jdhaines
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Everything posted by jdhaines
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This is a request to all of you coding gurus out there. Â I am looking for a mod that does one simple thing. Â "Taps" someone on the shoulder right in front of you. Â This could be HUGELY useful in many different situations. Â I'm thinking that the best way to accomplish this would be hitting the space-bar (or make it changeable) and the guy's screen right in front of you would flash a color or tint for a split second. Â It wouldn't have to be much. Â Hell, I don't care if it threw up a picture calling him an asshat...just something to signal him. This would make stacking at a door work in MOUT operations, as well as a way to signal for someone to do something without the lag of TS or Vent. Â Would this be possible? Â Are there any major limitations to this? Â Would anyone be willing to throw it together? Â I would love to see more of these types of minor game-enhancing mods come out rather than the millions of vehicles, weapons, and aircraft that have been coming out lately.
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Oh geez, come on guys. This whole entire forum "Arma - Addons & Mods: Discussion" is devoted to two things...one of which is the discussion of ideas and requests... So if half of the forum is devoted to this, do we really need to locate all requests into one single thread with 106 pages? We may as well put all requests into a thread that gets deleted every month. So essentially, this forum is for the discussion of work in progress mods except for the one thread. Perhaps it should be labeled as such. Consider this request canceled.
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This is an update to the first post (Panko). I was able to get into our server using the Arma Launcher MP: Direct Join function. Once I got in using that, all of our other members were able to join by clicking. I realize this will only help you if you can get the IP/Port for your server, but it may lead someone else to a temporary fix. It's possible that once the server is empty again, we will be locked out until someone else direct joins. At the time where I tried this, using "Remote" did not work. Hope this helps.
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Regarding the ghost addons... I have gotten in the habit of always opening the mission in its current state, opening the missions.sqm file and deleting any addons out the two sections that are not actually required. I only have extra addons in modfolders, but I still find that various addons get thrown in there. (Now nzxwheeled, nwd stuff, vilas stuff, etc.) It is strange, but generally this step saves lots of headaches later on down the road. Regarding my previous post, this step didn't cure the problem. It is good to hear that it was mentioned by Mateck and that it has "possibly" been taken care of.
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NZX, I'm not sure if this is a problem/bug with your addon or not. We have a couple missions on our server with your addon and the rest don't. I'm getting an error stating that your mod is missing on EVERY mission that has HMMWVs. I'm not sure what is going on. The server has the addon, the guys in the server have the addon, but it is requiring it on every mission. Plus saying that it isn't there. Is anyone else having this issue? I've run into the same problem with some of Robert Hammer's addons as well as a couple of Vilas' addons. Any ideas? Thanks. Haines
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@Acog99: Its what I'm trying to do. Get the weapon crate full of the new RH weapons that will work with sound mods. (Stock sounds) It sounds like its not going to happen. I understand the replacement idea... But if I want an eotech or to switch while in game, I want to grab a new weapon from a crate and not have to use the given sounds.
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Thanks for the reply. I would rather just use them in a custom ammo crate. Replacements won't give us access to all of the new weapons. (Aimpoint M16, etc.) How do guys like Wipman get away with not putting any sound information in his config.cpp? (I was comparing the two) When I delete all instances of sounds in Robert's config, it gets crazy errors and won't work.
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I hate to keep asking the same question, but no one has answered it yet. I'm trying to remove the RH sounds from the config.cpp (was config.bin) That way the new weapons will reference the stock sounds, and therefore, sound-pack sounds. I have tried modding the config.cpp file every way I can think of. Every time it ends up with errors of some kind. Any help?
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So, referencing my previous post... You DID get RH's M4 and M16 pack to work with soundpack sounds? That is what I am attempting to do. Perhaps I missed something? Or are you trying to just replace the models? That would get the same effect, except I want his weapons and ammo box with sound-pack sounds. Any help guys?
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Hey guys. I like the sounds, but I would rather them be mapped to the stock sounds so that sound-packs will work. Can someone give me some insight into how to mod the config? I've done some scripting, but when I mess with it, it seems to cause other problems. I've tried to "//" out the sound lines. Tried to ";" the sound lines out. And I've tried to completely delete them. Every line with ".ogg" in it. Anyone have any other ideas? Good work RH.
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Great job Johnny. We (31stMEU) are actually talking about switching to your marpats. Mine were more to fill a void while there wasn't anything else out. I don't have the time to learn to model, nor to do "correct" textures as far as multiple maps and rvmat files and such. Mine were done with endless hours of tweaking and checking. There really isn't any need to constantly redo work that is already released and up to par. Once again, great work. We're going for realism, and I think yours may be the current best in a hopefully long line of increasingly realistic Marine addons. Semper Fi
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Lost Brothers IDF Units Ver 1.6 RELEASED
jdhaines replied to Jewish-Freak's topic in ARMA - ADDONS & MODS: COMPLETE
Miles-Teg : I couldn't have said it better myself. Â I remember recently in the movie "Transformers" there is an all black CH-53 variant (Pavelow III maybe?) that was skimming across the desert at full clip. Â It just looked.....Tough. Â No other helicopter gives me that feeling like "I would hate to be what this thing is after..." Â I can't wait till someone gets up the newer E variant, or possibly the K although pictures and informormation are few and far between on the K. Â You're mods sound good. Â To be honest, the quick test that I did I didn't notice the engine sounds. Â Sorry! Â I am heading back in to check it out a little better right now. Â I didn't really have much time earlier. Â Does everyone else have the same control problem regarding the yaw? EDIT: It was a MH-53M Pavelow IV named "Blackout" in Transformers. -
Lost Brothers IDF Units Ver 1.6 RELEASED
jdhaines replied to Jewish-Freak's topic in ARMA - ADDONS & MODS: COMPLETE
Well guys. Thank you very much. The CH-53 is my favorite helo of all time. We, being a Marines unit, have been waiting for the UH-1Y and the CH-53. HWM is working on a variant of the Huey which is close enough. You guys have now made the CH-53. I have to say that I wish it was in marine grey, was bug free, and was a little more detailed as far as cockpit and such... but I'm not complaining. I realize you have put in lots of work and I appreciate it. But I'd like to submit a list of humble requests/reports. -The helo won't yaw correctly. No matter what I try, the helo will roll as it yaws like the game use to before the patch. Possibly a config error? -The rear of the helo is completely open when looking back from the pilot's seat, even though the ramp is open or closed from 3rd person view. -The PIC (Pilot in Command) on a CH-53 is in the right seat. (At least from every resource I could find) -I couldn't find anything definitive on the armament, but maybe add an MG or two. (Windows, doors, or ramp) Once again, I'm not complaining, just informing. If I am wrong on any of these items, let me know. It wouldn't be the first time. Once again, great work thus far. -
I have another common.hpp from the new SPON scripts, but the only two instances of kegsrsctext are in your files. "Spectating.hpp" and "common.hpp" I'll keep working on it. I was mostly wanting to let you know, if it happened to be a bug.
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31st meu replacement reticles
jdhaines replied to yakavetta's topic in ARMA - ADDONS & MODS: COMPLETE
That is all thanks to the Armaholic crew turning me onto 7zip (Free, search google). Â I don't like it for un-compressing, which I use winrar for. Â But for compressing, on its ultra level, I haven't found anything that can touch it. Â This addon is proof of its power. Â It is readable by other archivers, so its the best of both worlds. -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File: ....\31stMEU_DemoCoop.Sara\spect\common.hpp, line 14: .KEGsRscText: Member already defined. It is in Common.hpp and Spectating.hpp My error, or a bug?
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Hey guys, I was wondering if anyone has taken the coop map from the demo and made it work in the full version. Either in the saralite released map, or in the full sahrani. We all had fun on that map, and would like to use it now with all of our addons. I have the maps from the demo, but they are all in another format plus not in english, and I'm having trouble making them work. Could someone either make them, or steer me in the right direction? Thanks alot.
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Does anyone know if the urban patrol script will work on this version? Or the random building position script for that matter? They had issues on the previous version. Great work thus far.
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When I saw that error I immediately thought "Bad Ram." Â I'm realizing now that there are other sources of this error, but in checking my ram I found that 1 of my 2 1GB sticks had lots of errors on it. Â Anyone with this type of memory related error should probably check their ram, if you haven't in awhile. Â Just an idea. Â Even if my problem continues, at least I'll know it isn't the ram now.
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AAHALO: Armed Assault HALO - OUT NOW!
jdhaines replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
Maybe I made a simple  mistake, but when I implement this script, I get the jump command OUTSIDE of the vehicles, and as soon as I get into a vehicle, the jump command goes away.  This doesn't seem to make any sense, as I called the addaction just like the demo mission.  Anyone else have this problem, or any ideas? Edit Solved: I was calling the script as he did in the sample missions. Then when I would start the mission not in a vehicle, it would get messed up and only work outside of vehicles. I changed to to call on the vehicle, and now you only get it when you are inside of the vehicle. Maybe this will help someone else. -
I was wondering if everyone can see the new fire textures all of the time. I can only see them when an AH-6 is burning. I thought that they were working, but then I see this amazing realistic fire only on an AH-6 crash/destruction. Any fix to this, or is it even a problem that anyone else is having? Thanks.
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I apologize if this has been said... but it is a bug. When the ironsights are brought up, then the fire mode is switched to grenade and back to a rifle fire mode, the zoom is locked in. Then you have to drop the ironsights and bring them up again to unlock the zoom. Might want to take a look at this before a new release. If there is something I'm missing, then please let me know.
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It looks and feels like BI had too much to put into Arma to deal with the wait period. So they cut it short, released at their current stage, and then finished it for Arma II. This will split the community. I feel like we haven't even gotten going on mods. Look at the point where OFP got before Arma came out. We're just scratching the surface. This seems like bad-news to me. Half the people will switch, half will stick with Arma because its so new and they have worked so hard. The only way this will be good is if Arma mods are a direct fit into the new game. And if thats the case, how can any of their changes be that large and effective. I'm just speculating, as we all are, but thats my take on it.
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It looks and feels like BI had too much to put into Arma to deal with the wait period. So they cut it short, released at their current stage, and then finished it for Arma II. This will split the community. I feel like we haven't even gotten going on mods. Look at the point where OFP got before Arma came out. We're just scratching the surface. This seems like bad-news to me. Half the people will switch, half will stick with Arma because its so new and they have worked so hard. The only way this will be good is if Arma mods are a direct fit into the new game. And if thats the case, how can any of their changes be that large and effective. I'm just speculating, as we all are, but thats my take on it.
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Hey guys, I thought that I would let everyone in the Arma community know that the 31st MEU realism unit has joined the crowd as far as addons. Â This is the first real addon that we have released and will probably be the only for awhile. Â We have tried to make these as realistic as possible. Â They have been poured over and tested by the guys in our unit, including both active and ex. marines. Â They should have accurate loadouts, as well as names. Â As always, a few items can't be perfect due to game/model limitations. Addon: 31st MEU Desert / Woodland Marpats Website: http://www.31stMEU.us Images: Woodland Image Desert Image Download Mirrors Mirror1 Combat-Prison (German) Armaholic Installation: Â 1) Download the File 2) There will be two zip folders. 1 is the replacements, 1 is the skins (check the name if you are confused. 3) Put BOTH of the large files (skin folder) into your addons folder. (Or a modfolder if you prefer) 4) Next, put ONLY ONE of the small files (replacement folder) into your addons folder. (or modfolder) This is where you decide what skins you want to use to replace the stock Army ACUs. 5) Verify. 3 .pbo files total. Additional Sweetness: 1) Put both skin .pbo files (big ones) in your permanent addon folder 2) Put the woodland replacement pack in a woodland marpat modfolder and load it into your arma launcher. 3) Do the same thing for the desert replacement .pbo file. 4) Now you can switch between the replacements when you load the game. You can even do stuff like put in all your desert vehicle and weapon replacement packs into your desert modfolder so you can switch the entire look and feel of the game between desert and woodland. As I said... sweetness. Credits: Headcrusha & CSL: For their replacement style. Â Very simple and very effective. Â Thanks guys. Â Johnny from Johnny's Marines: Not for help or texture use, but for releasing marpats to hold us over until we got ours done. Â These are not being released because we don't like his, but because we wanted our own and wanted them a certain way. HepCat: Same reason as Johnny above. Armaholic: For always being the best site for addons. Â They are lightning quick with updating, and are always extremely fast on updating broken links. Â Overall, a very well done addon site, and a great member of the community. Ebud: For his badass sewing patterns showing how to cut the textures. The vests are from that sewing pack with a slight color fix. Version: 1...Hopefully the last. Â I hate doing multiple revisions, and we've been waiting on this release for awhile. Â We'll see though. Â Maybe another after the tools come out for model editing. Use Agreement: You can release these in any mission pack, addon pack, or whatever you want, I only ask that you both give the 31stMEU credit and put the http://www.31stMEU.us website along with the credit.