the basic version. Â DL-Link converted OFP-Bradley by zShare Quote[/b] ]Smurfclan M2A2 Beta-Versionrequired addons (for xxx_repl.pbo): Extended_Eventhandlers Solus & Killswitch (http://www.armaholic.com/page.php?id=2605) Changes: - Bumpmap for chassis added - Replaced OFP tracks with ArmA M113 tracks - Added BLUFOR and RACS skins (simple skins only) - Added weapon config - Added random numbers - Added new sounds - Reworked gunner / commander animations ------------------------------------------------------------------ mission addon name: "smurfc_m2a2" Mission editor's container: PirSmurfC_ERA_110_Armor ("SmurfC") smurfc_m2a2_b (BLUFOR version) smurfc_m2a2_g (RACS version) Main Features: - Converted OFP model from oxygen samples - OFP interrior - Damage section textures - Working dampers - Merged textures for better performance and to ease retexes - Lowered center of mass to prevent flip overs - Custom Texture ready (1_co_m2a2, 2_co_m2a2, 3_co_m2a2, flag_m2a2 sections) - Numbers ready ("num1_m2a2","num2_m2a2","num3_m2a2" sections) - Vehicle values related to OFP's WGL values Issues: - Beta does not include specmaps (not planned, to be honest). ------------------------------------------------------------------------------- mission addon name: "smurfc_m2a2_repl" Mission editor's container: PirSmurfC_ERA_110_Armor ("SmurfC") / Armor (Blufor and Racs) smurfc_m2a2_b (BLUFOR version) smurfc_m2a2_g (RACS version) Features: - BLUFOR and RACS skins - Aaron Ash sounds - Random numbers (thanks to raedor) model & config. by BI and modEmMaik Credits to: Aaron Ash for his sounds Raedor @hx3.de for the MP-conpatible numers Burns, WGL.Q and King Homer @hx3.de for their support and material Maruk, Urki and Loneship crCTI clan @smurfclan.org for ideas, support and beta tests T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus plus all the others @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for tests, photos and suggestions Rellikki (http://www.rellikki.armaholic.net/) piranha-dl (http://www.denny-piranha.com/) Vilas (http://ofp.gamepark.cz/_hosted/vilas/) WGL mod team (http://ofpc.de/wargames/news.php) for their great mod ACE team (http://ace.usmc-warriors.org/), successors of the former WGL team Solus & Killswitch for their Extended_Eventhandlers implementation BI (http://www.armedassault.com/) for their sample models Disclaimer: I tried to get in contact with Aaron Ash (mail, PM and thread on BI-forums) about permissions for sounds, but got no reply yet. have fun and good luck, modEmMaik Some Pics: Brad family meeting OFP Bradley day OFP Bradley night OFP Bradley Commander View OFP Bradley Gunner View p.s.: I promised to release a new version of the T-72, too. I hope to complete this within the next days, but the brad includes the latest version of the number scripts. Share this post Link to post Share on other sites
manzilla 1 Posted February 21, 2009 Excellent. It's good to see some more Bradleys. Hopefully someone will take advantage of this, cause god knows I can't. Thanks. Share this post Link to post Share on other sites
GD Mast 0 Posted February 22, 2009 Did a quick test and it's pretty good. Â The main gun is a 25mm gun instead of a 30mm. Â Also I was hoping that the TOW launcher would open/close like the Ofp one did. Â If your able to make those changes, it would be top notch. GD Mast Share this post Link to post Share on other sites
twisted 128 Posted February 22, 2009 nice to see a bradley! choice! Share this post Link to post Share on other sites
Alex72 1 Posted February 22, 2009 That is awesome. How it should be done in ARMA2. Only fun to drive a tank in ARMA1 is to be 3d person as you see nothing. Ah it would be so sweet to have this in AA2. Great job. Very fun to drive and command. Can someone with talent make it ARMA standard in graphics? (wish i could). /Alex Share this post Link to post Share on other sites
Marijus 0 Posted February 22, 2009 Nice modEmMaik, i see you again in work. Share this post Link to post Share on other sites
modemmaik 53 Posted February 22, 2009 Thanks @ all  I started this project last tuesday, so I expect some remaining issues  Just received a specmap from eble (big thanks), that I will include within the next days. @GD Mast: I noticed this request some time ago, but I found no time to implement this yet. It requires some additional axis an animations in the model. But a problem is the trigger to make the TOW operational. Alternatives might be to use a xeh or to use the gunner's hatch, but in both cases the TOW can be launched from a inactive state... I do not know how fix this  Also the xxx_repl.pbo should include the correct ammunition, but I have not included a proper library text, so the bushmaster is displayed as 2a42 and the ammunition as 30mm, but the hit values and fire rate are the OFP-WGL values for a M2A2 maingun. The next release will also include 6'th tracer support. I have not included this yet  :edit: I have updated the configs: - Added 6'th tracer support - Raised maxspeed to WGL-Value (76 km/h) - Removed the High-ROF mode, because it proved to be a waste of ammo only  smurfc_m2a2/config.cpp smurfc_m2a2_repl/config.cpp :edit2: I have updated the open source bradley: Bradley WIP version @Hosters: I will continue debugging the addon and plan to release a binarized version within this week. This should be a better alternative to host  Quote[/b] ]Smurfclan M2A2 Beta-Version 2 WIPrequired addons (for xxx_repl.pbo): Extended_Eventhandlers Solus & Killswitch (http://www.armaholic.com/page.php?id=2605) Changes: WIP: - Changed mass from 22 tons to 30.4 tons (improved AI handling, they just slid sideways using this tank) - Adjusted LOD's 1-7 wheels V2: - New specmap for chassis and turret (thanks to eble) - New bushmaster config (removed HROF mode) - Added RACS version wheels - New BLUFOR chassis texture (based on OFP pendant) - Reworked backlights - Added driver / commander / gunner proxies to the remaining LOD's (sorry about that) V1: - Bumpmap for chassis added - Replaced OFP tracks with ArmA M113 tracks - Added BLUFOR and RACS skins (simple skins only) - Added weapon config - Added random numbers - Added new sounds - Reworked gunner / commander animations ------------------------------------------------------------------ mission addon name: "smurfc_m2a2" Mission editor's container: PirSmurfC_ERA_110_Armor ("SmurfC") smurfc_m2a2_b (BLUFOR version) smurfc_m2a2_g (RACS version) Main Features: - Converted OFP model from oxygen samples - OFP interrior - Damage section textures - Working dampers - Merged textures for better performance and to ease retexes - Lowered center of mass to prevent flip overs - Custom Texture ready (1_co_m2a2, 2_co_m2a2, 3_co_m2a2, flag_m2a2 sections) - Numbers ready ("num1_m2a2","num2_m2a2","num3_m2a2" sections) - Vehicle values related to OFP's WGL values Issues: - Beta does not include specmaps (not planned, to be honest). ------------------------------------------------------------------------------- mission addon name: "smurfc_m2a2_repl" Mission editor's container: PirSmurfC_ERA_110_Armor ("SmurfC") / Armor (Blufor and Racs) smurfc_m2a2_b (BLUFOR version) smurfc_m2a2_g (RACS version) Features: - BLUFOR and RACS skins - Aaron Ash sounds - Random numbers (thanks to raedor) model & config. by BI and modEmMaik Credits to: Eble for specmaps Aaron Ash for his sounds Raedor @hx3.de for the MP-conpatible numers Burns, WGL.Q and King Homer @hx3.de for their support and material Maruk, Urki and Loneship crCTI clan @smurfclan.org for ideas, support and beta tests T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus plus all the others @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for tests, photos and suggestions Rellikki (http://www.rellikki.armaholic.net/) piranha-dl (http://www.denny-piranha.com/) Vilas (http://ofp.gamepark.cz/_hosted/vilas/) WGL mod team (http://ofpc.de/wargames/news.php) for their great mod ACE team (http://ace.usmc-warriors.org/), successors of the former WGL team Solus & Killswitch for their Extended_Eventhandlers implementation BI (http://www.armedassault.com/) for their sample models Disclaimer: I tried to get in contact with Aaron Ash (mail, PM and thread on BI-forums) about permissions for sounds, but got no reply yet. have fun and good luck, modEmMaik :edit2: I have adopted the scripts to the T-72 NSV model: T-72 NSV 2602 unbin Quote[/b] ]Smurfclan T72A NSVrequired addons: Extended_Eventhandlers Solus & Killswitch (http://www.armaholic.com/page.php?id=2605) mission addon name: "SmurfC_T72_NSV" Mission editor's container: "SmurfC" smurfct72_nsv New Festures: - Reworked numbers and custom textures scripts (missions save / load fixed) - Reworked smokelauncher (removed dusteffect) - OFP interrior - Damage section textures ... BR, mike Share this post Link to post Share on other sites
modemmaik 53 Posted February 28, 2009 A little update to the open bradley: Quote[/b] ]- Changed mass from 22 tons to 30.4 tons (improved AI handling, they just slid sideways using this tank) - Adjusted LOD's 1-7 wheels - Animated TOW-launcher (connected to gunner's hatch) - Added some library text from wikipedia - Fixed transparency on maingun glass - Added smokelauncher to the commander's turret (For AI-viewblocking, please use JTD's smokeeffects JTD Smoke Effects - Addons, Mods, Files, Missions, Scripts, Demo's, Patches) - New specmap for chassis and turret (thanks to eble) - New bushmaster config (removed HROF mode) - Added RACS version wheels - New BLUFOR chassis texture (based on OFP pendant) - Reworked backlights - Added driver / commander / gunner proxies to the remaining LOD's (sorry about that) - Added 6'th sense tracer support Credits to: Eble for specmaps Aaron Ash for his sounds Raedor @hx3.de for the MP-conpatible numers Burns, WGL.Q and King Homer @hx3.de for their support and material Maruk, Urki and Loneship crCTI clan @smurfclan.org for ideas, support and beta tests T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus plus all the others @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for tests, photos and suggestions Rellikki (http://www.rellikki.armaholic.net/) piranha-dl (http://www.denny-piranha.com/) Vilas (http://ofp.gamepark.cz/_hosted/vilas/) WGL mod team (http://ofpc.de/wargames/news.php) for their great mod ACE team (http://ace.usmc-warriors.org/), successors of the former WGL team Solus & Killswitch for their Extended_Eventhandlers implementation BI (http://www.armedassault.com/) for their sample models Wikipedia Project (en.wikipedia.org) for additional information Disclaimer: I tried to get in contact with Aaron Ash (mail, PM and thread on BI-forums) about permissions for sounds, but got no reply yet. DL-link unbin version for addon-makers by zShare DL-link binarized version for gamers by zShare have Fun, mike Share this post Link to post Share on other sites