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hcpookie

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Everything posted by hcpookie

  1. SAM Pack. 'nuff said Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- MAJOR UPDATE: also hosted on my onedrive. It is also on Steam for those who can't figure how to install mods. - addresses AAA script lag issues, and includes new Ground Control Intercept (GCI) function. Tutorial vid for GCI found here: REQUIREMENTS: The only requirement for "vanilla" play is my camonets pack: https://forums.bistudio.com/topic/186395-pook-camonets/ Default factions are now supported: -------------------------------------------------------------------------------------------------------------- MANUAL DOWNLOAD (in multiple parts): https://onedrive.live.com/?id=5B54FC51A7917265!22139&cid=5B54FC51A7917265 STEAM DOWNLOAD HERE: http://steamcommunity.com/profiles/76561198032494151/myworkshopfiles/?appid=107410 READ: Read the guide. Please! The Guide represents all the documentation, information, configuration settings, etc. to successfully enjoy this addon! Lots of pictures too, so read it 😄 STATUS: All known / reported issues have been addressed. Change log below. ANY ERRORS / POPUPS WERE NOT NOTICED IN TESTING... Please let me know if you find anything broken or simply... strange. I am already seeing several little things that need some TLC. It is somewhat difficult to test 50+ vehicles in all their scenarios so I am certain that some issues will be discovered.... MEA CULPA if they do! SPECIAL FEATURES: There are several new features that enhance gameplay. Included with the units are: Proximity fuses / indirect damage SHORAD counter-missile defense (yes I can shoot down your incoming missiles) ARM weapons (anti-radiation missiles) for use against key SAM/AAA site radar units. RWR missile alerts. Automatic, MP-friendly spawning of SAM and AAA sites. NEW in v4.2: Support for external ECM / JAMMING scripts UNITS: The addon includes both EAST / SOVIET heritage systems and WEST / NATO heritage systems. Due to the changes in 4.1 the vanilla factions can now access most all systems regardless of origin, with a few exceptions. All your favorite A2 factions are present (via CUP units) for their respective factions' systems, now within their own OPTIONAL download (see above). If you desire to run with CUP, you will need that additional file. If you do not use CUP, DO NOT USE THE FILE. Further information is found in the Guide. CHANGELOG Full detailed description and information from my A2 pack is collected here: https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/
  2. After a 3 year hiatus all the boats are back! Nautical mines, nautical barricades, Nautical Minefields supporting editor / script placement, SOC-R special operations boats, and the tugboat and freighter. Freighter also has a vehicle-in-vehicle configuration option. The 8-man life raft is back too! Air-launched sea mines including US-designed Quick Strike sea mines, and Russian/Soviet design MDM-3 and MDM-5 models. Air-launched mines support Jets dynamic loadouts for vanilla and several mod factions to include CUP, pook BOMBER pack, pook EF-2000, and VME PLA mods. More mod support may be added in the future. Upload to Steam complete. Upload to my OneDrive is complete (150mb 7zip) Fully signed; bikey is included as well: https://onedrive.live.com/?id=5B54FC51A7917265!156706&cid=5B54FC51A7917265 CHANGELOG I'M KING OF THE WORLD!!! Yes the SOC-R boats too! (yes these are A2 pics) Nautical Mines also made it back! Support for dynamic loadouts for numerous mods including CUP, POOK Bombers, POOK EF2000, Vanilla BIS, and VME PLA. Minelayer can lay individual mines that spawn directly behind the boat (15 second charging delay), or lay a minefield with a 30-second arming delay. Minefield is a 150m area with randomly placed mines! 🙂 Editor/script-based minefield placement can consist of any of the mine types and automatically selects shallow mines depending on water depth. Available in either 150m- or 300m sizes. Beach barricades include mined concrete Dragon Teeth barricades and mined Hedgehog.
  3. Released! Both Vanilla and CUP versions are published to Steam, and my onedrive link here: https://onedrive.live.com/?id=5B54FC51A7917265!156668&cid=5B54FC51A7917265 CUP version is available separately! I've been playing with the different artillery selections so their max ranges should be accurately simulated. Up to 300km range on the SCUD so it should work on even the big-huge maps out there. Arty Fire Mission Improved SCUD functions! Initiates player-requested SCUD fire mission for friendly pook_SCUD launchers. Can be scripted for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General Guba before he launches the SCUD" type missions). This function is available for SCUD, and Iskander (9K720) functions are in the works. To use the SCUD launch function: To use the SRBM Function: Players can ready, load and fire the missiles, enabling the choice of HE, cluster, and 5kt nuke warheads on a player-controlled vehicle. Multiple texture sets for the vehicles. Trying to cover all the different camo variations - forest, desert, jungle, drab green for most of the vehicles. I've redone some of the previous textures from the A2 models that weren't looking too good in A3. Credit where it's due: - Citizenship models: 2S19, 2S3, 9K720 (default textures) - BIS: SCUD model, T72 chassis - MAZ chassis units all based on SA8Gecko's original A1 model. - Me: All the other models; custom textures, and logic for all vehicles. - - Also, new wheel 3D model w/ actual modeled tread. Systems so far - 2S19 'Msta' Self-Propelled Howitzer 2S1 Self-Propelled 122mm Howitzer (on the right) 2S3 Self-Propelled 152mm Howitzer (on the left) 2S5 Self-Propelled 152mm Howitzer (no pic yet) TOS-1A Mobile Rocket Artillery A-222 'Bereg' Coastal Artillery 4K51 'Rubezh' Coastal Missile Artillery 3K60 'Bal' Coastal Missile Artillery 9K58 (Smerch) Rocket Launcher 9K72 SCUD SSBM Launcher (selectable HE, cluster, and 5kt nuke warheads) 9K720 'STONE' SSBM Launcher CHANGE NOTES
  4. UPDATE: Version 5.1 - No longer requires CUP, and CUP is now supported as an optional configuration. Look for the optional "pook_Bomber_Factions" rar file for the CUP-specific options! :) Copyright 2016 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- Version 5 major feature: Added Tu-22 and Su-24 aircraft. Version 5.1 update - fix to nuke script and CUP addon signing issue affecting MP server joins All planes are found in a new "Air-Bomber" category in the editor. 3D editor preview pics now included. Changelog of fixes and improvements: The major Tu-95 family derivatives are present. The Tu-95 versions in this addon provide conventional bomber, strategic strike capabilities, and in the Tu-142 the ability to detect Ship objects (submarines, boats, etc.) via the use of the sonobuoy detection feature. Now included are Tu-16 family aircraft, including a strike/ASM version and a conventional bomber/ASM version. Included is a PDF guide describing the finer points of the mod, capabilities, and use of the Nuke Script. Wait... did I say "Nuke Script"??? Download the mod and the PDF "guide" here: https://onedrive.live.com/?id=5B54FC51A7917265!32228&cid=5B54FC51A7917265 The standard Tu-16: The Tu-16-K10 Strike/ASM model. Note the massive size of the K10 (NATO: AS-2) missile: Tu-95 "Bear-H": Tu-142 "Bear-F" (note tail stab antenna sensor array and front glass bombardier canopy, and lack of underwing weapon pylons): Kh-41 (3M80) ASM missile. 3x 3M80 "Moskit" missiles: Conventional bomber version w. 24 FAB-250 bombs: Tu-95 MS-16 (Bear-H) with 16 Kh-65 CALCM: Tu-142 dropping sonobuoy:
  5. Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie After (literally) years of work Version 1 is finally ready for play time. Don't forget this is version 1.0 and will *certainly* reveal things that need to be tweaked! 😉 This is an amalgamation of my previous Soviet AF mods - my Bomber Pack and Flankers pack, and some Rangemaster aircraft together with some A2 stuff, all up to Jets DLC standards. Released on STEAM! https://steamcommunity.com/sharedfiles/filedetails/?id=1595678775 ... and my OneDrive for those who can properly install mods 🙂 https://onedrive.live.com/?id=5B54FC51A7917265!24130&cid=5B54FC51A7917265 >> AN28 is now standalone due to original author's request and is available for download here: https://onedrive.live.com/?id=5B54FC51A7917265!158884&cid=5B54FC51A7917265 CUP and FAP Units versions also available... https://steamcommunity.com/sharedfiles/filedetails/?id=1596166970 https://steamcommunity.com/sharedfiles/filedetails/?id=1596168125 1.6 GB total content so please be patient with the downloads! 😉 Credits Mukcep for importing original freeware planes into A2 from various sources (mostly MSFT Flight Sim addons) Citizenship for IL-76, A-50, Mig-23, Mig-27 models Su-27 model and textures are ports of the ArmA1 ACE edition (thanks to [cede]aushilfe for the info) FRL Myke for allowing continued support of his Missilebox; Eggbeast for sharing Missilebox updates via A2 Rangemaster. Mig-21: Model by Ivan Jurcaga Imported by Nightintruder Conversion and development by Eggbeast and TeTeT Features Physx compatible Jets DLC pylon placements and presets Vehicle-in-Vehicle transports Cargo parachute function Speed-triggered Mach vapor cloud function Randomized MP-compatible numbering function Ejection seat support for multi-seat planes (!!!) All planes compatible with LESH Towing mod Large range of Soviet-derivative weapons Attempts to avoid "bomb trucks" and simulate realistic weapon loadouts Working drogue parachutes for supported planes Working sonobuoys that reveals underwater targets (via Tu-142) Support for air-dropped water mines from pook_Boats pack Automatic swept-wing function on specific aircraft Enhanced flares on larger aircraft Adjustable Russian-language "bitching betty" low altitude function Fuel tank siphon and drop functions (carry extra fuel!) Limited GPS targeting functionality for certain TASM's (Tactical Air-Surface Missiles) Function to support for beyond-visible range (BVR) anti-radar missile (ARM) targeting of enemy SAM radars (based on my pook_SAM ARM scripts) Function to support missile jammers (both on-pylon and internal) - based on my pook_SAM jammer scripts Changelog Fighters Transports Bombers Weapons Thanks to FRL Myke, we have the Soviet heritage weapons from the original FRL Missilebox (as previously maintained by Eggbeast within the A2 Rangemaster mod). Many additional and modernized weapons have also been added! Pending I'm breaking these out into "vanilla" and "factions" offerings so there will be a CUP and FAP version in addition to the basic Vanilla factions. Faction versions soon to come!
  6. Coming soon! This big bird is nearly complete. Should be ready in a few more days. New AA-6 R40, and AA-7 R23 missiles. A-A and A-G loadouts based on real world information. Since One Drive doesn't seem to like linked pics, here is the folder location: https://onedrive.live.com/?id=5B54FC51A7917265!20269&cid=5B54FC51A7917265&group=0
  7. Republic of China (Taiwan) Army mod. Signed with bikey included! Download locations: https://steamcommunity.com/sharedfiles/filedetails/?id=2594797324 https://onedrive.live.com/?id=5B54FC51A7917265!159216&cid=5B54FC51A7917265 Based on CUP assets! (so YES it requires CUP 🙂 ) Includes soldiers with woodland camo, black urban camo, and SF. Wheeled, tracked, air, and artillery assets. T91 rifle and variants; M14 EBR and variants for Marksman and support roles. Uniforms are the "classic" woodland uniforms... I can't make the new digital uniform design. Most soldiers have integrated headset radios. C-130 para jump script (for any soldier type) will eject and add a parachute to all cargo soldiers. C130 equipped with night illumination flares in addition to standard defensive flares. M110, M119, and 81mm mortar artillery. All artillery assets supported by the pook_Arty firemission function! I'm still working on other assets that are planned, including Mirage 2000 and CM-32 APC. However, I wanted to release what I have already completed.
  8. Thanks to those who have expressed support for this VIDEO GAME MOD. I am finding I have to regularly clean Steam comments of communist propaganda and name calling. For a video game mod. A truly strange world we live in!
  9. hcpookie

    Pook ARTY Pack

    Yeah I don't know; I only tested with the Artillery Computer so I cannot speak to the actual aiming capability. Some of the models have a camera set to the mainGun animation, for visual reasons to avoid clipping through the internals. But I do recall testing the direct-fire AT rounds and those were all spot-on. I want to say I did most of my testing early on w/ the 2S19 if I recall. I don't see any reason any of the missile launchers should even have a gunner view in honesty due to how the artillery computer works.
  10. hcpookie

    Pook UGV Pack

    Update! IMPROVED: BLUFOR now has access to MRK-27 and Adunok variants to reflect real-world scenarios. Standard BLUFOR (Nato faction) UAV controller can be used.
  11. UGV Pack! At long last it is finally available. Copyright 2020 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- Includes: - MAARS (Modular Advanced Armed Robotic System) in AA-12 and M240 models for WEST and INDEPENDENT - MRK-27 UGV for EAST and INDEPENDENT - Adunok-M in PKT, AGS-30, and DSHK models for INDEPENDENT ... all based on Real Life versions. Download from my OneDrive: https://onedrive.live.com/?id=5B54FC51A7917265!159130&cid=5B54FC51A7917265 or if you cannot properly install mods, use my Steam account: https://steamcommunity.com/sharedfiles/filedetails/?id=2241612110
  12. Update! NEW: DCCU Uniforms (texture credit: TNTspider76 with special thanks to lemonium)
  13. hcpookie

    POOK SAM PACK (May 2022)

    No; those are artillery-based and don't work in the same principles as you would think as "normal" missiles.
  14. hcpookie

    POOK Mi28

    Port of my Mi-28 from A2. Credit: Port of original CMA Mi28 from here. REQUIRES CUP as this is a port of my A2 work. While my work includes all three versions - main version, export Day model (no NVG), and export Night model (NVG, no FLIR), the current build contains only the "full" model with FLIR, NVG, and radome. Future releases will add the export model w/o radome and slightly reduced capabilities. I may also add several loadout options as per RL capabilities. Download the "preview" version here: https://onedrive.live.com/?id=5B54FC51A7917265%2151699&cid=5B54FC51A7917265
  15. hcpookie

    POOK Mi28

    Not sure what is implied in that statement but it sounds derisive and not related to this discussion from 6 years ago. The Mi-28 is now part of my pook Sov AF pack. Mods, please lock this topic... thanks!
  16. Good morning. I am seeking guidance on how to add a custom blacklist into my mod's CONFIG. The wiki appears to be tailored toward mission making: http://alivemod.com/wiki/index.php/Custom_Blacklists My mod has specific units that perform spawn-related functions (long story) and as a result, they don't play well when Alive spawns them into the mission. I need to know how to add a blacklist within my config so that they are never "seen" by Alive as units that can be automatically placed and used in missions. Help?!?!?
  17. hcpookie

    POOK SAM PACK (May 2022)

    Not trying to argue a point - you're missing the details. This was already discussed back in 2017, which lead to this disclosure: The point of that topic is that mission makers needed a listing of my "not to be used" classnames for their mission planning. Alive mod expects you, the mission maker, to create your own blacklist to suit your mission needs: http://alivemod.com/wiki/index.php/Custom_Blacklists My statements are attempting to convey the fact that I do not know how to take a blacklist and put it into my mod's config so as to make it a "permanent" blacklist. Their Wiki doesn't appear to have that information as everything is tailored toward mission makers. Or I am simply not finding it. Either way, I lack the information to permanently place this blacklist info into my mod. I will reach out to the Alive team again to see if they can provide guidance.
  18. hcpookie

    POOK SAM PACK (May 2022)

    It sounds like this is an Alive problem. I am not sure how to add an exclusion or filter for Alive.
  19. hcpookie

    POOK SAM PACK (May 2022)

    Stop what, exactly? If you place them on the map they will spawn the radar code. Same as with the SAM site spawner units. You don't place them, they won't spawn the radars.
  20. hcpookie

    POOK SAM PACK (May 2022)

    Pook arty pack discussion topic:
  21. hcpookie

    POOK SAM PACK (May 2022)

    The radome spawners do what their name implies. When placed they will generate an AI for the map radomes within a 20km, 10km or 5km radius depending on the specific unit in question. This typically covers most maps. They are direct "child" objects from the placeholder "AA soldiers" in the mod. There are also CIV units for placement depending on mission maker needs. When the radome is destroyed, the AI (obviously) dies so that you can knock out a map radar and make a difference in missions (ideally for an MP scenario). The spawn function can be called directly via trigger etc. based on mission needs. From the function readme: /*************** Radome Activation Script ********************************** Finds world radar dome objects and populates radomes for in a 10km circle from the spawn point. Populates either/or/both large and small radomes for the side of the spawn unit/vehicle/logic. Mission makers may allow multiple sides to occupy radomes in different areas of a large map by adding smaller ranges to the input command of the spawn unit. Recommend smaller values due to potential script lag. Large area/side activations or frequent spawner placement should run only at startup to avoid in-mission lag spikes. The spawned 'pook_radome' static vehicle INIT scripts will precisely place the spawned radar vehicles on the map's radomes with an appropriate AI gunner. UAV units are not used since enemy AI will not target and attack the enemy UAV gunners. CIV side radomes are not targeted by anyone. Author: hcpookie Arguments: ========== 0: Spawn Unit (position used as center of population area) 1: OPTIONAL: Custom range around the spawn unit to search for map radome buildings (in km) USAGE: ====== DEFAULT: Placement is via "spawner" unit INIT EH. Simply place a Spawner unit on the map via the editor, or mission makers may spawn one as necessary. The mod provides different kinds of spawners each with different ranges, in 20km, 10km, and 5km versions. OPTIONAL PLACEMENT: Custom placement can be performed by adding the following command to any unit's Action or INIT. For example, to spawn radomes in a 5km radius: _r = [this, 5] call pook_SAM_fnc_radomes; _r = [this, 5] spawn pook_SAM_fnc_radomes; ... to spawn radomes in 1km (for a single map dome): _r = [this, 1] call pook_SAM_fnc_radomes; _r = [this, 1] spawn pook_SAM_fnc_radomes; Side selection for radomes is based on the spawner unit's Side. RETURN: ======= Sidechat indicating radome placement status. NOTES: ====== Logged errors in RPT will contain the "POOK_GCI_LOG" prefix. ****************************************************************************/
  22. Update! v1.3: 11/6/2011 - Addon now signed using the v2 keys (included). v1 key is no longer used! - ADDED: Deployable camo nets. - ADDED: Units for BIS factions TK_GUE, TK_INS, CHDKZ. All default BIS factions are now represented. - FIXED: Texture Sets for INS/GUE reversed. - FIXED: Enhanced view distances. The setCaptive indeed does not work. The Biki states that it only applies to the commander of a vehicle, so that must have something to do with the behavior since the vehicle is configured with a driver and a gunner. Not sure. I did manage to get it to work with the disableAI command! I have included a sample mission with the working trigger. An example to use it with a SAM battery consisting of "SAM1", "SAM2", and a 1S91 unit named "radar1", the trigger should contain: Condition: !(alive radar1) Action: sam1 disableAI "AUTOTARGET"; sam2 disableAI "AUTOTARGET"; sam1 disableAI "TARGET"; sam2 disableAI "TARGET"; This has been able to work and but it does seem to require exiting and restarting the mission to reset the behavior. Check the sample mission. v1.3 download (12 MB): https://skydrive.live.com/?cid=5b54fc51a7917265#!/?cid=5b54fc51a7917265&sc=documents&uc=1&id=5B54FC51A7917265%211829 MLOD is also available at the same download location! :) To compliment the SA6 mod! :) Original 1S91 model by brownmab53 The 1S91 Radar (NATO Name "Straight Flush") can be used with the SA6 SAM system addon. The real 1S91 uses active targeting radar and has an optional backup television targeting system that provides optional passive radar tracking and backup targeting guidance. It provides targeting capability to an entire SA6 SAM battery. The addon uses the laser designator to simulate the targeting capabilities and does not "slave" to in-game SAM units. ====================== CLASSNAMES : ====================== Vehicles: - BLUFOR: CDF // 1S91_CDF - Independent (Guerilla): CDF // 1S91_CDF_IND - Independent (Guerilla): NAPA // 1S91_NAPA - Independent (Guerilla): Tak Locals // 1S91_TKGUE - OPFOR: Russian // 1S91_FCR - OPFOR: CHDKZ // 1S91_CHDKZ - OPFOR: Takistan Army // 1S91_TAK - OPFOR: Tak Miltia // 1S91_TKINS Weapon: 1s91_TGT_Laserdesignator Magazine: 1s91_TGT_Laserbatteries Ammo: 1s91_TGT_Laserbeam // based on default laser with added "airLock" capability. Again credit to brownmab53 for the model; I just ported it into Arma2.
  23. hcpookie

    1S91 Fire Control Radar

    That's a rather random nonsequitor post for a decade-old (!!!) topic. The 64N6E was donated to me from the original author for use in A3. I don't support any A2 mods nor host any of that content. Admins, please lock this thread.
  24. hcpookie

    HAFM NAVY (Ships) - v2.0

    Meaning mod makers have to keep responding to bait posts!
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