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sa8gecko

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About sa8gecko

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  1. sa8gecko

    MCAR Engine released...

    I hope the following links work, and if so for quite some time: anyway: Gaskin TOW humvee M151A1 with recoilless gun SA-10 (5P85S & 5P85D) SA-8B MCAR engine 0.9.3.11 The SA-10 is not final and some error could pop up.
  2. sa8gecko

    MCAR Engine released...

    Sorry guys if I didn't answered before: I just don't visit this forum so often like before. So if you need something urgent, message me for a quicker answer. I can't say much about Mandoble's work as I never tested it. Unfortunately I'm not so keen on ArmA as I was on OFP: really it's some month since the last time I played it. Back to Mandoble's: as I said I've never had a look at his work, so I don't know how he managed it. Really MCAR engine contains all the guidance codes and much else in the engine itself. It was conceived to make the addon maker's life easier, as he was supposed only to set the missile parameters and some entry in config.cpp, and then forget about it, in the sense MCAR engine takes care of the rest. I think Mandobles reasoned along the same line; still I can't know for sure. I have to admit that for a not so mathematically inclined person the missile parameters are a little difficult to understand, as I tried to make the simulation as physical as I could get. Of course setting missile parameters like in config.cpp for a normal OFP missile is easier for the addon maker to do, but I'm proud of the fact that we at MCAR achieved a TOW flight course matching closely the real one in one of our addons. Really, without being too arrogant, it was almost perfectly matched. Well, the Harpoon launch sequence was great indeed, with booster phase and the discarding of it. Too bad only three people saw it. Sorry PANTS, I've just seen your message as havocsquad's one. If you're still interested, message me next time so that I can upload the files somewhere. As I said in my previous post, the site I had is gone. It's the second time I fail you: I'm sorry, but you'd better PM me next time. But maybe I'll find some place to put up all MCAR files...
  3. sa8gecko

    Crysis Impressions.

    In the console, enter the command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">g_ragdollMinTime = 3600 they should stay for at least 3600 seconds, that is an hour. If you just don't want to bother adding that line every time you play, just make an autoexec.cfg file with that line of code in, and put it in the "Crysis SP Demo" folder. If the console isn't enabled, you can enable it with this line written in the autoexec.cfg file: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">con_restricted=0 If you're interested, you can learn more tricks and tweaks here: ultimate tweak guide by MadBoris
  4. sa8gecko

    Crysis Impressions.

    Well, the nanosuit makes just you that Predator...
  5. sa8gecko

    Crysis Impressions.

    Probably not that much, if any, if it is the TAC grenade you'll use. Don't get me wrong, I absolutely love the demo, and you should absolutely try the editor. Try cloning a lot of enemies and battle them in a jungle zone, either alone or with some help (I 'converted' to friendly some koreans). I made battles with 150+ (one hundred and fifty) AI bots, and even if framerate went sometimes as low as 8-9, it's absolutely amazing. I have a core 2 duo E6600 OC @3Ghz and a 7950GT 512MB (so not top notch) and I'm playing in the editor about 1050x800, settings to 'high' except I eneabled sunshafts and battledust. Remember to make an autoexec.cfg file, put it in the 'Crysis SP Demo' dir and type in it this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">g_ragdollMinTime = 3600 so that you can wander around the battlefield after the fight has ended to look at the carnage you did: this set the time after which the ragdoll bodies are removed to an hour. Here's a crappy video I made (sorry, no sound): 4.26 MB, Xvid 1.1.3, 524x404, 25 fps. Fraps recording lowered the framerate further.
  6. sa8gecko

    MCAR Engine released...

    I missed that completely. Sorry. Unfortunately when I switched provider I lost all of my files stored in my web space, and I never cared to replace them. If you're still interested, PM me, as Q suggested.
  7. sa8gecko

    steerable TOW

    Yeb: If you're asking if it's possible to modify those vehicles in the same way of the humvee, the answer is yes. If instead you're meaning of the possibility for me to modify those vehicles, I can't answer yes at the moment. The point is this: I believe sooner or later BIS will make the TOW like it is supposed to be. Mine is just a stop-gap for now, waiting for next Arma patch. Anyway if a few people find it useful, I can make it a little better (and removing the globalchats, wex-q ). The goal should be to implement the real launch sequence: pull the trigger, the gyroscope is initialized and after about a second the missile exits the tube; and to lessen somehow the smoke, which at the moment gets too much in the way (real TOWs have two side nozzles). Since it has already been done for OFP, I can't see why this shouldn't be possible in Arma.
  8. Since the TOW missile fired by the humvee doesn't seem to be steerable, I've made a little modification to the actual one: file Put the .pbo file in your 'AddOns' directory: the unit can be found in the editor under 'BLUEFOR>Cars>modified HMMWV TOW'. It doesn't substitute the BIS one. Since this is only a try, the script is written in old OFP style (no execVM) and it spits out some globalchats for range and speed. The missile speed infact has been modified to match the true one and range (almost, but anyway better than before). Optics have been zoomed: default is 10x, minimum is 4x and max is 20x. Don't lock to your intended target, just switch to optics, pull the trigger and steer the missile using optic view. The missile should follow the crosshair centre: I was able to kick down a single tree at 1500 meters and a moving T72 at 1000 meters. As I said above, don't complain for globalchats: if you do, just open the pbo and remove them from the 'fired.sqs' script. Also, the AI probably can't use it properly or anyway will end up using it as the standard tow humvee. Not tried in multiplayer: I cannot because of my connection. Anybody is entitled to modify the script as he wish, if he found it useful. More will follow if interest is high enough. some data: max range: about 3700 meters, flight time: 20 seconds time to reach 2000 meters: about 8 seconds max speed: 310 m/s in 1.5 seconds after launch speed at max range: about 110 m/s Credits: BIS
  9. sa8gecko

    chopper chainguns and shilka

    Deanosbeano: I see. Anyway, in regards of the AH6, you just need to put this line in the init field of the unit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["fired",{if((vehicle(_this select 0) ammo "TWINM134") mod 2 == 0)then{nearestObject[_this select 0,_this select 4] setpos((_this select 0) modelToWorld [.7,-.5,-.25])}}] well, sort of: I just thought that the tracers were made differently than OFP, and instead this seems not to be the case. The result is crappy for this. ModelToWorld sesms to work like 'drop', but the offset I put in is not 100% accurate. I just don't have the time to check the exact position. To use in game just remember to check if the ammo being fired is a minigun bullet ("B_762X51_BALL" or sort of), because as it's now it modifies even the rockets' positions, which you don't want to.
  10. sa8gecko

    chopper chainguns and shilka

    why just not setpos the bullet at the different memory points (one for each barrels's muzzle)? It's easier, once you can edit p3d models. in OFP it was not unstable: it was pretty rock-steady in my opinion. What's the problem in Arma, Deanosbeano? I think yours is the better idea, Maddmatt, and this could be readily applied, for example on the AH6: the only problem is to know the roll angle. Of course once you can look inside arma p3d models and in such a way know the named selection for the right barrel's muzzle you don't need the roll angle any more. EDIT> perhaps the command modelToWorld can be used to setpos the bullet in the right place without having to resort to the roll angle, if this command works a little like the 'drop' one in OFP.
  11. sa8gecko

    Radar

    I don't know the answer to this: anyway, here's the link (22 mb): 30N6E Hope it can be useful.
  12. sa8gecko

    Radar

    I've a 30N6E on a MAZ tractor sitting in my harddrive with little hopes of being completed, since I lack time at the moment: The first view lod is completed (almost) and half textured: the lower and bottom sides, with the exception of the wheels, are not, and some other parts are textured wrongly or with textures used for the launcher vehicles, which need to be modified. The memory lod already has the axis points to elevate the radar antenna and other elements: the communication antenna pole must be raised-lowered differently (probably with setObjectTexture, as it's a translation animation, and not a rotation one). The other lods are still to be done. If you like, otester, I can upload the model (O2) and the textures (photoshop 7.0 .psd files, .tga files and of course the .pac and .paa ones). It should 'weight' some tens of megabytes. I will give it gladly to you if you want to complete it, and of course I'll explain you which parts are lacking and how to modify the textures. Changing the camouflage pattern for example is almost a trivial task, in case you don't like it.
  13. sa8gecko

    MCAR Engine released...

    Ok, you're right: the 'no entry config.bin' etc is given by an entry not defined in mcar_gaskin, but defined in another mcar vehicle file. Don't know how it ended there cause it's not used. Anyway when I'll get the fix done, I'll post a link. Thank you for pointing out the bug. EDIT> should be fixed now, the correct version of the Gaskin is available at the site pointed out previously. You don't need to download MCAR engine again, just the Gaskin. For the video: now it should not have importance, but did you try 'right click> save as' ? Also, sometimes my bandwith gets exhausted, maybe retrying later could work. Let me know if it works now: if not, please post your flashpoint.cfg file.
  14. sa8gecko

    MCAR Engine released...

    Let's try another way: download this video: (divx 5.2.1) these are the effects you should see. In this particular situation, the first missile is aimed at my wingman: look it impacting one flare and causing the pilot to eject because of the damage the plane suffered since the explosion was very near it. The subsequent missiles are aimed at me, and they all miss. The probability for the missile to miss, cause of flares, is higher when the missile attacks from the rear. If you don't see these effects, then there's something wrong: if you can (and wish), post here a readable screenshot of your addon directory (or post a link to it), so that I can see if the files are the right ones. Another thing: what's your Flashpoint version ? 1.96 or earlier ?
  15. sa8gecko

    MCAR Engine released...

    The SA-9 shouldn't need any psy tagged file: perhaps you have an older version, download the one you can find at the link I've posted above, delete or better rename as .bak every psy_ tagged pbo you have in your addon directory and let me know. It's important to remove or rename any psy_ tagged 'ante' MCAR engine files as they may cause conflicts and malfunctions with the newer ones. We have tested the MCAR engine files in a clear OFP intallation before releasing them to check they worked correctly: the fact that you have this kind of malfunctioning seems to indicate you have something conflicting with MCAR engine. If it's one of the case about which I posted above, that is older MCAR beta files present in your addon directory or the wrong Gaskin version, the situation should resolve itself doing what I suggested you to do. If it doesn't resolve, I think you have some other addon conflict, in which case I cannot help: anyway let us know about it, cause maybe Hater_Kint knows the answer. EDIT> the MCAR engine compatible SA-9 pbo is named 'MCAR_gaskin.pbo': if you don't have it, download it from the link above.
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