Jump to content

sasyboy

Member
  • Content Count

    107
  • Joined

  • Last visited

  • Medals

Everything posted by sasyboy

  1. sasyboy

    UK Fig 11 Target

    Made an add on for the community of a UK FIG 11 target. Download it Ta,
  2. sasyboy

    Parachutes

    thanks dob. I picked up on that but the problem I was getting was that my config was using the BIS parachute as a plane of which the view points are different. Â So I don't think I can create a model that inherits the BIS parachute with a view point LOD like I can inherit objects in the config... if that makes sence. So in order for me to fix it I think I need to make a parachute model thats set up as a plane model with associated LOD / memories.
  3. sasyboy

    Parachutes

    Too true Maybe it'll be ok though. I'll be fixing as I go along and I don't think I'll stop working on it for ages so may be a good investment for the future.
  4. sasyboy

    Parachutes

    Look what you want is in this addon.
  5. sasyboy

    British kit mod for arma

    Once you've public relised beta I'll try giving you fixes for anything I find for the:- Landrovers Merlin Gazelle Puma Lynx Chinook AH64 I'm really excited about this mod. Keep up the good work I think what you're doing is ace. Please also consider single item relise if some items are taking time.
  6. sasyboy

    Parachutes

    Yes. I've deved one however you need to be in thired person view when you eject otherwise your ArmA will crash to desktop. Sounds naff but I'm still working on it. Â Unfortuntly the addon has a lot of dependancies... I don't what they are but our mod folder is:- http://raab2.co.uk/RAAB.rar Press 'W' as soon as your parachute deploys to pull back. I have no intention on providing you with support however. Try it... if it's rubbish don't have a cow. We use it all the time in different missions... you'll proberbly need training. If you want to do this kind of mission frequently consider joining RAAB.
  7. sasyboy

    British kit mod for arma

    Wow sure wish you could get hold of the flk lynx. Has anyone seen Col. Klink? *sigh* Still the lynx you're working on looks good. Keep up the good work. Hope my stuff is in anyway usefull and if you need something scripting I'm willing to put in quite a few hours.
  8. sasyboy

    British kit mod for arma

    OMG you’re amazing the shots are truly dreamy.
  9. sasyboy

    RKSL Studios

    RKSL for the win (y) Merlin looks top notch.
  10. sasyboy

    ArmA Photography I - No images over 100kb.

    [im]http://www.raab2.co.uk/raab/uploads/AWPHOTO1.jpg[/img]>100kb [im]http://www.raab2.co.uk/raab/uploads/AWPHOTO2.jpg[/img]>100kb [im]http://www.raab2.co.uk/raab/uploads/AWPHOTO3.jpg[/img]>100kb - UK Forces - RAABOpen
  11. sasyboy

    RKSL Studios

    Any news on they Lynx? Â Just wondering if you're still working on this project as I havn't seen anything about it for a while. Personaly I think the Flk Lynx was the best OFP addon and I'ld love to see something of that quality from RKSL. I'ld defently donate arround 50 of my english pounds for this addon as I miss the lynx so much.
  12. sasyboy

    UK Weapons

    http://raab.co.uk/addons.rar Feel free to use and change these as you wish. If you change anything in there you must reload again as opensource. Version 2 to come later. Oh guys it's got NIM_Weather in it... just a mistake on my part ignore it if you want... although I kind of like it
  13. sasyboy

    UK Weapons

    just to let you know I've patched these to work on 1.8 now so if you plan to continue using them you need to redownload. Just an update on work... I'm working on bergens that carry following items of kit:- - Claymores - Signal Flares - Trip Flares - First Aid kits - Spare Ammo - AT4 Launcher Also moding the units to have sterable (HALO / HAHO) parachutes or your old type of parachutes from the good old OFP days. I think it should all be ready in a few months so look out for version 2... which will proberbly be buggier than a 1990 COBOL programme running today.
  14. sasyboy

    ArmA is just ... disappointing

    spent hours making an addon for units and now with 1.08 the config dosn't work so the units fire out of their chest. Not backwards compatable with my work. I know, I know... it'll be because of a bug with the previous version... still annoying though because it wasn't pointed out where the solution is for anyone who's slip up with this bug.
  15. sasyboy

    TOP2 GOD - RTE

    Ace My only thoughts are the following:- I would use this mostly for object placements. Would it be possible to bring up a dialog that would have the .mis file or part of. This could then be copy and pasted into notepad??!! not sure. Just a thought if we can't save data to disk not sure copy and paste will work in game. *sigh* Any news / thoughts?
  16. sasyboy

    UK Weapons

    aye http://raab.co.uk/addons.rar updated it so the susat picture looks a lot better... well worth it... also inserted a target that is positional in height in mp and is eaisly scripted using scripts in the pbo. It's a bit all over the shop the pbo but hell... It dos the job
  17. sasyboy

    Sep Pos Height

    The work arround I came up with in the end is to make a subclass of StaticWeapon. This works well and the objects can be animated and work as nomal but with mp setPos possibilites. I still feel this n eeds looking at. The StaticWeapon uses the simulation type 'tank' for those interested.
  18. sasyboy

    Sep Pos Height

    did some more work on this. OMG this is going to be a nightmare for some unless I'm missing something simple. What I did:- - Created an init.sqs - It moved the objects arround instead of doing it in the mission editor - Made it print out a hint message All clients get the hint message but no object moves so I presume not even on the server. What this means is that any static object (bar them simulating house) will not be able to move via the setPos command. I bring it to your attention cos well that's just lame. Any recomendations on fixing this? I could change the simulation by making a new addon with a new a sub class np chaning the simulation np. However that's kind of lame because I don't know what simulation to use. This needs resolving because many will want to do object placements for mpmissions I'm sure in the near future and the problem will keep popping up. Understand the net code lag but I think we should have the option. Wonder if the setPosASL would work as the wiki says Multiplayer: Behaviour unknown. Good O
  19. sasyboy

    Curious Alpha Alternative

    Anyone know of a good tutorial for alpha channels. I've searched for an OFP tutorial using AlTexViewer but I just can't get it to read my tga files. Things driving me nuts and ass for the paa pluging for ps just aint getting them trasparency to show. Left scratching my head Any suggestions? All alpha just looks like a nice white in game and O2.
  20. interesting Duke. It dosn't work on ours but I belive it has something to do with objects that have a simulation of "building" not working in mp. See:- http://www.flashpoint1985.com/cgi-bin....1029175
  21. sasyboy

    Sep Pos Height

    If I create a config and change the simulation type to something else for an object what would you recomend we set it to.
×