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ANZACSAS Steven

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About ANZACSAS Steven

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    Joined: Jan 2007/Merge Date :
  1. Coop 1-30 Combat Air Assault v1.2

    Update Version 1.2.:)
  2. Coop 1-10 Anti-Aircraft Hunt v1.1

    Update v1.1
  3. South Asia v1.2 No errors!!

    spookygnu, keen to see more large terrains.:) Update Version 1.2 see changelog.
  4. Coop 1-10 Anti-Aircraft Hunt v1.1 ------------------------------------------------------------------------------------------ Hello everyone,Here is a port of my "Anti-Aircraft Tank Hunt " Mp mission from Ofp,Arma 1 and Arma 2 to South Asia terrain Arma 3. This mission has been developed for dedicated Server use.Designed to be easily edited and read. If clans/groups would like to edit the mission to use mods etc just add the clan tag in name. Here's a Description - - Overview - - CSAT Forces are laying in wait now that US Forces have established a forward air base. Launch Air attacks to Destroy all enemy Anti-aircraft Tanks to make way for future Air-Assault missions in the AO. - Coop 1 to 10 players. - Addons Required - - South Asia v1.2 https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Factions - - U.S Vs CSAT. - Features - - Dynamic loadout scripts for aircraft. - Customisable Weather and Time of day Params at start of mission. - Recruit Ai Team Members. - Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base. - Increase or Decrease your viewdistance and Terrain Detail During Mission. - Vehicles Respawn. - Assets Available - - CH-67 Huron. - AH-99 Blackfoot. - A-164 Wipeout. - F/A-181 Blackwasp II. - Intel - - Estimated Enemy Strength is Strong.Approx 30 AA Tanks in the area. - Objective - - Destroy all Anti-Aircraft tanks. - Credits - - Mission By ANZACSAS Steve. - Team Leader Group Respawn script (1.0) by Mongoose_84 for Arma 1,developed into Group respawn scripts by theOden Arma 2, Edited for Arma3 by ANZACSAS Steve with help from GEORGE FLOROS GR. - Recruit AI Scripts/UI by Bon_Inf*Redux -- by Moser. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine. - Crate filler v2.12 script by KC Grimes. Download - https://steamcommunity.com/sharedfiles/filedetails/?id=1575976469
  5. [IceBreakr/IBIS] Lingor & Dingor for A3

    I run a laptop on a LAN and have the dedi server setup.I think this is called headless client though.Would a test in that environment be valid?
  6. Coop 1-30 Combat Air Assault v1.2

    Update Version 1.1.:)
  7. Coop 1-30 Combat Air Assault v1.2 --------------------------------------------------------------------- Hello everyone, Here is a port of my Combat Air-Assault Mp mission from Arma 2 to South Asia terrain Arma 3. A lot of effort has gone into making a straight forward mission based around realistic combat that emphasizes Cooperative Team play and that also runs Stable and Smooth on Servers. This mission has been Developed for Dedicated Server Use.Designed to be easily edited and read.If clans/groups would like to edit the mission to use mods etc just add the clan tag in name. Here's a Description - - Coop 1 to 30 players. - Overview - CSAT have moved into the region.Its our job to clear them out.Destroy all enemy Anti-aircraft units to allow ground forces with intergrated Air support to Combat Air-Assault into five Objective Areas. - Addons Required - - South Asia v1.2 https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Factions - - U.S Vs CSAT. - Features - - Dynamic loadout scripts for aircraft. - Custom Base /Group Respawn. - Recruit Ai Team Members. - Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base. - Increase or Decrease your viewdistance and Terrain Detail During Mission. - Vehicles Respawn.. - Assets Available - - CH-67 Huron. - AH-99 Blackfoot. - A-164 Wipeout. - F/A-181 Blackwasp II. - Support Trucks. - Growler light vehicle. - Quadbike - Intel - - Estimated Enemy Strength is Strong.Heavy machine gun emplacements,AA Tanks and Infantry patrols. - Objectives - - 5 Objective Area's to Neutralize. - Destroy all Anti-Aircraft vehicles clearing the way for the Air Assault. - Credits - - Mission By ANZACSAS Steve. - Team Leader Group Respawn script (1.0) by Mongoose_84 for Arma 1,developed into Group respawn scripts by theOden Arma 2, Edited for Arma3 by ANZACSAS Steve with help from GEORGE FLOROS GR. - Recruit AI Scripts/UI by Bon_Inf*Redux -- by Moser. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine. - Crate filler v2.12 script by KC Grimes. Download - https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129
  8. Larger pic - http://www.mediafire.com/view/8b7eb2a2n1ww6hq/ANZACSAS_SouthAsiaPic1Largeb.jpg/file Massive 122x122klm South Asia terrain from "Take On Helicopters" ported to Arma 3 version 1.2 ---------------------------------------------------------------------------------------------------------------------------------------- - No Errors!!! - Changed some textures to better suit the Satmap. - Enhanced clutter,Insects,Dust Efx,Haze efx. - Enhanced "Take on Helicopters" Weather. - Uses A3 lighting and sky. - See bottom of post for changelog. - Now has call to prayer,Arabian radio music and Arabian market Sound SFX added from Takistan.They are found in the Sfx sounds in triggers. - There is quite a few objects added in the editor in the South Asia section that are in the data Pbo's from Take on Helicopters. - Vegetation objects have been added in the editor in the South Asia section for mission makers. - Objects in 3d editor are only partially supported.Feedback still welcome.:) - This terrain focuses on aircraft and large scale missions. - Roads are painted so AI dont follow them the same as in Arma terrains.Extra waypoints are required for ground vehicles. - Water areas are painted and are purely visual. - Custom Multiplayer and singleplayer missions to come!! - Concrete runway,taxiway and parking areas have been added in the 3d editor.Found in the South Asia section. - Comes with an Airbase Template Mission that has concrete runways,taxiway,parking areas and lighting already laid out ready to use and test in your scenario section. Mission is unpbo'ed in the Missions folder in your South Asia v1.1 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 MP Mission's - Persistent Coop 1-30 Player Combat Air Assault https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129 Persistent Coop 1-10 Player Anti-Aircraft Tank Hunt https://steamcommunity.com/sharedfiles/filedetails/?id=1575976469 see User mission section for more details. Larger Pics of terrain - http://www.mediafire.com/file/7685a7ed120caaz/ANZACSASSouthAsiapic10.jpg/file http://www.mediafire.com/file/ctgqtwg2x8by1ds/ANZACSASSouthAsiapic11.jpg/file http://www.mediafire.com/file/cec8kvv22pg5i21/ANZACSASSouthAsiapic3Large.jpg/file http://www.mediafire.com/file/l3sl31klmr3y5lf/ANZACSASSouthAsiapic12.jpg/file http://www.mediafire.com/file/lcczm59qbrn2272/ANZACSASSouthAsiapic13.jpg/file http://www.mediafire.com/file/jahc5czide4bn0y/ANZACSASSouthAsiapic2Large.jpg/file http://www.mediafire.com/file/riuenk9vga1g1t9/ANZACSASSouthAsiapic6.jpg/file http://www.mediafire.com/file/su89q1na2yq41ct/ANZACSASSouthAsiapic7.jpg/file http://www.mediafire.com/file/r4bbolr8z14io0f/ANZACSASSouthAsiapic8.jpg/file http://www.mediafire.com/file/6tdfjtft12dxtd9/ANZACSASSouthAsiapic9.jpg/file - There are four pictures inside the island Pbo so that they can be used for overview pictures on a Server in Multiplayer missions. they are - overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic1.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic2.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic3.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic4.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiaMapPic1.paa"; overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiaMapPic2.paa"; - Version 1.2 - Edited config patches to solve dedi-server load issue. - Swapped odd clutter piece for bush piece in some grass areas. - Tinkered with the blend of near and distant textures. - Fixed display name duplicate in vegetation bush object in editor.
  9. Update Version 2.1 see first post.
  10. reyhard thanks for the reply. Yes m8 i have experimented with that and its a nice new addition but it only controls the termination of the burst.Close range or far the ai isnt responding as specified.I might write up an addon isolating a specific A3 Vanilla weapon to refer to more easily.Leave it with me guys.i'll repost once i get a moment to write it up.Got a mod iam tryn to get out for the weekend.:) Thanks again.:)
  11. Has anyone had time to look into this.I dont mean to waste ppl's time but this is a solid problem thats been ingame for awhile. I assume there is no cap for reloadtime param for AI.I have been writing weapon configs since OFP and have contributed to the dev of Arma over the years.This is no silly error. Please devs let me know if something has changed /been added or subtracted from the weapons config that influences the ai's firerate besides the reloadTime = "x"; and aiRateOfFire = 'x''; ( delay between shots at given distance).
  12. Creating different water colours. Youll find in the worlds config these params.All you need to change the water colour is to edit these lines,Hopefully explained well enough. class WaterExPars : WaterExPars { fogDensity = 0.75; //how clear/dense the fog/coloration under the water surface. fogColor[] = {0, 0.078431, 0.039216}; // the colour of the fog under water surface. surfaceOpacity = 0.75; // how clear the water is from above the surface. fogColorExtinctionSpeed[] = {0, 0.078431, 0.039216}; // not 100% sure this one.I added the same rgb values here as the water colour }; class CfgMaterials { class Water { ambient[] = {0, 0.078431, 0.039216, 0.1}; //deep water colour. }; class Shore { ambient[] = {0, 0.078431, 0.039216, 0.1}; //colour of the water near the shore line or in shallow rivers. }; class ShoreFoam { ambient[] = {0, 0.078431, 0.039216, 0.1}; // straight forward this one.the colour of the shore foam. }; }; Bis use different colours for the water,shore and shore foam.Above is a simple example using the same colours for all CfgMaterials water entries. Hope its helpfull. :)
  13. Hey guys, I ve noticed that most addon terrains are missing their custom definitions for dust effects for specific surfaces. Heres an example of addon terrain surfaces entered into the dust/dirt effects for air vehicles. The custom addon surfaces are named "SAMountainClutter","SADesertClutter","SAGrassClutter". class CfgVehicles { class AllVehicles; class Air : AllVehicles { rightDustEffects[] = {{"SAMountainClutter", "RGrassDryEffects"}, {"SAMountainClutter", "RDirtEffects"}, {"SAMountainClutter", "RDustEffectsAir"}, {"SADesertClutter", "RGrassDryEffects"}, {"SADesertClutter", "RDirtEffects"}, {"SADesertClutter", "RDustEffectsAir"}, {"SAGrassClutter", "RGrassEffects"}, {"SAGrassClutter", "RDustEffectsAir"}}; }; }; For practical purposes i have only listed the addons custom surfaces above.In the config these are entered with all the other surfaces from the vanilla game.Below is how it looks with the vanilla entries aswell as the addon custom named surfaces and their various effects defined. class CfgVehicles { class AllVehicles; class Air : AllVehicles { rightDustEffects[] = {{"SAMountainClutter", "RGrassDryEffects"}, {"SAMountainClutter", "RDirtEffects"}, {"SAMountainClutter", "RDustEffectsAir"}, {"SADesertClutter", "RGrassDryEffects"}, {"SADesertClutter", "RDirtEffects"}, {"SADesertClutter", "RDustEffectsAir"}, {"SAGrassClutter", "RGrassEffects"}, {"SAGrassClutter", "RDustEffectsAir"}, {"GdtGrassShort", "RDustEffectsAir"}, {"GdtGrassShort", "RGrassEffects"}, {"GdtGrassTall", "RDustEffectsAir"}, {"GdtGrassTall", "RGrassEffects"}, {"GdtRedDirt", "RDustEffectsAirRed"}, {"GdtField", "RDustEffectsAir"}, {"GdtForest", "RDustEffectsAir"}, {"GdtVolcano", "RDustEffectsAir"}, {"GdtVolcano", "RStonesEffects"}, {"GdtCliff", "RDustEffectsAir"}, {"GdtVolcanoBeach", "RDustEffectsAir"}, {"SurfRoadDirt_exp", "RDustEffectsAirRed"}, {"SurfRoadConcrete_exp", "RDustEffectsAir"}, {"SurfRoadTarmac_exp", "RDustEffectsAir"}, {"GdtStratisConcrete", "RDustEffectsAir"}, {"GdtStratisConcrete", "RDirtEffects"}, {"GdtStratisBeach", "RDustEffectsAir"}, {"GdtStratisBeach", "RStonesEffects"}, {"GdtStratisDirt", "RDustEffectsAir"}, {"GdtStratisDirt", "RDirtEffects"}, {"GdtStratisSeabedCluttered", "RDustEffectsAir"}, {"GdtStratisSeabed", "RDustEffectsAir"}, {"GdtStratisDryGrass", "RDustEffectsAir"}, {"GdtStratisDryGrass", "RGrassDryEffects"}, {"GdtStratisDryGrass", "RDirtEffects"}, {"GdtStratisGreenGrass", "RDustEffectsAir"}, {"GdtStratisGreenGrass", "RGrassEffects"}, {"GdtStratisGreenGrass", "RDirtEffects"}, {"GdtStratisRocky", "RDustEffectsAir"}, {"GdtStratisRocky", "RGrassEffects"}, {"GdtStratisRocky", "RDirtEffects"}, {"GdtStratisThistles", "RDustEffectsAir"}, {"GdtStratisThistles", "RGrassEffects"}, {"GdtStratisThistles", "RDirtEffects"}, {"GdtConcrete", "RDustEffectsAir"}, {"GdtConcrete", "RDirtEffects"}, {"GdtAsphalt", "RDustEffectsAir"}, {"GdtAsphalt", "RDirtEffects"}, {"GdtRubble", "RDustEffectsAir"}, {"GdtRubble", "RDirtEffects"}, {"GdtSoil", "RDustEffectsAir"}, {"GdtSoil", "RDirtEffects"}, {"GdtBeach", "RDustEffectsAir"}, {"GdtBeach", "RStonesEffects"}, {"GdtRock", "RDustEffectsAir"}, {"GdtRock", "RDirtEffects"}, {"GdtDead", "RDustEffectsAir"}, {"GdtDead", "RDirtEffects"}, {"Default", "RDustEffectsAir"}, {"GdtDesert1", "RDustEffectsAir"}, {"GdtDesert1", "RSandEffects"}, {"GdtDesert1", "RDirtEffects"}, {"GdtDesert1", "RStonesEffects"}, {"GdtDesert2", "RDustEffectsAir"}, {"GdtDesert2", "RSandEffects"}, {"GdtDesert2", "RGrassEffects"}, {"GdtDesert2", "RDirtEffects"}, {"GdtDirt", "RDustEffectsAir"}, {"GdtDirt", "RDirtEffects"}, {"GdtGrassGreen", "RDustEffectsAir"}, {"GdtGrassGreen", "RGrassEffects"}, {"GdtGrassGreen", "RDirtEffects"}, {"GdtGrassDry", "RDustEffectsAir"}, {"GdtGrassDry", "RGrassDryEffects"}, {"GdtGrassDry", "RDirtEffects"}, {"GdtGrassWild", "RDustEffectsAir"}, {"GdtGrassWild", "RGrassEffects"}, {"GdtGrassWild", "RDirtEffects"}, {"GdtWildField", "RDustEffectsAir"}, {"GdtWildField", "RGrassEffects"}, {"GdtWildField", "RDirtEffects"}, {"GdtWeed1", "RDustEffectsAir"}, {"GdtWeed1", "RGrassEffects"}, {"GdtWeed1", "RDirtEffects"}, {"GdtWeed2", "RDustEffectsAir"}, {"GdtWeed2", "RGrassEffects"}, {"GdtWeed2", "RDirtEffects"}, {"GdtThorn", "RDustEffectsAir"}, {"GdtThorn", "RGrassEffects"}, {"GdtThorn", "RDirtEffects"}, {"GdtStony", "RDustEffectsAir"}, {"GdtStony", "RGrassEffects"}, {"GdtStony", "RDirtEffects"}, {"GdtStonyGreen", "RDustEffectsAir"}, {"GdtStonyGreen", "RGrassEffects"}, {"GdtStonyGreen", "RDirtEffects"}, {"GdtStonyThistle", "RDustEffectsAir"}, {"GdtStonyThistle", "RGrassEffects"}, {"GdtStonyThistle", "RDirtEffects"}, {"GdtSeabedDeep", "RDustEffectsAir"}, {"GdtSeabed", "RDustEffectsAir"}, {"SurfRoadDirt", "RDustEffectsAir"}, {"SurfRoadConcrete", "RDustEffectsAir"}, {"SurfRoadTarmac", "RDustEffectsAir"}, {"SurfWood", "RDustEffectsAir"}, {"SurfMetal", "RDustEffectsAir"}, {"SurfRoofTin", "RDustEffectsAir"}, {"SurfRoofTiles", "RDustEffectsAir"}, {"SurfIntWood", "RDustEffectsAir"}, {"SurfIntConcrete", "RDustEffectsAir"}, {"SurfIntTiles", "RDustEffectsAir"}, {"SurfIntMetal", "RDustEffectsAir"}}; leftDustEffects[] = {{"SAMountainClutter", "LGrassDryEffects"}, {"SAMountainClutter", "LDirtEffects"}, {"SAMountainClutter", "LDustEffectsAir"}, {"SADesertClutter", "RGrassDryEffects"}, {"SADesertClutter", "LDirtEffects"}, {"SADesertClutter", "LDustEffectsAir"}, {"SAGrassClutter", "LGrassEffects"}, {"SAGrassClutter", "LDustEffectsAir"}, {"GdtGrassShort", "LDustEffectsAir"}, {"GdtGrassShort", "LGrassEffects"}, {"GdtGrassTall", "LDustEffectsAir"}, {"GdtGrassTall", "LGrassEffects"}, {"GdtRedDirt", "LDustEffectsAirRed"}, {"GdtField", "LDustEffectsAir"}, {"GdtForest", "LDustEffectsAir"}, {"GdtVolcano", "LDustEffectsAir"}, {"GdtVolcano", "LStonesEffects"}, {"GdtCliff", "LDustEffectsAir"}, {"GdtVolcanoBeach", "LDustEffectsAir"}, {"SurfRoadDirt_exp", "LDustEffectsAirRed"}, {"SurfRoadConcrete_exp", "LDustEffectsAir"}, {"SurfRoadTarmac_exp", "LDustEffectsAir"}, {"GdtStratisConcrete", "LDustEffectsAir"}, {"GdtStratisConcrete", "LDirtEffects"}, {"GdtStratisBeach", "LDustEffectsAir"}, {"GdtStratisBeach", "LStonesEffects"}, {"GdtStratisDirt", "LDustEffectsAir"}, {"GdtStratisDirt", "LDirtEffects"}, {"GdtStratisSeabedCluttered", "LDustEffectsAir"}, {"GdtStratisSeabed", "LDustEffectsAir"}, {"GdtStratisDryGrass", "LDustEffectsAir"}, {"GdtStratisDryGrass", "LGrassDryEffects"}, {"GdtStratisDryGrass", "LDirtEffects"}, {"GdtStratisGreenGrass", "LDustEffectsAir"}, {"GdtStratisGreenGrass", "LGrassEffects"}, {"GdtStratisGreenGrass", "LDirtEffects"}, {"GdtStratisRocky", "LDustEffectsAir"}, {"GdtStratisRocky", "LGrassEffects"}, {"GdtStratisRocky", "LDirtEffects"}, {"GdtStratisThistles", "LDustEffectsAir"}, {"GdtStratisThistles", "LGrassEffects"}, {"GdtStratisThistles", "LDirtEffects"}, {"GdtConcrete", "LDustEffectsAir"}, {"GdtConcrete", "LDirtEffects"}, {"GdtAsphalt", "LDustEffectsAir"}, {"GdtAsphalt", "LDirtEffects"}, {"GdtRubble", "LDustEffectsAir"}, {"GdtRubble", "LGrassEffects"}, {"GdtRubble", "LDirtEffects"}, {"GdtSoil", "LDustEffectsAir"}, {"GdtSoil", "LDirtEffects"}, {"GdtBeach", "LDustEffectsAir"}, {"GdtBeach", "LStonesEffects"}, {"GdtRock", "LDustEffectsAir"}, {"GdtRock", "LDirtEffects"}, {"GdtDead", "LDustEffectsAir"}, {"GdtDead", "LDirtEffects"}, {"Default", "LDustEffectsAir"}, {"GdtDesert1", "LDustEffectsAir"}, {"GdtDesert1", "LSandEffects"}, {"GdtDesert1", "LDirtEffects"}, {"GdtDesert1", "LStonesEffects"}, {"GdtDesert2", "LDustEffectsAir"}, {"GdtDesert2", "LSandEffects"}, {"GdtDesert2", "LGrassEffects"}, {"GdtDesert2", "LDirtEffects"}, {"GdtDirt", "LDustEffectsAir"}, {"GdtDirt", "LDirtEffects"}, {"GdtGrassGreen", "LDustEffectsAir"}, {"GdtGrassGreen", "LGrassEffects"}, {"GdtGrassGreen", "LDirtEffects"}, {"GdtGrassDry", "LDustEffectsAir"}, {"GdtGrassDry", "LGrassDryEffects"}, {"GdtGrassDry", "LDirtEffects"}, {"GdtGrassWild", "LDustEffectsAir"}, {"GdtGrassWild", "LGrassEffects"}, {"GdtGrassWild", "LDirtEffects"}, {"GdtWildField", "LDustEffectsAir"}, {"GdtWildField", "LGrassEffects"}, {"GdtWildField", "LDirtEffects"}, {"GdtWeed1", "LDustEffectsAir"}, {"GdtWeed1", "LGrassEffects"}, {"GdtWeed1", "LDirtEffects"}, {"GdtWeed2", "LDustEffectsAir"}, {"GdtWeed2", "LGrassEffects"}, {"GdtWeed2", "LDirtEffects"}, {"GdtThorn", "LDustEffectsAir"}, {"GdtThorn", "LGrassEffects"}, {"GdtThorn", "LDirtEffects"}, {"GdtStony", "LDustEffectsAir"}, {"GdtStony", "LGrassEffects"}, {"GdtStony", "LDirtEffects"}, {"GdtStonyGreen", "LDustEffectsAir"}, {"GdtStonyGreen", "LGrassEffects"}, {"GdtStonyGreen", "LDirtEffects"}, {"GdtStonyThistle", "LDustEffectsAir"}, {"GdtStonyThistle", "LGrassEffects"}, {"GdtStonyThistle", "LDirtEffects"}, {"GdtSeabedDeep", "LDustEffectsAir"}, {"GdtSeabed", "LDustEffectsAir"}, {"SurfRoadDirt", "LDustEffectsAir"}, {"SurfRoadConcrete", "LDustEffectsAir"}, {"SurfRoadTarmac", "LDustEffectsAir"}, {"SurfWood", "LDustEffectsAir"}, {"SurfMetal", "LDustEffectsAir"}, {"SurfRoofTin", "LDustEffectsAir"}, {"SurfRoofTiles", "LDustEffectsAir"}, {"SurfIntWood", "LDustEffectsAir"}, {"SurfIntConcrete", "LDustEffectsAir"}, {"SurfIntTiles", "LDustEffectsAir"}, {"SurfIntMetal", "LDustEffectsAir"}}; }; }; Without the custom entries the game uses the base class (class default) dust effects.Very basic effects.The bis surfaces quite often use more than one dust/dirt effect per surface so as to achieve unique effects for many surfaces. Hope it helps. :)
  14. South Asia v1.1 No Errors!!

    Here's some pics of the main airstrip with the concrete runway,taxiway and parking area laid in the 3d editor.i have also setup the runway/taxiway lights aswell as added some A3 lamps around the base for lighting.I have setup the ILS but not the ai landing yet. Aswell as adding concrete pieces and A3 runway lights in the editor i also added some buildings ,trees bushes and clutter that are in the Data Pbo's for South Asia.They will help for making missions more detailed if/where needed. An airbase template will be shipped with the mod.Probably in singleplayer scenario section/folder in editable unpbo'ed form for the peeps without a pbo tool. http://www.mediafire.com/file/4oqgmr48h6z48hr/ANZACSAS_SouthAsiapic11.jpg/file http://www.mediafire.com/file/zdg36jyrhq3kpwl/ANZACSAS_SouthAsiapic12.jpg/file http://www.mediafire.com/file/6g5oamyd3egrwnw/ANZACSAS_SouthAsiapic13.jpg/file http://www.mediafire.com/file/sxzj7tzc5oc88h9/ANZACSAS_SouthAsiapic14.jpg/file http://www.mediafire.com/file/i2gchipaip32cgc/ANZACSAS_SouthAsiapic15.jpg/file http://www.mediafire.com/file/6r7cqkfs9mykcci/ANZACSAS_SouthAsiapic9.jpg/file
  15. Thanks for your quick reply.:) The reloadtime is set to 0.066.The AIRateOfFire time is set to 0.0 for the example.All firemodes have the reloadtime defined.Even with 50 to 60 fps the ai wont/cant fire at the 0.07 rate(or even close really).I have tested AI using most mg's and assault rifles and the AI cant match the players firerate. The context that i am wanting to use it in is for a burst sound file soundburst=1;.If the ai reloadtime cant be set correctly the burst sound file is way out of sync with the actual gun firing. Any mounted gun i can and have done simply and quickly but the infantry class weapons wont behave as they should. Hope that better explains it. Thanks again.
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