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Everything posted by PuFu
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dunno about various MP improvements is suppose to mean, BUT multiple parameters means that you would be allowed to use more than 2 parameters for your mission *which was the maximum allowed so far*
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“liberation 1941-1945�
PuFu replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
great news indeed. Looking forward to it guys PS: what the F! is wrong with your ppl asking for release dates in all addon threads? Does this sound like something someone gets payed for? Will you pay for it to increase the development speed and get it faster for download? Do you happen to know how a mod is done in the first place? How long does it take? That is done in the free time, between a job/university and a Wife/GF in most of the cases? -
Automating apron tasks
PuFu replied to halleyelec's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
another request thread.... http://forums.bistudio.com/showthread.php?t=74039&page=52 -
A.C.E. Advanced Combat Environment Mod 2
PuFu replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
ACE scope was to cover fictional conflicts between US vs RUS vs Rebels/Talibans. Now, weapons such as FN FAL for instance are largely used across the globe, just like the AKs, so would fit better in a rebel conflict scenario Also, note that the weapons have been done by Panda, DaSquade and Scuba, at their own will, with RHS donations for the RUS side. Some were done by request, etc. The specified weapons (l85 and FN 2000), are weapons specifically used by UK and Belgium armies, so they fall out of the ACE scope. As you said, that can only be done with consent from their original developers. Also, the size of additional content has been a reason for ACE1 of moaning, as well as means of delivering it. Not to say the bandwidth and server strains that the supporting servers are put under... ACE2 will feature a different Layout: @ACE - the core files and systems, changing the gameplay without adding additional content such as units and vehicles. @ACEX - aditional units and vehicles, adll within ACE2 scope. As said previously, all 3rd party content (if done properly, respecting BIS inheritance etc), could be combined with @ACE and @ACEX, that way, you could use virtualy any units vehicles with ACE systems and features. There are already in the works British units and weapons, as well as PLA army. These also, AFAIK, fall out of ACE scope (which is aimed for US/RUS/rebel factions) -
Playing an animation after each shot with bolt-action rifles?
PuFu replied to yakavetta's topic in ARMA 2 & OA : MODELLING - (O2)
you could always try and use that animation via an event handler Fired http://community.bistudio.com/wiki/ArmA:_Event_Handlers#Fired You might wanna check aditional events in CBA, but that one would do i belive -
A.C.E. Advanced Combat Environment Mod 2
PuFu replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
would love you guys to stay on topic though... If you want to chat about OTs etc, you can do it via PMs i guess... -
Yeah, the issues is at follows: if the server is running 1.03 final, and client 1.03 beta (dunno from which version on, should check changelog), you won't have those options even if you are an admin... It's confirmed for me as well.
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humvee setdamage 1 * humvee needs to be the name of the object you want to destroy in this case 0 - none 1 - full/destroy http://community.bistudio.com/wiki/setDamage
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How do I extract a model and reskin it?
PuFu replied to CornFlakes's topic in ARMA 2 & OA : MODELLING - (O2)
which .paa file what version of PS .paa plugin. TexView 2 (arma2 toolset?) EDIT: confirm that i cannot open it with PS CS4 x64. Can do with PS CS3/4 32 though can defo open it with texView -
Okay, i want someone to take a whack....
PuFu replied to Stubbinz's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
lovely that your first post is in the wrong section.... everything is possible in arma, so even a zombie version of the mission you are talking about would be possible.... -
yes it is....have a look over here: http://community.bistudio.com/wiki/ParticleArray http://community.bistudio.com/wiki/ParticleTemplates
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How do I extract a model and reskin it?
PuFu replied to CornFlakes's topic in ARMA 2 & OA : MODELLING - (O2)
oh yeah correct, slipped my mind....check the config for the unit/model you want to retexture, and have a look over hidden selections... -
How do I extract a model and reskin it?
PuFu replied to CornFlakes's topic in ARMA 2 & OA : MODELLING - (O2)
You need a derapify/depbo tool first. Just google or search BIS forums for one ( i for once am using kegetys cpbo and/or eliteness This link might also help you: http://forums.bistudio.com/showthread.php?t=82405 You should be able to find your MH60 in \ArmA2\Addons\air.pbo. The name of the file is: MH_60mg.p3d BUT: models in your game are binarized. That means that your O2 won't be able to load them If you want to re texture it, you won't need the model in a first phase anyways, you would need its textures. Those you can find in \ArmA 2\AddOns\air\Data\ and should all begin with either uh60 or mh60. The texture files are .paa format (you should be able to open those with texView 2 or with PS (if you have the proper plug-in). Once you are done with retexturing it, you would basically need to hex-edit the binarized p3d and change the paths of the files with the ones you want. I am not gonna explain here how to hex-edit, due to lack of time, but you will need a hex-editor, and would need to make sure that the length of the changed path matched the original one or you could always way and see if BIS are gonna release the MLODs....or use ArmA 1 mlods for now (the model is pretty much the same with really small changes to the rvmat and other tiny things) -
Saving gear at ammo box?
PuFu replied to Flightster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
wrong syntax for Hint. take a look here: http://community.bistudio.com/wiki/hint also mind you that you need the semicolons ";" at the end of the lines... EDIt: Kylania beat me to it -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
PuFu replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
someone should update this thread's name: last beta version is 1.03.58972 -
Setting up a dedicated server (Questions)
PuFu replied to Jaenus's topic in ARMA 2 & OA - MULTIPLAYER
about the description.ext and setting up parameters. This can be done in a a slight other way as well. I will take time as an example: Time is here set via mission to 12:00 titleParam1 = "Time"; valuesParam1[] = {-6, 0, 6, 12}; defValueParam1 = -6; textsParam1[] = {"Morning", "Day", "Evening", "Night"}; the in the init.sqf, you would only need to write this down. skiptime Param1; Obviously, as opposed to the above example in jman's post, this changes only the time of day, and has no effect on weather (fog and rain) -
V no longer works - by default, it is assigned to "Jump Over" Press numpad0 instead (default key for sights)
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3Dsmax ArmA2 modding toolset
PuFu replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
looking good. I am looking forward to be able to do all the mod related work (or as much as possible), only using 3dmax -
Original source files
PuFu replied to bigbigmek's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
you can either add another magazine of 2Rnd_Maverick_A10, or define anew magazine, say 4rnd_Maverick_A10, and change the count of that -
what kind of proof do you want? ok, number 1, check the rpt file when using an addon number 2, check the server rpt file when using an addon i am not saying that a proper client side addon (such as a sound mod) should crash a server. in fact there are just a few that i can list as stable and crash-proof...all the rest...hmmm, not so
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I love your attitude. You have proven: 1. you know nothing about mods/addons - and there is plenty there are are not properly configed etc. 2. you know nothing about arma1/2 servers. Yes, it crashes. I have yet to see a proper mission or a proper addon crashing it. BUT have seen plenty of inproper configed addons and mission that have been poorly scripted doing it. In the end, you should be happy there are MP servers. And those are because of a number of clans or other communities that are PAYING for it. Hence, without PAYING, you have no right to even whine about, because you get your MP gaming for free. Conclusion: go PAY monthly for a server you rent, or buy one and PAY the co-location, and you can do whatever you want with your own arma2 box, aight? Hmmm, well. There are 2 types of servers. The ones that are relaxed and there is no competition (neither in coop or pvp), and the ones that are ranking everything. That said, everything that can give any sort of advantage (and sound mods are included here as well - related to Smockingtodd comment), are NOT allowed. The servers are usually hosted by a community. It is up to that community to decide what they need or what they don't. Maybe no one is interested in your favourite addon? Have you thought about that? __________________ TBH, i really don't get this thread? Unless you are part of a community (in which case you can suggest on their website/forums exactly the same thing), you have NO RIGHT to whine about (i am not amazed anymore about the whining since it's a god damn sport here on BIS forums)
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on what server? On my clan's? The best approach would be to contact directly the admin of the server you want to play and ask nicely for him to allow the mod you want to play with on. Not close minded. Just try and understand why server admins are needing to keep the signature check on. There is no protection but those signature files as it is now. Even so, if i am running a PvP map, why would someone with mods that are reducing the grass height or simlar get an advantage?
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@kremator and others. NO, the server admins (like myself) will NOT turn signature check off, just so that you can join with your favorite mod. On the other hand, the server webpage (clan or not) should specify exactly what addons are allowed And towards addon makers: learn to sign your files, it's easier to maintain by server admins, as well as you will see an increase of ppl using your addon/mod
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ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
PuFu replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
Why would you say that? as maddogx pointed out, 58879 even has a arma2_server.exe I have not seen anywhere in this page or different written: for SP use only... -
ArmA II: Operation Arrowhead discussion thread
PuFu replied to Tonci87's topic in ARMA 2 & OA - GENERAL
I doubt it would be 6-7 GBs. I can count the size of the p3ds (since that is what it's worth the MBs). You would need patched: 1. rvmats 2. added new "flir" textures 3. updated models that would incorporate the new textures. The end result would be, indeed, pretty big. it's not a hard job, if you got what you need (an example for instance -mlod), to update ALL A2 content. It would be a really boring job and would take a lot of time to do it. Needless to say that the size would be huge, and for the community to be able to host it and then to distribute it...well, not easily possible.