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462cid

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Everything posted by 462cid

  1. I'm a sucker for this subject Nice work
  2. 462cid

    Dagestan-Chechnya Border 1995 Template

    Looks good. I like it.
  3. I did not say it was "an issue". I said "(I) hope this helps". Since I do not know you, I will not assign ill-will to your post. I feel it is not up to you or I do decide it's a "non-issue"; rather it's up to the developers of the mod. If you can please verify that the error I mention exists only in the video, it will benefit the community and the developers of the mod. Thanks in advance.
  4. 462cid

    Super Miller Land

    this is why I love this game. It's like a creation kit to make other games too
  5. I'm sorry to point this out, but the US roundel featured in your video, with a red line bisecting the white fields on either side of the white star on a blue field is not from WWII. It's from 1947. Hope this helps. edit- I cannot alert you of this via phabricator. It will not allow use of my e-mail addrress. Postscript Many, many players are going to love the Aachen map. Well done.
  6. Love Zombies and Demons. I wanted to make a mission in which certain zombies have exact, specific clothing; some zombies are not 'enemies', and some are. When I add a uniform via custom loadout in Eden, they do not follow a waypoint. Visually looks like the model wants to move along the waypoint, but cannot. They sorta twitch a bit. Remove uniform, works fine. I feel there's something so basic going on here that I have overlooked it. Any help appreciated,
  7. I do not know how to combine Grahame and Victruso's advice Where would I get your mod, lordbooka?
  8. I would very much like to. I receive no e-mail notification to complete my registration, and I also receive errors from the page.
  9. Hmmm. Not exactly what I'd like but it's certainly something better than what I can do now. Thanks Grahame.
  10. No idea. I have an armored car in one of my WWII missions that (used to) do exactly what I expected when I had the driver walk over and 'GET IN'- it drove away when the firing started. Worked great, becasue the thing didn't always go to the same spot and the player would have to find it all over again. Now the bugger sits there until it gets blown up. Obviously I did...something...in polishing up the mission that caused it, but so fat I am at a loss.
  11. I think you're right, changing the uniform actually "makes" them something else, and I'm making a conflict. Nothing is easy. I came across a mission in which zombies have Wehrmacht uniforms and the needed mods included Zombies and Demons, so something must be possible.
  12. Damn. That also nixes my idea of having one single zombie having the 'needed item', too. Hopefully some kind of workaround exists
  13. Hi guys Again, love the mod. In hopes of assisting with the great work you're doing, I'm back with a few more photos for reference. The subject is my 1944 Springfield M1 rifle, specifically, the WWII lockbar rear sight. This is a 'type III' lockbar, correct for my late summer 1944 rifle. Earlier versions had the ends of the bar radiused to mimic the outside diameter of the windage knob. Very early M1 rear sights had no bar, but the lockbar is much more common in WWII. The rear sight used on your existing M1 rifle model is a post-WWII type called the T105. Very nice model of the rifle overall. This image shows the actual lockbar assembly. Also a good view of the more common Trigger guard. The one used on your existing M1 rifle model is, documentably via photograph, present on M1s used in Operation Overlord, but this type was seen 1941-1945. A small point really. Oblique view of the lockbar This photo shows a close up of the elevation knob on the left side of the lockbar sight.
  14. Hi. Love the mod. I wanted to mention this, not as a way to say "hey you have some things wrong" or "get it right guys" but as a chance to perhaps assist. As a collector I learned a lot of things the hard way and I wanted to offer assistance if it might be of use. I have several US military arms of WWII. None are 100% "correct"; I could type up a few thousand words on the subject of US manufacturing during WW2 and how rebuild post-war and even recovery programs during the war mixed and matched things. However I can help with some particular matters. Such as the M1903A4 'sniper' rifle. Here is a common WWII era telescope type for the rifle; a really crummy sniper 'scope in fact. Essentially just a sporting 'scope not durable enough for military use, and they were not inert gas charged- they condensed moisture. Soldiers disliked them in combat. Anyway. The Weaver 300 type, although really, a Weaver 330C is much more representative. My example is a repaired one that uses several different 'scopes but you get the idea. Note that the image also shows the different finish on the bolt- the 03A4 bolts were blued, not parkerized like the receivers In addition, M1903A4 bolts were "turn down" bolts; not standard M1903A3 bolts. An 03A3 bolt would not clear the bell of the telescope so the A4 bolts were bent and milled. This is an original bolt. For the M1 rifle, the gas lock screw was not the more commonly seen "X shaped" poppet valve type. Those types are very superior and were repalced during rebuild at government arsenals. It was this type in WW2: Also, the common rear sight type was the "lock bar" type, of which there were several variations. Note also, the knob on the other side is also distinctive, it shows 'BATTLE RANGE" elevation (not shown). Please understand I admire the dedication and work that has gone into the mod. I mention these things only in the hope that they may assist. I may have other artifacts and items that might also provide photo reference.
  15. 462cid

    I feel a touch ill

    I spent my free time this week- about 20 hours- making a nice little mission. I got some help from you folks, worked out all the kinks. Triggers with mortars raining down after enemies were spotted, a commander running away from danger, some little vignettes that player might run across, a scenario that the player could lose if he screwed up, and a potentially dicey final few moments. And then, I closed the editor and had dinner. When I returned, I opened the editor back up, Loaded up the map. Not the mission, the empty map. And selected 'save'. Right over my mission. Wiped it all out. A habit, clicking 'save'. But I had a brain cramp and overlooked that I had closed the editor. So. That scream you just heard was me. I think I'll go have a scotch and beat my head on the floor now.
  16. 462cid

    I feel a touch ill

    Tweaking it now so that timeouts and randomized units work to change it up enough to matter and provide a winnable scenario. I also think I worked out the flare module in CUP.
  17. 462cid

    I feel a touch ill

    Well, first time in....almost 20 years of mission or skin making I had that brain fart. If any of you do any combat flight simming with IL-2, I made the 'white sun, blue sky' campaign and skins. Never wiped out any work before. I have (usually) very good 'click discipline'. I find in ARMA 3 however I am ding things from muscle memory that are valid for other mission builders. I was sure I had loaded the mission, not the map. Ah well. This is much easier than when a PC meltdown destroyed 2/3rds of a squadron of individual skins for aircraft, and I had to re-make the template from a jpeg! I have all the structures back on the map including the infuriating sandbag emplacements. I always flip them over when I want to rotate. I have learned to love 'search' under 'Assets' And yes I saved a backup this time.
  18. 462cid

    I feel a touch ill

    I'm sorry, I can't quite hear you over the scotch
  19. Respectfully, all, I see some beautiful M1 rifles in this thread. However I have not seen any with a WW2 gas lock yet, All all "cross shaped" post war poppets. In every game and mod I see dealing with WW2, this is always modeled incorrectly. Here is a poor photo of my 1944 SA M1 rifle with a (well worn) WW2 era gas lock screw. Please understand I mention this for community benefit, not for argument or to put anyone down. edit- that's not rust in the rifling. Just a little copper fouling. edit2- I may be able to provide photos or input on other small details on WW2 features of M1 rifles vs. parts that most M1s have today that were made and installed post-war during rebuild. I also have some other US military arms and artifacts from WW2 in my small collection that might assist. I note that the helmet liner looks to be missing from the US M1 helmets pictured early in this thread, for instance, and I can provide photos of of my Schleuter-type WW2 helmet (McCord was the other type) with a WW2 Firestone liner.
  20. 462cid

    Faces of War [WW2]

    Thank you kindly sir. Blowing stuff up is fun and I can remove my non-WWII assets from the map. I'll have to learn more about the config viewer.
  21. 462cid

    Faces of War [WW2]

    Question for those more familiar with FoW than I. I'm posting this as well on the IFA3 thread since I use both, and it's a problem I'm anxious to solve with both IFA3 and FoW assets: When I use Faces of War and Iron Front (Lite) and required add-ons, I put down a 'turret', a US Army 60mm mortar (Independent Force) and set up a name for the unit as normal and a trigger to make it fire at the trigger as normal and the conditions are met, nothing happens. Will not fire. However, if I then simply delete that turret and then place another 'turret', an Mk6 mortar (Independent Force) and give it the same name as the unit I just deleted (no change whatsoever to the Trigger), it will fire. Whiskey Tango Foxtrot, over. I use this text: Mortar1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 6]; I thought maybe, well, it's not an 82mm mortar. How dumb can I be? So I try 60mm as in "8Rnd_60mm_Mo_shells". I get a bin/ error when the trigger is activated. In Spectator mode, I can see the 60mm mortar act as if it will fire before this error (rotates to target and sets elevation). What is so special about that 60mm mortar? I have tried the Iron Front M2 60mm under 'turret', and then I tried the FoW M2 mortar (ADV) and M2 mortar under 'mortars'. Same results for all. I have discovered through trial and error that the 60mm mortar is similar to a 'vehicle' in the sense of how its crew is handled. So I had another soldier (with 60mm ammo in loadout inventory) "get in" (not "get in vehicle") the mortar. Graphically looks quite nice to have the two-man crew on the weapon but still no joy. I further note that as a player, I can 'prep ammo' but not 'load ammo' in the 60mm. I feel like I'm close to cracking this but I'm missing something very key. What is it?? I'm currently using a discretely placed Mk6 to simulate the 60mm firing but it is very inelegant.
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