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phaeden

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Everything posted by phaeden

  1. Inside the spoiler information is the code that I modified from the default cloud module. The only major difference is that I have moved these clouds 1200 meters above the default clouds. Using this information, you should be able to camcreate (or other similar method) view blockers to your heart's content. Let me know if it works.
  2. I believe that they are standard billboard particles but I am not 100% certain.
  3. Gents, I am working on changing the skyline and initial terrain draw (the point at which the engine draws terrain in the distance). Does anyone know what causes the terrain to be drawn a certain color? For example, I created a sky texture that is pure black and when t he engine draws the terrain in the distance, it will draw it black. When I use a white sky texture, it draws the terrain as white (in the distance). Does anyone know where the information is located which tells the engine to draw the terrain in the distance? Is it the bottom pixel, the bottom 1%, 5%, 10% ? I have no idea and have not been able to figure it out. So, if anyone has any information on this, I would greatly appreciate it.
  4. I believe they are scripted to form 300 above the ground.
  5. phaeden

    Celle

    Very nice! Thanks for all your hard work.
  6. This sounds very promising.
  7. @malibu.stacey, thanks and yes there are quite a number of towns and villages (as well as combat towns, airfields, ammo depot, etc).
  8. Another quick movie of MCAGCC Twentynine Palms, CA. This video is all screen shots from the perspective of an infantryman. I am still working on the buildings which is really all that is left of the island. As soon as the buildings and a few minor touches here and there are complete, I will release the it. The sky line (mountains and white fog in distance) are gone in the next version. I played around with creating a custom horizon line which showed the real horizon from 29 Palms but after weeks of trying, I am not satisfied with the result and have completely removed it as a result. There are, however, new sky textures (contingent upon them looking good enough). One thing to note is the darkness of the terrain (the NVG shots around 2:03). I tried to replicate the deep darkness of the desert on a cloudy, moonless night. I am not sure if its exactly what I want yet but the thought is there at any rate. The video shows only a few small parts of the island (and none of the videos yet show any of the built up areas as I am still working on the buildings). The size of the island is roughly 400 square kilometers with no water (unplayable areas). Addons: ACE 2, JTD Smoke A5bNY1nG-70 Note: The video will be in low res until it finished processing on YouTube. As soon as it is complete, it is possible to view in 1080p (like the rest of my videos).
  9. Another quick video of screens and a brief CAS section (A10 v Artillery) on MCAGCC Twentynine Palms, CA. Addons: ACE 2, TR Sounds, MCAGCC island (still in beta) AcTSUGNEjg8
  10. I want to reiterate that this is still absolutely amazing even if nothing is changed. Thanks again for the great work. Every additional change is just icing on the cake.
  11. Thanks malibu! It is getting to the point that I am happy with it. I am down to the "final touches" but I still need a little more work on the buildings.
  12. This is a work in progress of an "island" I have been working on for quite some time. The video basically just shows a little more of the land and textures. I am also much lower (and on the ground) in this video compared to the two previous videos. I am using ACE 2 and TF sounds. benQvWszniY
  13. @madbull, sounds good. I still think this is the best things since sliced bread (in other words, it is really great)!
  14. Sounds good. I will pass the word on to the rest of the Warriors. As for the rest, you are likely correct and it will not be implemented in the way I imagine.
  15. It is from the Army Study Guide... go figure. As an ANGILCO Marine, I never actually called in a Medivac.I, however, disagree with your statement about this information not being practical. For those high-speed, low-drag units like yours or ShackTac, et al, that do this shit correctly to begin with, it is not needed. However, for other servers where people are pubbing without much dedication , I think this could help out pilots/players tremendously. If you've been on a public server, someone might type in side chat that they need a pickup, drop off or bombs in a certain area. Typically, the message that is sent is severally lacking in important details. If they were filling out one of madbull's forms and then selecting the pilot and sending it to him, the odds of it being more complete and correct are much higher. This, I believe, will help bring even more realism and enjoyable play to non-dedicated team/coop play on public servers. Additionally, it will help those individuals that don't have all the technical skills to slowly start to acquire and apply it more consistently and meaningfully. Back to the Medivac - Medivacs are something that have severally been undervalued by the nature of the game itself. It is far easier to simply die and respawn than it is to coordinate and wait for a Medivac. As with my argument above, if players see the correct format, and it is sent to a competent pilot, it might encourage more realistic and tactical play on public servers. Having looked at the code, it should be possible to send another message format without too much alteration of madbull's code. If that is true, then it might be worth the payoff on "normal" public servers. BTW, what is your server? If possible, I would love to hope on and see how you guys do things.
  16. @madbull I really love your work. It really does add tremendously to ArmA2. I was wondering if it would it be possible to include some additional elements to this suite? I looked at your scripts and while I think I could eventually figure them out, it would be much faster (and easier for me) to ask you to include Close Air Support, Medivac, etc. messages in the R3F suite. For CAS (Close Air Support): The pilot should contact the commander and send him the following information: ____________________________________________________________ ____________________________________________________________ CAS Check-in Briefing Form: (Aircraft transmits to controller) Aircraft: “_____________________, this is _________________________†(controller call sign) (aircraft call sign) 1. Identification/mission number: “________________________________†NOTE: Authentication and appropriate response suggested here. The brief may be abbreviated for brevity or security (“as fragged†or “with exceptionâ€). 2. Number and type of aircraft: “___________________________________†3. Position and altitude: “_________________________________________†4. Ordnance: “_________________________________________________†5. Time on station: “____________________________________________†6. Abort code: “________________________________________________†____________________________________________________________ ____________________________________________________________ When the ground commander is ready, he will contact the aircraft and send him the following: ____________________________________________________________ ____________________________________________________________ 9-Line Briefing Form Omit data not required; do not transmit line numbers. Units of measure are standard unless otherwise specified. *Denotes minimum essential information required in a limited communication environment. Bold denotes read back items when requested. Terminal controller: “________________________, this is ________________________†(aircraft call sign) (terminal controller) *1. IP/BP: “_____________________________________________________________†*2. Heading: “________________________†(magnetic). “Offset ___________ (left/right)†*3. Distance: “__________________________________________________________†*4. Target elevation: “__________________________________________†(in feet MSL) *5. Target description: “___________________________________________________†*6. Target location: “_____________________________________________________†(latitude/longitude or grid coordinates or offsets or visual) 7. Type mark: “________________________†Code: “_________________________†(WP/laser/IR/beacon) (actual code) Laser to target line: “____________________________________________degrees†*8. Location of friendlies: “_______________________________________________†Position marked by: “__________________________________________________†9. “Egress ____________________________________________________________†------------------------------------------------------------------------------- Remarks (as appropriate): “________________________________________________†(Threats, Hazards, Weather, Restrictions, Ordnance Delivery, Attack Heading, Danger Close, SEAD) Time on target: “TOT _____________________________________________________†OR Time to target: “Stand by ____________________ plus _________________ . . . Hack.†____________________________________________________________ ____________________________________________________________ A MEDIVAC message would include the following: LINE 1 -- DATE AND TIME______________________________(DTG) LINE 2 -- UNIT________________________________________(Unit Making Report) LINE 3 -- LOCATION___________________________________(UTM or Six-Digit Grid Coordinate With MGRS Grid Zone Designator) of Pickup Site Location; Encrypt if Using Non-Secure Means of Communication) LINE 4 -- RADIO FREQUENCY___________________________(Radio Frequency at Pickup Site; Call Sign, and Suffix) LINE 5 -- NUMBER OF PATIENTS(P)______________________(Number of Patients by Precedence. Report Only Applicable Information and Encrypt the Brevity Codes: A -- URGENT B -- URGENT-SURG C -- PRIORITY D -- ROUTINE E -- CONVENIENCE) If two or more categories must be reported in the same request, insert the word BREAK between each category.) LINE 6 -- SPECIAL EQUIPMENT__________________________(Encrypt the Applicable Brevity Codes. A -- None B -- Hoist C -- Extraction Equipment) LINE 7 -- NUMBER OF PATIENTS(T)______________________(Total Number of Patients by Type. L + # of PNT -- Litter / A + # of PNT -- Ambulatory) LINE 8 -- SECURITY OF PICK-UP SITE____________________(N -- No Enemy Troops in Area P -- Possibly Enemy Troops in Area (approach with caution) E -- Enemy Troops in Area (approach with caution) X -- Enemy Troops in Area (armed escort required)) LINE 9 -- NO. TYPE OF WOUND, INJURY, OR ILLNESS (PEACETIME) _____________________________________________________(Specific Information Regarding Patient Wounds by Type) LINE 10 -- METHOD OF MARKING AT PZ_________________(Encrypt the Brevity Codes: A -- Panels B -- Pyrotechnic signal C -- Smoke Signal D -- None E -- Other) LINE 11 -- PATIENT NATIONALITY ______________________(Number of Patients in Each Category Need Not be Transmitted. Encrypt Only the Applicable Brevity Codes: A -- US Military B -- US Civilian C -- Non-US Military D -- Non-US Civilian E -- EPW) LINE 12 -- NBC CONTAMINATION ______________________(NBC Contamination; Use Brevity Codes: N = Nuclear B = Biological C = Chemical U = Unknown A = All Clear) LINE 13 -- TERRAIN DESCRIPTION ______________________(Description of Terrain Features at the Proposed Pick-up Site) LINE 14 -- AUTHENTICATION___________________________(Report Authentication) ____________________________________________________________ ____________________________________________________________ A Landing Zone Briefing message would include the following: 1. MISSION NO. ___________________ 2. LOCATION: COOR/RAD/DME ___________________ 3. UNIT CALL SIGN ___________________ 4. FREQUENCY PRI UHF _____________ SEC UHF _____________ FM/VHF ____________ FM/VHF ____________ 5. LZ MARKING ___________________ 6. WIND DIRECTION/VELOCITY _________/_________ 7. ELEVATION/SIZE/SHAPE ______/______/______ 8. OBSTACLES ___________________ 9. FRIENDLY POSITIONS: DIRECTION/DISTANCE _________/_________ 10. ENEMY POSITIONS: DIRECTION/DISTANCE _________/_________ 11. LAST FIRE RECEIVED: TIME/TYPE _________/_________ 12. DIRECTION OF FIRE/DISTANCE _________/_________ 13. CLEARANCE TO FIRE: DIRECTION/DISTANCE _________/_________ 14. APPROACH/RETIREMENT (RECOMMENDED) _________/_________ 15. PERSONNEL/EQUIPMENT _________/_________ 16. OTHER a. FORMATION b. _____________ _____________________ _____________________ ____________________ ____________________________________________________________ ____________________________________________________________ Fire Capability Report (FireCap) Precedence: Priority a. Firing unit b. Location c. Direction of fire d. Number of tubes e. Round count f. Remarks ____________________________________________________________ ____________________________________________________________ The CAS information below is for your information (I don’t know if it will make it easy to make the sqf files: Line 1. IP/BP. Initial point is used for fixed-wing aircraft. It is the 5–15 nautical mile run-in to the target. A battle position is used for rotary-wing aircraft. It is 3,000–5,000 meters from the target. It is a large area (1000 x 1000 m or >) from which a rotary-wing aircraft engages the target. In some instances, an informal airspace coordination area (ACA) may have to be established to allow the rotary wing aircraft to run-in closer (500–1500 meters) to the target. Line 2. Heading. The heading is given in degrees magnetic from IP(or center of the BP) to the target. The Offset (left or right) indicates the side of the IP to target line that aircrews can maneuver in while in the target area. Saying degrees magnetic after the number is not necessary—degrees magnetic is understood. Line 3. Distance. The distance from the IP/center of the BP to the target. It is given in nautical miles to the nearest tenth (e.g., 12.3 nautical miles) to fixed-wing aircraft and in meters to the nearest hundred (e.g., 3200 meters) for rotary-wing aircraft. Saying nautical miles after the number is not necessary—nautical miles are understood. Line 4. Target elevation. The target elevation is given in feet above mean sea level. If the map contour interval is in feet, take the elevation directly from the map. If the map contour is in meters, convert it to feet. Line 5. Target description. The target description contains the number, type of target, and degree of protection. It is a brief, concise description of the target. It includes target activity and configuration that may assist its identification. For example, 4 APCs on road, stationary. . . . Bunker complex. . . . Tank column in open, moving north to south. Line 6. Target location. The target location is a 6-digit grid coordinate. Target location can be given as a UTM grid coordinate or as latitude and longitude. Any Marine Corps CAS aircraft can accept a UTM grid coordinate. Line 7. Type mark. The type of mark used: e.g., WP (white phosphorus), RP (red phosphorus), laser (include 4-digit code), illumination on the deck, HE, mirror flash. If no mark is available, the pilot is guided onto the target using available references (e.g., roads, streams, open areas, prominent terrain). Line 8. Location of friendlies. Cardinal direction (north, south, east, west) and distance (in meters) from the target to the nearest friendly position, which is frequently the forward air controller’s position. Example: SW 1500. Line 9. Egress. Instructions the aircraft will follow to exit the target area after engaging the target. It includes direction to turn out of the target area and a control point to which the aircraft will fly. Use the word “Egress†before giving egress instructions. Example: Egress east, then south to Georgia. Remarks. If applicable, additional threats, hazards, weather, final attack heading, artillery gun target lines, etc., can be given here. Time on target. Time on target (TOT) is the synchronized, universal clock time when ordnance will hit the target. There is no time “HACK†for TOT. TOT is the preferred towing method. The Naval Observatory (DSN 762-1401) or a global positioning system (GPS) can provide a common time reference. If neither is available, the terminal controller can still execute a TOT mission by synchronizing time using a watch as a reference. It is passed to the aircraft as a number of minutes past the hour (e.g., 1624 would be 24 and communicated as Time on target 24). Time to target. Time to target (TTT) is the number of minutes and seconds after the “HACK†that ordnance will hit the target (e.g., 4 minutes would be passed as 4 plus 00). Immediately after the minutes and seconds are passed, HACK is said. The pilot punches a stopwatch in the aircraft and prepares to put bombs on the target at the requested time. Example: Stand by for the time to target. . . . Time to target 4 plus 00. . . . HACK. Note: “HACK†indicates that all participants start the countdown. Amplifying remarks. Anything else that is pertinent to the mission must also be passed to the pilot. If a further explanation of the target area will assist the pilot in locating the target, that information is passed after the TOT/TTT has been passed. There is no format for this information. Communicate with the pilot using plain language.
  17. I am not sure exactly what happened but the OPTERYX tutorial is only on the last page (17 I think) of his post. I wish him well and sincerely appreciate all that he has done to help me get everything set up (and I constantly reference his stuff).
  18. A brief A10 strike against T-72s on my unleased island based on MCAGCC Twentynine Palms, CA. I flew the aircraft and was more interested in showing you the terrain than striking the targets. The island is close to being complete and it will be released as soon as it is ready. The "island" was made with DEM Data (10 meter) and satellite imagery. There are many custom buildings etc. The sky texture will also be different in the release. Addons: TRFW, ACE 2, wgl_palms, ArmA 2 (1.05) A second A10 strike. Addons: TRFW, ACE 2, wgl_palms, ArmA 2 (1.05)
  19. It would really great to call in a real SEAD mission. I've always wanted to do that in game with real players.
  20. @madbull, thanks for the response. The islands I have are much larger than default. Therefore the grids go higher than 99. If you'd like, PM me and I can give you a link to an Alpha version of the island so you can see for yourself.
  21. @madbull - negative on the coordinates. I tested it on two other islands and if the coordinates are above 99, the arty returns an error. Try placing one on Chernarus on the far NE corner (still inside the actual game area (and not the endless terrain)) and see if you can get your position. Perhaps I am just doing something incorrect and it is causing the problem.
  22. This is incredibly awesome! I am very impressed. Now we can have an FDC as well as man the tubes. I have, however, run into a problem. It seems that it can't calculate positions (for guns or target) that are multi-digit. For example, if you take the guns to the top right hand corner of Chernarus and attempt to target anything NE, you will get an error saying that it can't compute the location. This is a problem for me as I would love to use this in missions on my islands (not yet released) but their grid systems are in the multi-digit. Additionally, I have used the correct grid system (default north-south is backwards/upside down). Will this affect your system? Again, I really love this and hope to see all the kinks worked out.
  23. @[=SFLR=]DK, I know it would be ridiculous to have and carry that, but it still would be fun as hell to shoot. :) It would put a different take on crew served weapons, that's for sure.
  24. In all your free time, I would love to see this:
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