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Everything posted by swtx
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custom soundHit parameter in .bisurf file
swtx replied to das attorney's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You can also use "dummysound" in lew of " empty". hope that helps :cool: -
Porting A2 and OA content to make Arma not war contest
swtx replied to swtx's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
Yes you can ! Found It ! SEE BELOW :cool: http://forums.bistudio.com/showthread.php?177350-Third-party-content-licensed-by-APL-SA-in-contest-entries -
Creating weapon hgun_rook40_f with scope = private ERROR
swtx replied to swtx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That did the trick, Thanks a million :cool: -
Creating weapon hgun_rook40_f with scope = private ERROR
swtx posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Having a error message in a custom config. Any suggestions and help is appreciated. enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class A3_Weapons_F_Pistols_Rook40 { units[] = {}; weapons[] = {"hgun_Rook40_F", ""}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class Mode_SemiAuto; // External class reference class Mode_FullAuto; // External class reference class CfgWeapons { class Pistol; // External class reference class Pistol_Base_F : Pistol { }; class hgun_Rook40_F : Pistol_Base_F { scope = 0; magazines[] = {"30Rnd_9x21_Mag", "16Rnd_9x21_Mag"}; displayname = "ROOK 40 SF"; discreteDistance[] = {100, 200}; discreteDistanceInitIndex = 0; descriptionShort = "$STR_A3_CfgWeapons_hgun_P071"; reloadAction = "GestureReloadPistol"; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 50; distanceZoomMax = 50; bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.1, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.01, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.01, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1", 0.251189, 1, 10}; modes[] = {"Single", "FullAuto"}; class Single : Mode_SemiAuto { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 2, 1, 600}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 2, 1, 600}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 2, 1, 600}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.41254, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.41254, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.0545; recoil = "recoil_single_pdw"; recoilProne = "recoil_single_prone_pdw"; dispersion = 0.065; minRange = 2; minRangeProbab = 0.3; midRange = 200; midRangeProbab = 0.7; maxRange = 350; maxRangeProbab = 0.05; aiRateOfFire = 2.0; aiRateOfFireDistance = 500; }; class FullAuto : Mode_FullAuto { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 2, 1, 600}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 2, 1, 600}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 2, 1, 600}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.25893, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.25893, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.06; recoil = "recoil_auto_pdw"; recoilProne = "recoil_auto_prone_pdw"; dispersion = 0.095; minRange = 0; minRangeProbab = 0.1; midRange = 25; midRangeProbab = 0.7; maxRange = 70; maxRangeProbab = 0.05; aiRateOfFire = 0.2; aiRateOfFireDistance = 50; }; drySound[] = {"A3\sounds_f\weapons\other\dry1", 0.1, 1, 20}; reloadMagazineSound[] = {"A3\sounds_f\weapons\pistols\rook40_reload_final", 1.0, 1, 10}; }; }; }; -
Okay Guys, I'm trying to change the Recoiless Rifle from the Arma II UAZ port to a real recoiless rifle, not a missle launcher. Im getting a undefined class error when I try to start the mod. With this in mind, i have searched the forums and I did get some posts from ARMA II OA. I have read through them and the only thing I can come up with is that the class i'm trying to implement is not defined. I'm going to post the code I'm having trouble with below. Please show me by example how to define the class properly. It's cannon_120mm and the code is: Any help or suggestions would be appreciated
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I'm having a CFGMagazines/: A encountered instead of { cfg is posted here: class cannon_105mm { scope = 1; displayName = SPG9; modelOptics = ""; magazines[] = { 40Rnd_105mm_APFSDS_T_Red, 20Rnd_105mm_HEAT_MP_T_Red }; reloadTime = 3; cursor = "EmptyCursor"; cursorAim = "rocket"; cursorSize = 1; }; class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class VehicleMagazine; // External class reference class CA_LauncherMagazine; // External class reference class 40Rnd_105mm_APFSDS_T_Red; // External class reference class 20Rnd_105mm_HEAT_MP_T_Red; // External class reference class 100Rnd_127x107_DSHKM : VehicleMagazine { scope = 2; displayName = "100Rnd 127x107"; ammo = "B_127x107_Ball"; count = 100; initSpeed = 850; maxLeadSpeed = 200; tracersEvery = 3; lastRoundsTracer = 5; nameSound = "mgun"; }; class 105mm APFSDS - T { scope = 2; displayName = PG9 AT; ammo = R_PG9_AT; count = 6; }; class 105mm HEAT-MP-T { scope = 2; displayName = OG9 HE; ammo = R_OG9_HE; count = 6; }; };
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This is my first release for the Arma Series. All the props go to Matt R and Mr-Murry for this unique and useful addon. I just converted it to Arma2. Editor Dude (formerly known as Mr. Editor Guy), is a useful tool for making editing movies in Arma2. You can "teleport", run the game in "Slowmotion" and even use Camera.sqs. All from the player action menu in-game. When you use camera.sqs just use the bulldozer controls W,A,S,D to move the camera. Use Q and Z to move the camera up and down. On your keypad, use 8 and 2 to pan up and down. And finally use 4 and 6 to pan left and right. Enjoy ! http://rapidshare.com/files/255170450/Editor_Dude.rar
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ARMA 2: Private Military Company (ARMA 2: PMC) DLC
swtx replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Looks interesting to me Check this out ! If you want to know more about the AA12. http://www.youtube.com/watch?v=wprvfaxjY8w -
Bohemia Interactive grows in strength! - discussion
swtx replied to bascule42's topic in BOHEMIA INTERACTIVE - GENERAL
Well thats actually great news! Gives BIS more talent and widens their share of the market. :cool: I also think they are getting ready for something big ! Maybe a new AA engine and some new titles down the road. That would be too cool :p -
Absolutely outstanding ! Keep it up !
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How many people own this whole series of games?
swtx replied to xman1's topic in ARMA 2 & OA - GENERAL
OFP:CWC: 2001 OFP:Resistance GOTY 2003 Arma: 2007 Arma: Queens Gambit 2008 Arma2: 2009 JCOVE Lite 2009 Arma2:OA 2010 Arma2:BAF (DLC) I will continue to support BIS and purchase future releases in the ARMA series or whatever it evolves into FOREVER !:cool: -
We just got OA:yay: I think the ARMA series will continue...however, there will probabley be a VBS 3 before there is an ARMA3. This will probably mean a new engine and a whole list of features that will blow the average gamer like us away. :cool: I believe it will happen, probably 3-6 years down the road. I also think if OA is a successful enough, then there will be another expansion released, thats just my opinion :D
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Yes they do, they are an aging fleet of (I believe) 13 planes based in Florida. They are still seeing action as we speak in Afghanistan and Iraq. There was a piece about them of Future Weapons recently You can watch it here. I also read (somewhere) that most of the sensors and weapon systems were being upgraded and improved. If I remember right, the upgraded ships started service last year. You can keep up with the current AC130 release version for OA and A2 right here :cool: http://forums.bistudio.com/showthread.php?t=99545
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Uploaded to a different site and a new link :D Try this :cool: http://www.mediafire.com/file/nnu1zjgytwz/ied.rar
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All the props go to Matt R and Mr-Murry for this unique and useful addon. I just converted it to OA. Editor Dude (formerly known as Mr. Editor Guy), is a useful tool for making \ editing movies in OA. You can "teleport", run the game in "Slowmotion" and even use "Camera.sqs". All from the player action menu in-game. When you use camera.sqs just use the bulldozer controls W,A,S,D to move the camera. Use Q and Z to move the camera up and down. On your keypad, use 8 and 2 to pan up and down. And finally use 4 and 6 to pan left and right. Editor Dude can be found in-game under side Independent, Faction: other.... Enjoy !:cool: http://www.mediafire.com/file/gywmnytznzk/Editor_Dude-OA.rar
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Much appreciated !! :)
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ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
swtx replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
I bought my copy of Arma2 on Steam and have been pretty happy with it, just seems logical that I do the same with OA. :deal: -
ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
swtx replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
One step closer :cool: I'm guessing...but I would say the pre-order option will be available Monday. I would think... http://store.steampowered.com/app/33930/ -
+ One :D Would like to know as well :)
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- arma 2
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Very Nice !! Can't Wait ! :D:cool:
- 360 replies
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Try this: It's an IED script I picked up somewhere. Works really well :cool: http://rapidshare.com/files/402471017/ied.rar.html
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I'm going to pre-order on Steam :D:cool:
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Arma 2 and don't forget about Operation Arrowhead. I know it's not out yet, but it's sure to be as solid as Arma 2 if not better. :D:cool:
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T-72B/BA pack from Dractyum
swtx replied to Dractyum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very Nice !!:cool::D