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ANZACSAS Steven

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Everything posted by ANZACSAS Steven

  1. ANZACSAS Steven

    Footmunch/eddyD F-16 in ArmA 2

    Myke, By the looks from your post you have changed the classnames from RKT,the orignal authors "initials" to GLT your clan Initials. I dont consider this "right" . Is there any reason why the ammo and weapons class names have been changed? Or is this a different GLT version? It is uncalled for to port things to ARMA2 and adding your own Clan name in the classnames to them. It WILL cause headaches for ppl porting missions from ARMA1. All for just a clan name inbedded in a classname. Unless of course it is a different version. Steve.
  2. I spoke to someone at EB Games in Melbourne(Epping Store) and he told me it will be available on the 20/8/09.... Sucks... But at least we dont have to wait for a year like we did for arma1. I dont use or have plastic crap money. I wonder what my other options are?.....
  3. ANZACSAS Steven

    SDP Shilka and Tunguska cannon fix

    Thank you Sudden Death. Also, Thank you to Armoured Sheep for answering a question publicly that i know for sure has been on hundreds of ppls minds for years. Personally, i would much prefer to sacrafice fire rate on AA weapons to enable multi barrell/multi tracers. Steve.
  4. Thanks Rocket and everyone in USEC! WOW Factor of 10!! I LOVE the B1. If anyone is looking for somewhere to fly and land this beast I have made an Island specificly to handle large bombers/aircraft.plenty of room to taxi,park several bombers and have somewhere to fly bombing missions to.It was made in OFP days specificly for GNAT's B52.It is an OFPPort so it isnt as lush as Sahrani. It is called Anzac 51klm nam and it is in the VTE mod.I dont mean this as a "plug" i simply want to let ppl know there is a place to use these special types of units, available in ARMA now.It was also made with C130 cargo missions inmind. I havnt even used any functions really and i am astounded. Again ,Unbeleivable Work . Thanks.Thanks Thanks! :):):) Steve.
  5. I have a mission where players can recruit ai and work with squads. I would like some help scripting a feature into the mission that deletes players "unwanted" ai when they disconnect from the mission. I have seen this done in Evolution but i have very limited scripting capability and have been unsuccessfull in all my attempts to "extract" it from inside the mission. I had an idea that if someone knows how this is done and has some time free it be nice to release a template mission to the community that just has an ai recruit(create) script running on a flagpole and that also has the scripting to delete the unwanted ai after player disconnects.For the benefit of the large Mp community.:) I have been using the recruit function for along time now and is very popular.I have had a lot of people asking me to use my scripts i made gonig from OFPEC guides. So i know first hand how needed this "feature " is to multi-player mission makers. Steve.
  6. Hiya's, I have updated the Coop mission i made for VTE Mod a while ago. This new version of the mission is on one of the new "test" islands that i converted to single tree's and bushes to get around the "floating trees" bug we had/have in some of the terrains in VTE. So to test it on a larger scale i thought i would do a version of the "1st Air Cavalry Division" mission. It is a coop mission for up to 20 players. Simple straight forward mission where players can recruit ai squads to go out on patrol or work together with a couple of mates and sweep area's. In the mission there are- Huey's for transport. Gunships,F4 Phantoms and A1-E Skyraiders for Support. Post any bugs with the mission here please.Hopefully there arnt too many and i'll fix em and transferthis mission over to the other "test" islands to try them also. Heres the link- http://www.mediafire.com/?sharekey=ff44c26413f804e408f8df73f2072ed6e04e75f6e8ebb871 Any Feed back on the "test" islands/terrains should go into the Proper VTE Threads. Have Fun. Steve.
  7. ANZACSAS Steven

    Vehicle Respawn Bug

    I have been using couple of different scripts i d'loaded from one of the many sites and i am running into a problem with the vehicle respawn scripts that run checks to see if the vehicle has been abandoned after e.g 2 mins. I really need to have this feature in the script but when using these types of script on a dedi-server quite often when the vehicle is being used and takes only a few stray rounds and the vehicle deletes prematurely ,spitting everyone out and killing them in the case of aircraft. I was wondering if anyone can let me know of a script with this feature that doesnt have the bug i mentioned. Steve.
  8. ANZACSAS Steven

    Vietnam: The Experience - final alpha

    Horror1, If anyone wants to edit my missions just write Horror1 Edit or add Revive at the end off the name so people can see it is different to the normal mission. Also, have a look thru OFPEC.com for an engi script. I have fixed a cupple of bugs in the V2 aircav mission and am doing some more work on it tonight and will post up a version 2.2 this weekend at some point. :) niQ®, Cool video m8.Good stuff.:cool:
  9. ANZACSAS Steven

    Vietnam: The Experience - final alpha

    Sgt.spoetnik, Ienjoyed last night's game session immensly.I hope we can do it again soon m8. 70gunner, Thanks for your feedback and bug pictures. The bridge is noted as needing a fix. Steve.
  10. ANZACSAS Steven

    Vietnam: The Experience - final alpha

    Alpha delta, With ARMA2 around the corner ,i would say there wont be anymore VTE releases for ARMA1. The 4 islands that i have converted to single trees and that are in the Alpha Release i was hoping would keep us going untill ARMA2 or someone releases a hi-quality NAM style island for ARMA1. MDSZ (test) has a Meekong "swampy" feel.I hope that will suffice for now. Are most people enjoying the AI M60 bursts? I have spent prolly around 50 hours all up editing and splicing them and then getting the ai to match the human behaviour....I hope most people like as much as i do.But iam prolly a bit biased considering the time i spent on em.:) Steve.
  11. ANZACSAS Steven

    Vietnam: The Experience - final alpha

    Thanks Alphadelta for your feedback. The floating bushes you have pictured are the 50mx50m object "blocks" that were used in OFP but dont seem to work anymore.In OFP these objects used to "fit to ground by way of the game engine coding.This does not exist anymore in ARMA1 that we know of.There has been a couple of experiments to fix the "fit to ground" but unfortunatly there hasn't been one that doesnt introduce bugs of its own. So unless ARMA2 is coded differently to ARMA1 the only remedy at this time is to re-do all the islands/terrains using single tree/bushes objects. Which means that some islands that existed in OFP may very well have to be "thinned out" to avoid serious frame loss. Also ,previously i mentioned that there are 5 islands to try (testversions),there are only 4.There was a test version of Long son that was supposed to be in there,but didnt make it somehow. Steve.
  12. ANZACSAS Steven

    Vietnam: The Experience - final alpha

    Hi everyone, I am happy to see that people are getting some fun out of the Mod.:) We would like some feedback on the test versions of 5 of the islands/Terrains. In particular Quan binh son ,Parrotsbeak and MDSZ single tree test versions. Quan binh son -(test) has approx. 700,000 objects.Medium sized Terrain. Parrots beak has approx. 800,000 objects.Large Sized Terrain. MDSZ has approx. 300,000 objects .Small sized Terrain. We are interested in how everyone's pc's are coping with the single tree terrains. Please note MDSZ is a very "Vietcong" inspired terrain and will be demanding on your pc with high view distances.In this terrain i prefer to run my viewdistances low and run as high shadow settings as possible.:) Also, Turning your shaders option to very low it takes the "shiny" effect off the trees on all the islands. Steve.
  13. ANZACSAS Steven

    XP 32 2gb vs Xp64 4gb

    I was using Vista not long ago and had tonnes of troubles with software tools not running ,wont install,hardware conflicts ,Arma stuttering badly.....The bullshit just didnt stop. It was a major pain in the arse.I am now using XP32 again cos i know it runs all the software i need it too. Arma 2 on a Mac?.....
  14. ANZACSAS Steven

    PROPER World project

    Q, I havnt been contacted in any way at all regarding the re-release of my work. My name is Steve not ANZACSAS. If you are going to re-release someones work have respect and call it work and not "research".This has been released as an addon already it is definatley more than just research. You have been around long enough to know the right and wrong way to do things. Please PM me. Steve.
  15. ANZACSAS Steven

    Artillery In Arma 2

    Does anyone know of any info on wether or not Arma 2 will have any sort of "controllable" Artillery like CoC Arty (UA) did for OFP?
  16. ANZACSAS Steven

    Group Link 3

    Hi m8, We have been having the same problems in multiplayer as kryptonite. The words - take cover,incoming,cover me were repeating over and over.There were alot of Tank maingun rounds being fired at the time. Thanx m8.It runs sweet otherwise. Steve.
  17. ANZACSAS Steven

    Addon vehicles LOD?

    Alex, Be sure to check that your object quality option in your options menu is set to very hi. This controls all Lod's ingame. Having them set to very low will "delete" objects at a distance. Steve.
  18. ANZACSAS Steven

    ArmA feedback thread - based on Beta Patch 1.15

    Beta Patch works good for me.No down sides that i have seen. I would have to say "thumbs up" and a big thanks to everyone at B.I. Studio's. Also, Thanks for the early christmas present. ANZAC SAS boy's wish everyone at B.I. Studio's a Merry Christmas and a prosperous New Year. Steve.
  19. ANZACSAS Steven

    confusion on island size

    I really hope that Arma 2 isnt smaller than Sahrani. I am not 100% sure but i think Nogova is larger than Sahrani. If Chenarus is smaller than Sahrani we have had a gradual Decrease in Playable terrain. I often come across the limiting factor of Sahrani's unsable area's for ai and seemingly very restricted island size. Sahrani would be great if it had roughly a few square kilometres of those very nice field areas seperating everytown etc on the island. Arma 2 needs to "relax" the density of the island and give us some more room for search and destroy missions etc .Especially if the RTS aspect is going to further explored. Nogova's two asphalt runway's made the island suitable for almost every mission one could think of. Sahrani's single asphalt runway setup is quite annoying for the more hardcore of players who refuse to use multi million dollar aircraft on grass air fields.Anyone notice how very little air missions leave from North Sahrani airfield as compared to the airport in the south. 2 "full" runways would increase playability and most importantly replayability.Expanding the island size would only work to show off Arma/2 's gameplay aspects. Just my opinion. Steve.
  20. ANZACSAS Steven

    The Unsung Vietnam war MOD

    Looks Excellent!! Great work dudes.Thanx for posting the screeny's/desktop theme's. Can we hope to see a Beta release for Christmas? Thanx again.
  21. ANZACSAS Steven

    The Unsung Vietnam war MOD

    Can't wait to see what you guys been upto. Any chance of a screeny of the island/s? Thanks guys.
  22. ANZACSAS Steven

    SAP Air

    Thanks for the choppers m8. There a real Treat. My C and C chopper is back. Do you have any plans for the Bell47G or a Nam island? The Bell47G was one of the sexiest choppers in OFP i reckon. Thanks again.
  23. ANZACSAS Steven

    Symphony Of War

    Symphony Of War A Professional Sound Modification For the game Armed Assault By ANZAC SAS Ron And Steve. Hi all, We have been working on this sound mod for awhile now and have gotten to a point where we are happy to release it . I have many years experiance in the field of sound recording etc and was very unimpressed with the "dirtyness" of the Default Arma sounds.So like in OFP, we have made our own soundpack to use. There has been alot of effort gone into making the distant sounds to give more ambience to the Battlefield. Even more effort went into making the guns sound lifesize and strong. Alot of time has been spent on making the game sound cleaner and nicer to the ears.It also has been designed with large battles in mind, so you will find the game will sound cleaner when large amounts of vehicles etc are being used in a mission. The mod replaces the sounds of the Vehicles,Weapons and explosions. As usual, we still would like to do more, but i am busy at the moment working with some Mod teams on various things. So there may be an update to it at a later date.So without further delay ,here it is. The Link-: http://www.savefile.com/files/1783567 ANZAC SAS Steve.
  24. ANZACSAS Steven

    Symphony Of War

    [Yep tried that still same... ] Hiya m8, I been refining a few things in the mod but i dont seem to be able to see where your problems lie. Sorry m8,I dont think i can help ya . All i can say is try it without your soundcard installed but that prolly isnt very practical. Steve.
  25. ANZACSAS Steven

    Project RACS

    Love your work dudes. Do you have a pack with all the addons together ? I would like to make a few MP missions using all these addons and it would be great if ppl could just d'load a pack and jump in a server. Did you guys finish the CH47 you's were skinning? Steve.
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