slatts 1978 Posted November 14, 2008 you can take out a t-72 with the mini guns on a BIS littlebird it doesnt take for ever but once u could get a good burst on his turret you could disable him Share this post Link to post Share on other sites
.kju 3245 Posted November 15, 2008 Isn't that true for the normal ArmA mini guns as well? Share this post Link to post Share on other sites
wika_woo 182 Posted November 15, 2008 ROFL!!! Mo Guns = Mo Fun Share this post Link to post Share on other sites
KeyCat 131 Posted November 16, 2008 Thanks for your comments Sakura-chan. Will try again and see if some other addon is interfering or what... /KC Share this post Link to post Share on other sites
KeyCat 131 Posted November 17, 2008 Had some time to check why TAB didn't work for me and it was since had "PROPER_Gameplay_Vehicle_StartEngine_Disabled.pbo" installed. With this addon loaded only moving enemy armour shows up as red (i.e lockable) on the "radar" display and in my test I only had stationary armour. I still have the issue with the sound and can't hear any other objects (i.e engines, explosions or gunfire from outside) while in the cockpit, the sound is there when flying from outside view but I hate that. Nor do I hear if any bullets hits the helicopter. Anyone else experiencing this? Also noticed that BIS stock tracers seems to be "hardcoded" into this addon so if you use Sickboy's nice "SIX Tracers" you will get double effects so to speak even if you have globally turned BIS stock tracers off in the settings. Lastly I just want to mention two very minor things I also noticed... the Hellfires missiles doesn't cast any shadows (using Very High) and if you turn on the light at night there is a "white square thing" infront of the spotlight at front (only seen from outside view). /KC Share this post Link to post Share on other sites
.kju 3245 Posted January 23, 2009 Well the combination of SIX tracers and laser tracers looks quite nice here. fixed config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class sakuah6moguns { units[] = {"SakuAH6"}; weapons[] = {"M134dual"}; requiredVersion = 0.1; requiredAddons[] = {"CAAir"}; }; }; from rpt No point in selection zamerny. SakuAH6: multigun_rotation - unknown animation source MachineGuntits (is defined in ah6_lb2.p3d) Share this post Link to post Share on other sites
sakura_chan 9 Posted January 24, 2009 SakuAH6: multigun_rotation - unknown animation source MachineGuntits (is defined in ah6_lb2.p3d) oops hehe I thought I had removed all the profanity from my config and model. I was somewhat frustrated with the whole thing that led to some poor selection names, eg. "shitwheelofdicks", "turdslider", "asspointthatdontwork". Somehow machineguntits remains. Share this post Link to post Share on other sites
Daniel 0 Posted January 24, 2009 Brilliant. I actually quite like the tracer combination too. Share this post Link to post Share on other sites