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modemmaik

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Everything posted by modemmaik

  1. modemmaik

    Desert US Vehicle Pack

    Unfortunatly, no. :/ I don't do addons anymore, however, I do belive there's some other guys who are working on other versions of vehicles using my textures, I'm not sure though. Hi NcNools, are your textures to be reused? Because they are rather plain colored compared to the BI provided ones and can be used easily to create own reskin versions. I started a M1 Abrams and luckily Burns provided me with a unicolored texture to be used as some kind of base to create user textures, but your mod include every kind of vehicles (east and west).
  2. modemmaik

    OAC (OFP ArmA Conversion)

    Thanks Q I hope that many OFP missions will follow from the community. Meanwhile, the campaign and the SP missions are big fun I will check my OFP installation for some missions to be run on the OAC installation including bugtracker posts
  3. I do not know, weather you are aware of Mateck's invention about "custom skins" Mateck's M1A1 (HA) Thread. This way only minor modifications to the model is needed. I think that linker split already uses it for some kind of automatic camo switching on his tropical island. I also use it for the T-72 ERA project and a follow up M1 Abrams / M1A1 project. This concept enables access to the textures, where the areas are already defined as hiddensections, so this should be an easy way to apply white or black textures while FLIR active. I am a bit puzzled about your MP-incompatible statement. I regard FLIR as a local function only, so no MP implementation is needed, I think
  4. Hi @ all, seems that I run into a little problem: I use the Extended_Killed_EventHandlers to perform hiding certain areas of an existing object and placing a new object. The result should look like the old OFP-style tank-turret blow animation. It works on local tests, but does not perform on multiplay. I init the Extended_Killed_EventHandlers this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Killed_EventHandlers { class SmurfC_Stryker_TOW2B { killed = "if ((_this select 0)==(_this select 0)) then {[_this] execVM ""\smurfCStryker2\killed.sqf""};"; }; }; The killed.sqf contains: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//Definitions passed to script _xehPars = _this select 0; _unit = _xehPars select 0; _attacker = _xehPars select 1; if ( 3 > random 4 ) then { //player globalchat format["killed %1",[_unit,getdir _unit]]; _turret = "Stryker_Barrel1" createVehicleLocal [0, 0 ,0]; _unit setObjectTexture [0,""]; ... deletevehicle _turret; }; The complete unbin addon can be downloaded by the zShare Link So far, I have managed to get the blown turret by using createVehicle instead of createVehicleLocal, thus I think that the script runs on the server, but the setObjectTexture and the other code is not executed on the clients I hope that someone can help me with this. Simmilar OFP-addon's show nothing new and I have not located any ArmA addon using a simmilar script (except Solus SLX-vehicles, which uses vehicle animations and no client scripts). Thanks and Best Regads, mike
  5. modemmaik

    OAC (OFP ArmA Conversion)

    Wow That gives me the creeps. Just tried it and... amazing. Remembers me, when I played OFP the first time Big, big thanks, mike
  6. modemmaik

    SmurfC T72A ERA upgrade "style"

    Well... I hope that (A.T.R.F.) continues his very interesting T-72B project. I just started a T-72 120, which may take a while till there is someting to make public. Meanwhile, I tried to implement a M1Abrams available at armed-assault.de to counter the T-72 ERA (still working on the next version) plus a Stryker ATGM including a stronger TOW missile (including a turret-blow animation). When I find some additional minutes, I may integrate the turret-blow @ destruction into the T-72 ERA and M1Abrams project, but the T-72 120 has top prio at the moment.
  7. modemmaik

    BWMod Discussion Thread

    Check the teaser at 1min.09seconds + ... You will notice the Wiesel in-game on schmalfelden I think those pics are the most actual public available for now
  8. modemmaik

    PROPER World project

    Cool I will check it asap Those screenshots look great
  9. modemmaik

    Mateck's M1A1 (HA)

    T_Bone & Mateck, that is fabulous The FLIR looks great Looking forward to your release, mike
  10. modemmaik

    Willy's Jeep

    Keep it up Looks good to me. The textures might get a bit tricky but brsseb's tutorials may help you, when running into troubles. Also ObmaR posted a basic glass tutorial, if you need it.
  11. modemmaik

    Rikabi's Iranian Cobra

    Thanks to rikabi. It is a real beauty @Q: I just inteded to post the same config @Miles Teg: Q's config is simply an extension to the existing implementation. The original chopper is still needed to have an independent / OPFOR side cobra.
  12. modemmaik

    USAF F-16C Falcon

    Well done, Eddy I think that it should be possible to generate a unarmed F-16 using a config that inherrits this F-16 addon. Wing smokes could be added using something simmilar like the SU-34 Effects scripts by modification of the particle effects.
  13. modemmaik

    BWMod Discussion Thread

    I think, they are in contact with OPK-mod team. They posted a pic of the M84 some times ago, which was a model from OPK, but I dunno if it belonged to the BF:V or BF:2 version
  14. Well yes, the scripts are named init and killed. Because they are integrated into the addon, they can only be accessed using the addon's name, I guess. That is why I used the simple names. :edit: ups... Now I get you. The killed=... is what you meant. Yepp. I change that in the next version. Thanks a lot Well... I tried it, but when you use light weapons, the damage is triggered about 1 second before the explosion animation. That way, the turret vanishes, reapears one second later from nowhere just when the big blow starts... Using the user-defined animation, I am able to cover that without the "turret vanish" effect
  15. ... BTW, for future reference. Do Anims get transmitted to JIP clients? Beacuse the anims are integrated into the addon, I think so. Else, any tank's gun would point into an alternative direction, because these are model anims, too. Those animations are linked to a specific element in the "memory" LOD of the model. I think that information is sent to the clients to determine direction of maingun / hatch open or closed / damage status etc. And the best reference seems SLX vehicles, because he integrated many animations to his models. So for my case of use, the killed script only needs to trigger the according animations and create the "replecement" turret. I have uploaded a binarized version of the corrected addon. I you want to check: SmurfC Stryker TOW (zShare) Best Regards, mike
  16. modemmaik

    Willy's Jeep config

    I wonder weather there is an alternative source for the wheelspinn. I once used the Gachopin's NSX as some kind of blueprint for a car's config. I hope you find the proper sollution within it's config. BR, mike
  17. Thanks for the tip, I have managed to change the remove of the original turret, using a "hide" animation, included in the vehicle, which gets called instead of the setObjectTexture. This way, all clients are updated and the placed burning turret pops up after the old vanished. The delete of the turret is to reduce the objects on the battlefield. 30 secs should be enough. BR, mike
  18. Check the shadow LODs for this feature, take care that all surfaces are triangulated take care to use closed objects only (no single faces) remove all textures from shadow LOD's. Have I forgotten smth? Simply check other units using simmilar features and analyze, how they implemented it.
  19. Good to hear No need for credits. I know that the configs are a tough task to complete when you start. btw.: The included model.cfg should match any air BI-sample (AV8B, MH6, Camel etc.). Not included the ones form air3 folder. Have fun, mike
  20. modemmaik

    Realistic Ballistics

    Not from him. If the news/post on the ACE forums is true, he's done with ArmA Modding. Although I can't personally confirm this since I never saw anything from NWD regarding this matter. What post on the ACE forums? This one where Inkompetent says:
  21. modemmaik

    SmurfC T72A ERA upgrade "style"

    Ups... Yes, I have moved the searchlight's position to match the ERA plates on the turret. My bad I have simply forgotten that the machine gun's position is now in conflict with the searchlight.
  22. modemmaik

    Gun Pod for Hinds

    Using the xeh, it is possible. A good examlple is the SDP Vehicle implementation The pod is a beauty
  23. PM Sent do dead3yez including a dl-link to a working version (I hope). Better I post the Link again Sorry for the delay, but I wasnot aware about this post here @eddyD: Wow. Nice ...
  24. modemmaik

    SmurfC T72A ERA upgrade "style"

    Thanks (A.T.R.F) May be my M1 version slipped into one of the missions as dependency. I will check this. Also I noticed that the T-72 basic and rerskin pack binarized version are missing signatures. I will deliver them asap. When I get you correct, only some parts are visible? The addon need extended eventhandlers to perform correct, in the case of active ECS mod, it needs the ECS Themis compatibility package to display the correct textures. Damn good progress on the T-72B version. The front plate and smokers are realy perfect.
  25. modemmaik

    SmurfC T72A ERA upgrade "style"

    OK, Final version The binarized and signed Version is already public Armed-Assault.de T-72 ERA "style" link Here comes the unbinarized and signed version of the T-72 ERA "style" including the retex pack (no Readme included, please refer to the binarized version) for modder only (Gamers / Admins should prefer the upper link) zShare hosted link complete pack 343rdBadger Rextex Version incl. Comando / Woodland / Desert Marijus T72A ERA "style" addon I am realy sorry, but I was unable to locate the "missile sounds like Shell"-issue OK, I hope not to have integrated too many errors... gn8 mike :edit: Just reintegrated MM_17Rnd_3BK29 into Marijus version
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