schaefsky 0 Posted February 20, 2010 (edited) Hi there, nice collection CSJ! Note: all of the below was made for the Spitfire, if you like it but don't know how to adapt it, give me heads-up, can change the rest, too. Here is my take on the WEP: private ["_i", "_plane", "_fuel"]; _plane = _this; if (speed _plane <550) then { (driver _plane) say "wep"; _i = 0; while {alive _plane and _i <= 25} do { if (speed _plane < 650) then { _X = velocity _plane select 0; _Y = velocity _plane select 1; _Z = velocity _plane select 2; _plane setvelocity[(_X * 1.01), (_Y * 1.01), (_Z *1.01)]; }; _fuel = (fuel vehicle _plane) - 0.002; _plane setfuel _fuel; _i = _i + 1; sleep 0.2; }; }; put in "csj_spitfire\scripts\wep.sqf" change config.cpp to: class UserActions { class WEP { displayName = WEP; position = "zamerny"; onlyforplayer = 1; radius = 2; condition = "(isengineon this)and (speed this > 70)"; statement = "this [b]execVM[/b] ""\CSJ_Spitfire\scripts\[b]wep.sqf[/b]"";"; }; }; My take on the multi-barrel script, because the version included did not quite work for me (almost every bullet coming from the left): ;// SDP EH script for ZSU Shilka with fully working cannons 2009-06-10 /*-altered by CSJ, schaefsky-*/ _u = _this select 0; _ammo = _u ammo (_this select 1); _b = nearestObject [_u, _this select 4]; _bv = velocity _b; _rand = floor(random(3)); if (_ammo mod 4 > 2 and _ammo mod 4 <= 4) then { _npos = _u modeltoworld [2.1 + _rand, 8, -0.2]; _b setpos _npos; } else { _npos = _u modeltoworld [-2.1 - _rand, 8, -0.2]; _b setpos _npos; }; _b setvelocity _bv; rest as before. "csj_spitfire\scripts\SDP_HHmkIIa_mg.sqf" Cut some parts because you don't have a moveable turret on the plane. The random part is there so fake the 8 barrels, for "real" 8 barrel displacement I had to reduce reload time of the MGs to around 0.05 (5 times less rpm). If you can't simulate it, fake it :D The "8" in "_npos = _u modeltoworld [2.1 + _rand, 8, -0.2];" is there because otherwise it wouldn't work well in dives. Might as well be my not so fast PC. Last but not least, an error in "csj_spitfire\scripts\vapour.sqs" (and all the other planes as well, I think): Two occurances of ? !(isengineOn _vehicle):Exit should be changed to ? !(isengineOn _plane):Exit I advice you to run your Arma2 with -showScriptErrors added to the command-line, to easier spot errors like this. Again, any questions, or too lazy to implement yourself ;) , ask or drop me a PM with your email, I would send you a modified version. Keep it going! Edited February 20, 2010 by schaefsky Share this post Link to post Share on other sites
csj 0 Posted February 23, 2010 @schaefsky thanks, I appreciate the input. I am very busy in RL atm but I will have a look at what you have soon. Share this post Link to post Share on other sites
csj 0 Posted March 5, 2010 I am happy to assist modders where I can but Please note: None of the sounds, textures or the models used in "the Few" Mod can be atlered or duplicated for use within other ArmA or ArmA 2 mods or other games. "the Few" Mod will not be embedded nor incorporated within another mod. "the Few" Mod should run side by side with most other mods with no conflicts. The mod will always incude any necessary components needed to be stand alone and not dependant on any other mods. This Mod is in its infancy stage and has a lot of growing to do. There will be numerous changes and updates as scripts, sounds, models and textures are improved or new components are added. Share this post Link to post Share on other sites
a wild goat 0 Posted March 5, 2010 A bit of information for ya, LoKi of LostKey/Mushroom Kingdom fame had retired from ArmA the last time I talked to him. He mentioned something about preparing for the 2nd Civil War that is coming very soon. (I'm not joking.) What civil war? where? Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted March 5, 2010 In the good ole U.S.A. my friend. He says the end is near. (Still not joking here.) OT: Good to hear that this mod will continue to expand. On a side note: Wasn't there something about incorporating The FEW into 31st Normandy? Atleast that's what I read in their thread... Share this post Link to post Share on other sites
csj 0 Posted March 5, 2010 OT: Good to hear that this mod will continue to expand. On a side note: Wasn't there something about incorporating The FEW into 31st Normandy? Atleast that's what I read in their thread... Misunderstanding. The last thing we need are several different versions of the one mod circulating. The mod is made to coexist with all WWII period mods or to be enjoyed in its own right. Share this post Link to post Share on other sites
Yac 10 Posted March 5, 2010 I fully support what wrote CSJ. Nothing more - nothing less. :) CSJ - I think the can to encourage what you show what you sent to PM ;) ? Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted March 5, 2010 Just a heads up then. "The FEW" aircraft, pilots, and parachute were included in the 31st Normandy beta that was released. Share this post Link to post Share on other sites
csj 0 Posted March 5, 2010 Just a heads up then. "The FEW" aircraft, pilots, and parachute were included in the 31st Normandy beta that was released.Issue has been sorted. As long as ppl remove that content before next update of "the FEW" then there should be no conflicts in game. Share this post Link to post Share on other sites
csj 0 Posted March 18, 2010 (edited) New WIP video on working gunner positions in B-17. Still heaps to do to the model, textures and details. Video does appear poor quality as per usual, Fraps sucks aleast 10 fps from game. Edited March 18, 2010 by CSJ Damn Youtube link never works Share this post Link to post Share on other sites
FKPLACE 10 Posted March 18, 2010 It seems your Stuka didn't bomb any ground targets when I played it in 31stMod. Not sure if there is a confilct with this Mod only or the others as well. Share this post Link to post Share on other sites
padu 10 Posted March 18, 2010 Looking very good CSJ ,love the sound coming from da B17 engines, still use your stuff in arma1. Regards padu. Share this post Link to post Share on other sites
csj 0 Posted March 21, 2010 (edited) It seems your Stuka didn't bomb any ground targets when I played it in 31stMod. Not sure if there is a confilct with this Mod only or the others as well. I have not fully setup weapons cfgs on most models, so hopefully this will be fixed soon. Setting B17s so you can lose a couple of engines and keep aloft depending on overall damage of the plane. Also gunners have were too accurate so I have altered their aim. Wing damage and fuel tank damage is now functioning. Made adjustment to all planes so they shoot more often or atleast I think I did :) Edited March 21, 2010 by CSJ Share this post Link to post Share on other sites
pathetic_berserker 4 Posted March 21, 2010 Gotta love your work CSJ. Havn't been this excited about an upcoming release in ages. Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 21, 2010 Impressive ..... reminds me so much of B-17 2 .... loved that game, but it never had MP :( Share this post Link to post Share on other sites
B17gunner98th 10 Posted March 21, 2010 I was just about to ask if you were putting B17's in there lmfao. Share this post Link to post Share on other sites
eble 3 Posted March 22, 2010 great work mate, I just love these planes and they are well suited to map sizes, a lot more that jets. Share this post Link to post Share on other sites
ck911 10 Posted May 7, 2010 (edited) Nice one, lots of fun to fly those. But: What are the Vehicles Classnames? Thanks. OK, found it by myself. Just in case so ist searching: vehicle="CYBP_Camel_us"; vehicle="CSJ_HHmkIIa"; vehicle="CSJ_Ju87"; vehicle="CSJ_109E"; vehicle="CSJ_109G"; vehicle="CSJ_Spitfire"; vehicle="CSJ_P38"; Back to flight! P.S: Would be nice if someone (with more skill) could build a nice Singleplayer Mission! Edited May 7, 2010 by ck911 Share this post Link to post Share on other sites
csj 0 Posted May 8, 2010 the FEW has got a good base map for mission building now. Perfect terrain for the planes but it has not been populated and atm with other projects I have put this on hold. The B17s work nicely in large formations because it is not overly hilly where as chenuras terrain kills any such missions. Otherwise I would have updated the mod by now. Share this post Link to post Share on other sites
ck911 10 Posted May 8, 2010 Thanks CSJ, awesome job so far! The Chernaurus Example mission in the first post isn´t avaible anymore. If you want I could host this file on my Rapidshare Account. ´caus i have a Premium account, it should last for a long period :) Share this post Link to post Share on other sites
B17gunner98th 10 Posted May 8, 2010 Man oh man I can't wait for the B17's. Along with all the other planes of course. Share this post Link to post Share on other sites
csj 0 Posted May 8, 2010 The Chernaurus Example mission in the first post isn´t avaible anymore. No, sorry I think I deleted it. I will make another soon and repost it. It was only a simple dog fight setup with all planes playable, spits, hurri, 109e and 109g. This way you can jump from spitfire to 109 etc, and try them all. Share this post Link to post Share on other sites
csj 0 Posted June 2, 2010 Commitments with other mods and lack of outside hands on interest with this mod has left almost zero time available for me to work on it. I have not looked at it for over a month so I thought I would post what updates I have now. All configs had a total overhauled. Should be no more mystery shootdowns. I have not addressed any sounds etc. I have included the B17 which is still WIP though it is playabe. Bombs need working on. I have a script which delivers the bombs fine ingame but it only works on the BOB island, BIS islands are too lumpy. Since BOB is not populated I have not included it in this update. theFew_Ver_100525 Share this post Link to post Share on other sites