kremator 1065 Posted August 13, 2011 Hey Lurchi .... still using this in script form and loving it. Tell me is there ANY way in script form to get the bigger shells ? Share this post Link to post Share on other sites
Spartan 163 0 Posted August 13, 2011 Sorry about that. I have the Ac130 model in work. Just swamped with real life work and my other side projects. I will post wip shots soon. The model is a convert from GTA (with full permissions of course). Share this post Link to post Share on other sites
kremator 1065 Posted August 13, 2011 Excellent Prototype001 ... this will really make this thing rock. Share this post Link to post Share on other sites
UGLY58 10 Posted August 14, 2011 Lurch, Ref IR Strobes, In RL they Can be seen on NVG, but should not be seen on FLIR, different wave length. Share this post Link to post Share on other sites
B1n4ry 10 Posted August 14, 2011 (edited) PROTOTYPE 001: thats great :D do you post some previews today? Kremator: Jap, we use it in script form on our Public server. And i searching for an solution for that shell "problem" too :D I had some pm contact with LDL, and he tells me, that he needs to use the Arma shell for the script version. I think thats the reason why the 105mm is so weak cause there is no bigger one or other where to big. keep it coming, like that script/mod a lot :D:D Edited August 14, 2011 by B1n4ry Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted August 14, 2011 Hey Lurchi .... still using this in script form and loving it. Tell me is there ANY way in script form to get the bigger shells ? You could try other shell types. Just change this array AFTER the LDL_init.sqf executed: waitUntil {!isNil "LDL_initDone"}; waitUntil {LDL_initDone}; LDL_ammo = ["G_30mm_HE","Sh_120_SABOT","Sh_120_HE"]; class names for 25mm, 40mm and 105mm http://community.bistudio.com/wiki/ArmA:_Weapons Sorry about that. I have the Ac130 model in work. Just swamped with real life work and my other side projects. I will post wip shots soon. The model is a convert from GTA (with full permissions of course). Nice :) Share this post Link to post Share on other sites
B1n4ry 10 Posted August 14, 2011 thx lurchi =weap_type&options[custom_type]=Vehicle&options[faction]="]here are all shell classes (A2OA only) Share this post Link to post Share on other sites
mousetrap 10 Posted August 15, 2011 (edited) Hello I use the script version and With the latest beta patch: ARMA2_OA_Build_83657 the sh_120_SABOT shell is very weak it takes 10 to 20 shots to kill armor with this beta. The G_30mm_HE","Sh_120_HE" are still ok with it . I tested with 83569 and 83553 and they are ok only takes 1 or 2 hit to destroy armor. so it started with 83657 Can some one confirm ? Thanks Edited August 15, 2011 by mousetrap Share this post Link to post Share on other sites
B1n4ry 10 Posted August 16, 2011 (edited) edit: double post, sorry Edited August 17, 2011 by B1n4ry Share this post Link to post Share on other sites
B1n4ry 10 Posted August 16, 2011 hi all okay, we use these settings: LDL_ammo = ["B_25mm_HE","Sh_40_HE","ARTY_Sh_105_HE"]; The 25mm is now weaker, but more realistic (because of the caliber). I added more ammo, to balance it. The 40mm is from BAF. I used the HE round, because its looks more realistic, but if you want an AP round, just change HE into SABOT. The 105mm round is from OA. This one needs 1 shot on an Armor to bring the Crew out of it. What i like on this round is the nice Smoke effect after impact, just try it ;D @Lurchi it would be cool, if you can make the 40mm to use HE AND SABOT rounds, or the ability to switch between two typs of rounds? Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted August 16, 2011 Thank you I will check this out! Interesting to use shells from BAF and OA... there should be no problem if someone doesn't own these addons since there are lite versions? Share this post Link to post Share on other sites
B1n4ry 10 Posted August 17, 2011 i think so, we use this settings on our public server and had no disconnect or other problems with it . sorry for that spam posts before, i didn't know that they need to be confirmed by a moderator. Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted August 19, 2011 Beta for v.0.8 is available. If anybody is interested in testing it (especially multiplayer) contact me or post a message here ;) Share this post Link to post Share on other sites
B1n4ry 10 Posted August 19, 2011 i am interested of course :D but our root is courently down, so we cant test it multiplayer :/ what changes did you made ? Share this post Link to post Share on other sites
mousetrap 10 Posted August 20, 2011 Beta for v.0.8 is available. If anybody is interested in testing it (especially multiplayer) contact me or post a message here ;) I will test it....Thanks ---------- Post added at 08:32 AM ---------- Previous post was at 08:16 AM ---------- hi allokay, we use these settings: LDL_ammo = ["B_25mm_HE","Sh_40_HE","ARTY_Sh_105_HE"]; The 25mm is now weaker, but more realistic (because of the caliber). I added more ammo, to balance it. The 40mm is from BAF. I used the HE round, because its looks more realistic, but if you want an AP round, just change HE into SABOT. The 105mm round is from OA. This one needs 1 shot on an Armor to bring the Crew out of it. What i like on this round is the nice Smoke effect after impact, just try it ;D @Lurchi it would be cool, if you can make the 40mm to use HE AND SABOT rounds, or the ability to switch between two typs of rounds? Nice Thanks for this. Man ....1 round of that 105mm is Devastating for a large area to any Inf ..they look like leaves blowing in the wind .. the 25mm is great for Precision hits.... I like it better then the G_30mm_HE Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted August 20, 2011 The beta is using B1n4ry's ammo settings Share this post Link to post Share on other sites
ei8ght 11 Posted August 20, 2011 I hate to use your new version LurchiDerLurch, I wanted to know if you had planned to make a skin for AC-130 like that? Share this post Link to post Share on other sites
B1n4ry 10 Posted August 21, 2011 Sorry about that. I have the Ac130 model in work. Just swamped with real life work and my other side projects. I will post wip shots soon. The model is a convert from GTA (with full permissions of course). I think that should answer your question ;D Share this post Link to post Share on other sites
mousetrap 10 Posted August 25, 2011 HelloI use the script version and With the latest beta patch: ARMA2_OA_Build_83657 the sh_120_SABOT shell is very weak it takes 10 to 20 shots to kill armor with this beta. The G_30mm_HE","Sh_120_HE" are still ok with it . I tested with 83569 and 83553 and they are ok only takes 1 or 2 hit to destroy armor. so it started with 83657 Can some one confirm ? Thanks http://forums.bistudio.com/showpost.php?p=2008647&postcount=65 http://dev-heaven.net/issues/23754 Share this post Link to post Share on other sites
csimami 10 Posted September 22, 2011 I would like to test your new 0.8 Beta :) Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted September 23, 2011 I would like to test your new 0.8 Beta :) you have pn. thank you. Share this post Link to post Share on other sites
BelgarionNL 10 Posted September 26, 2011 we have been trying to add the script version to evolution with no succes! could anyone help me out! evolution: http://dev-heaven.net/projects/hohei-evo/files PROBLEM: LDL not initialized! added everything to the INIT.sqf and description.ext! no idea why it won't work Share this post Link to post Share on other sites
Krurnosai 10 Posted October 1, 2011 LurchiDerLurch sir, could you explain to me how to add your AC-130 gunship to my own co30_Domination_2_28A2_West_OA.Takistan game? I have no idea on how to add something so amazing as your addon to my game! Help please Share this post Link to post Share on other sites
kremator 1065 Posted October 1, 2011 Is it possible to autoinit on ANY C130 that is spawned after the game starts (ie NOT mentioned in mission.sqm) ? What do I need to add to have the player about to control the gunship from pilot or copilot position ? Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted October 2, 2011 Is it possible to autoinit on ANY C130 that is spawned after the game starts (ie NOT mentioned in mission.sqm) ? What do I need to add to have the player about to control the gunship from pilot or copilot position ? that could be tricky because you'll have to check in a while loop continuisly if a new new vehicle of type C130 is here and add to a list (array) if it's not already in there... and then execute the init what do you mean with your second question? @Krurnosai: It's explained in the readme. Do you have little experience in scripting? Please try it first and if you need further help you can ask again ;) Share this post Link to post Share on other sites