hamis
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Everything posted by hamis
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Well,i don't know.But i'm sure you can find out,if you ask in ofpec forums.
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Well,your main config is "cut off".It has too many or too few }; after some class.Check with BINVIEW.
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Hey,wipman.I hope you are going to do M4 pack and some other weapons for arma.Your quality is over the top!
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Authentic sound & weapon Mod
hamis replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
Well,i could give you some sounds i have made for ofp.Some are real thing's(including some real vehicle sounds,like m113,m60,5ton truck),some are just good sounding ones.If you like to try them,just post upload link. -
Well,i could give you some sounds i have made for ofp.Some are real thing's(including some real vehicle sounds,like m113,m60,5ton truck),some are just good sounding ones.If you like to try them,just post upload link.
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Well,i want to someone make nice markings,random numbering,random register plates(take a look at RHS_GAZ 66 Pack) for all vehicles!Also nice cockpits(like FZ_AH64).
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Is it safe to delete all other versions about (weapon) sounds but the one's defined in config?
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Yoy can find thousand's of shooting videos by googling!Eg:AK47 shooting video,military video,etc
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You mean something like this:Ä¹Å„Ã«Ä Ã‚Å± ÄÄƒÄ‘Å•Ã«Ä Ã¢ Äĺđâűĺ äâĺ ÷ŕńňÄ, ňî ńţćĺňÃÅ•Ë™ ëÄÃÄË™ áóäĺň ÄîÃ˙ňÃÅ•?That's because you don't have russian version of ofp!Try any russian (non-translated) campaign and all text is like this.
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Well,is there a way to change size of tracers for bigger weapons(12.7,25,30 mm)?
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Is it safe to delete all other versions about (weapon) sounds but the one's defined in config?
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Well,what about making it ECP compatible?
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RetaliationNo mod's.
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Well,could you update hero's path to be compatible with ECP?
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Well,it was!Thank's
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Well,this started after playing some russian campaign.Every time i start the game difficulty settings are resetted!This is annoying,so any help is appreciated.
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Nope,doesn't help
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This is for M60 tank: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers:ECP_EventHandlers { init="_this exec ""\@ECP\EECP_Tracer_Init.sqs; _this exec ""\ECP_Effects\init.sqs"""; Just rename tracer_init.sqs with actual name of your's.I hpe this helps.
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Well,what shold i do to make ANY soldier to sit on right hight(currently on front axle) in cockpit?Solution found
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Well,trying to replace old T72 with RHS one,but scripts don't work <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class T72:RussianTank { scope=2; side=0; type=1; picture="it72"; model="\RHS_T72A\RHS_T72A.p3d"; displayName="T-72B"; nameSound="t72"; hiddenSelections[]={"pruh"}; maxspeed=70; threat[]={0.9,0.95,0.5}; gunnerOpticsModel="\ffur_misc\tsights\t72_opt.p3d"; gunnerOpticsColor[]={0.91,0.23,0.23,1}; commanderOpticsModel="\ICP_bmp\optic_commander.p3d"; laserscanner=1; laserscanrange=5000; irscanner=1; irscanrange=3500; accuracy=0.95; armor=860; armorStructural=2.0; armorHull=0.96; armorTurret=1; armorGun=0.6; armorEngine=0.8; armorLights=0.4; #ifdef T72_SOUNDS T72_SOUNDS #endif armorTracks=0.6; cost=1000000; gunnercansee="31"; driverCanSee="31"; driverAction="ManActT72DriverOut"; gunnerAction="ManActT72GunnerOut"; commanderAction="ManActT72CommanderOut"; driverInAction="ManActT72Driver"; gunnerInAction="ManActT72Gunner"; commanderInAction="ManActT72Commander"; class HitEngine { armor=0.8; material=60; name="engine"; passThrough=1; }; class HitHull { armor=0.96; material=50; name="hull"; passThrough=1; }; class HitTurret { armor=1; material=51; name="turet"; passThrough=1; }; class HitGun { armor=0.6; material=52; name="gun"; passThrough=1; }; class HitLTrack { armor=0.6; material=53; name="pasL"; passThrough=1; }; class HitRTrack { armor=0.6; material=54; name="pasP"; passThrough=1; }; class TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={"\RHS_Misc\Sound\turret1.wss","db-30",1}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-4; maxElev="+20"; minTurn=-360; maxTurn="+360"; body="OtocVez"; gun="OtocHlaven"; }; class Turret:TurretBase { }; class Reflectors { class Left { color[]={0.800000,0.800000,1.000000,1.000000}; ambient[]={0.070000,0.070000,0.070000,1.000000}; position="L svetlo"; direction="konec L svetla"; hitpoint="L svetlo"; selection="L svetlo"; size=0.500000; brightness=1.000000; }; }; class IndicatorSpeed { selection="ukaz_rychlo"; axis="osa_rychlo"; angle=-270; min=0; max="100 / 3.6"; }; class IndicatorSpeed2 { selection="ukaz_rychlo2"; axis="osa_rychlo2"; angle=-270; min=0; max="100 / 3.6"; }; class IndicatorRPM { selection="ukaz_rpm"; axis="osa_rpm"; angle=-290; min=0; max=1; }; class Animations { class recoil { animperiod=0.1; selection="recoil"; axis="osa_rec"; angle0=0; angle1=0.006; type="rotation"; }; class suspension { animperiod=0.5; selection="sus"; axis="sus_osa"; angle0="-0.1"; angle1=0.1; type="rotation"; }; class suspension2 { animperiod=0.5; selection="sus2"; axis="sus2_osa"; angle0="-0.07"; angle1=0.07; type="rotation"; }; }; class UserActions { class LaunchSmoke { displayName = "Launch Smoke"; position="kulas"; radius=10; condition="player == commander this && {_x=={RHS_smokeDischarger}}count magazines this>0"; statement="[this,0] exec format [{%1MAP_smoke.sqs}, RHS_PathSmoke]"; }; }; class EventHandlers:ECP_Eventhandlers { init="_this exec ""\RHS_T72APack_Scripts\RAE_T72_Init.sqs"";_this exec ""\RHS_T72APack_Scripts\RAE_T72_Numrand.sqs""}"; hit="if (_this select 0 call RHS_countedCargo > 0) then {_this select 0 exec ""\RHS_T72APack_Scripts\RAE_T72_throwOff.sqs""}"; incomingMissile="if (_this select 0 call RHS_countedCargo > 0) then {_this select 0 exec ""\RHS_T72APack_Scripts\RAE_T72_throwOff.sqs""}"; engine="if (_this select 1) then {(_this select 0) exec {\RHS_Misc\DKMM_RSC_Tank_Accel.sqs}}"; fired="if (_this select 0 call RHS_countedCargo > 0) then {_this select 0 exec ""\RHS_T72APack_Scripts\RAE_T72_throwOff.sqs""};_this exec ""\RHS_T72APack_Scripts\RAE_T72_Shockdust.sqs""; (_this + [_this call RHS_Noid]) call RHS_T72_Fired"; }; }; What's wrong?
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There is nv goggles effect on/off in configurator options
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Well,bn880 if you are going to make tracers for arma,could you make them weapon specific?What about making weapon specific version for ofp,because arma is at least 2-3 months away from my country?I really like your tracers,but there is problems like non specop soldier in specop/sniper mission at night.
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I don't agree with ofpcat,it's at least 3-4 months before arma is released in europe
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Sorry,but i don't have scripting skills