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Everything posted by snoops_213
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PCGamer Top 100 lists ArmA 2 as the 21st best PC game of all time!
snoops_213 replied to Fudgeblood's topic in ARMA 2 & OA - GENERAL
Operation Flashpoint: Cold War Crisis made 44 on that same list :) -
A.C.E. Advanced Combat Environment - Public Beta!
snoops_213 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Will you re-introduce the FCS for helo's in the future? It was a blast in ACE1. Great work so far guys, it really does make online play that much more fun again -
A.C.E. Advanced Combat Environment - Public Beta!
snoops_213 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome now online play will become enjoyable again like it was in ArmA when ACE was released! Thank you all for your hard work and continued support! LoL my connection went over my allowed usage so now its cut back to 64kbs..... had to happen to day... oh well least its bed time here so i should have it by morning! Oh and the updater is very nice once i figured it out very easy. -
hi again http://clans.gameclubcentral.com/shoot/ and google PiLfIuS! as its still available to download from a lot of sites
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Yes if you download PiLfIuS! or Shoot you can set them up to use voice commands for just about everything in game hope this helps. And do a search on these forums as this topic has been around here a few times with Ofp/ArmA. http://forums.bistudio.com/showthread.php?t=76042
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The AH-1Z is capable of fielding a MMW radar and the 114L but to do so it must sacrifice one of its weapon pylons(piss poor planning), and the way they are used currently the laser version is better suited for what they need. How many of the Apaches in Iraq/Afghan actually carry the Longbow radar for missions? I wouldnt think to many as they would be costly to keep fixing from small arms fire.
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great work guys, is it me or is RHS weapons required for the crew members?
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SmurfC T72A ERA upgrade "style"
snoops_213 replied to modemmaik's topic in ARMA - ADDONS & MODS: DISCUSSION
Nice Bradley any chance of coupling the animation of the TOW launcher to the speed of the vehicle so when moving it lowers and when stopped it raises? Would need to be done via a script similar to the way CBT! did in their Bradleys, but would also give you the way to remove the weapon so it cant fire when moving and give it back when stopped and the launcher is in the locked position. Great job so far though! -
cool chopper man and one that was sorely missed for a long time. I get an error (No entry 'bin\config.bin/CfgModels/Default.sections'.) Â when i start a mission trying to use these. This was tried using ACE aswell as not using ACE or any other mods, still the same thing. Updating base class MGun->, by oh58\config.bin/cfgWeapons/M134/ Updating base class ->MGun, by ca\hotfix\config.bin/CfgWeapons/M134/ Updating base class SoldierEB->SoldierE, by ca\hotfix\qg\config.bin/CfgVehicles/SoldierPTeamLeader/ Warning: no idc entry inside class RscDisplayStart/controls/Progress2 In Vehicle: oh58\oh58c.p3d missing driver get in direction point In Vehicle: oh58\oh58c.p3d missing codriver get in direction point Error: bin\config.bin/CfgVehicles/OH58c/Turrets/MainTurret/: Turret body sensors_turret not found while initializing the model oh58\oh58c.p3d In Vehicle: oh58\oh58c.p3d missing gunner get in direction point Warning Message: No entry 'bin\config.bin/CfgModels/Default.sections'. Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/CfgModels/Default.sectionsInherit'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgModels/Default.sections'. Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/CfgModels/Default.sectionsInherit'. Warning Message: '/' is not a value Empty word in sentence '' 'xmit' In Vehicle: oh58\oh58e.p3d missing driver get in direction point In Vehicle: oh58\oh58e.p3d missing codriver get in direction point Error: bin\config.bin/CfgVehicles/OH58e/Turrets/MainTurret/: Turret body sensors_turret not found while initializing the model oh58\oh58e.p3d In Vehicle: oh58\oh58e.p3d missing gunner get in direction point From my ArmA.rpt file if that helps any. Oh and for some reason i cant fire the laser Designator either, the rest of the weapons are fine though. This is a great start and hope to see this maybe even donated to the ACE Mod? Keep up the great work
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Hey great addons! Thanks for the update, onw question though is why make it so we have to set the FLIR in the command line? No big deal as i can sort this for mypersonal use but wondering
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haha thats even better than my solution! Should be "CA_Hotfix" other wise i get missing hotfix at start up
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Is that whats causing that damn error! Thanks i thought it was one of the many addons i have, seems its a BIS bug brought out more so with the use of addons. Sorry this is off topic. Anyway great addons i use most of these as standard not matter which mods/addons i use! edit i just made a small addon on that replaces the BIS Medic classes with the right entries, so no more errors when loading any addons so far. If any one wants it for personal use let me know and if there is enough people asking for it ill provide a link for everyone.
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Cool have link?
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Hey there good job on the improvements! I love the new markers showing where the impact points are. I have a modified version where everything initializes at the start of the mission, only problem with this is i dont have control over limiting the types and number of salvos(no real biggie though), what id like to do is have it so i have magazines for the different type of warheads and just remove as necessary. A couple of small requests/questions is it possible to make the firing unit call "Splash" a second or so before the first impact? And can you set up a Spotting Rounds? So the leader of the Arty unit fires a round and the FO can then make any adjustments before calling in the real strike? I dont care if we can't make small adjustments and have to re-plot the whole lot, its better than wasting a salvo on thin air any way great job so far! Keep up the good work
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If hes not changed anything from the old pack then its the same weapon and ammo as the BMP2 in game. Will download and check
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Tank Fire Control Systems
snoops_213 replied to NonWonderDog's topic in ARMA - ADDONS & MODS: COMPLETE
Hi all in regards to this addon, NWD mentioned in Mateck's M1 thread (around pg 12) that he would look at updating the addon. I have had a limited amount of success in implementing this into Matecks M1 but as NWD pointed out there needs to be some minor additions made to the model in order for it to work properly(extra memory points needed i think it was) and also a bit of script modification. I dont recommend it but i've got ver 0.1 working with Matecks M1 + some of the other T-72/T-90 addons, as ver 0.1 doesn't require a modified model, only the addition of NWD's laser and batteries. Only thing with it is that the standard Tank optics are still left in the middle of the screen, but changing the gunners view to a blank screen so NWD's optics works wouldnt be hard. -
Not at present, you add the ATGM and ill update the config. As for the MG issue i know what the ;problem is but lack the time or the skills to actally do it. The memory points for the weapons is in the wrong spot, its set up for the old turrent not the new one. I did try to fix it last night but i broke to model so i just left it Will you alter the Rest of the lods so it dont look like BTR-80 from a distance?
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Hi all, this is 343rdBadger's BTR-80 and BTR-80A in 1 pbo so no more swapping file to play with either version. Oh and this BTR-80A has the BMP-2's 30mm 2A42, a PKT and Smoke Grenades. It also apparently has an attachment for ATGM irl, but not added in this version http://files.filefront.com/SD+BTR80zip/;11516140;/ @343rdBadger Hey nice addition so far, hope this makes it a bit easier for you to work on edit sorry XEH required
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what is the latest for the PCI Express X-Fi Xtreme Audio?
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USMC AAVP7A1- by Dave8 (Operation Code Blue)
snoops_213 replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
This is pretty cool addon, nice work! You dont need to make this XEH compliant atm as you aren't running any scripts using EH's. If you start to add scripts in any possible update then yes you will need to. -
Hi modEmMaik that script i cant get it to hit anything manually but as soon as i add canlock = 2 to the launcher its works great obvioulsly with anything from 350m+. Under 350 it can hit anything because of the climb it does. How do you manage to use this with manual guidance? One question was this supposed to simulate a TOW-2A/B or a Javelin? If its a Javelin then its close but if its TOW-2 they dont climb first, and im sure even the BGM-71F Top Attack climbs only a few meter above the tank seconds before impact, not seconds after leaving the Tube. But anyway this a somewhat of a good start, as this means we can simulate the different modes of the Javelin. @Frederf Using this script and a similar method MAPFact use on the Apache's with their LOAL/LOBL script, you could use different modes on the launcher to achieve your desired effect. You could leave the BIS Javelin Guidance as the Top Attack and using the config make it use a different missile to simulate a Direct Attack that can target everything.
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Hi there love the VIBI pack, but was wondering if somehow you might have forgot to add add an 1985 version of the LAV? Will you make an AT/AD version of the LAV? Great work so far though! Edit Having a quick look at the config, it seems you missed vil_W_LAV25.p3d, for the 85 version of the LAV!
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HI Vilas love your addons so far, try this ArmA Biki look at ArmA: Vehicles and Weapons. Vehicles will tell you armor levels and weapons will give you hit points, i dont think it takes into account indirectHit points thoug. Hope this helps
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Hifi Sound FX V1.00 Released
snoops_213 replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Hi there well i checked as far as i can tell it won't activate in game because the file it is calling is not present in the addon. Great addon Cheers -
Awesome patch, and i love the new MG and AT static units that have been added. Only thing is you still can't manually guide missiles beyond 1500m which is a bit of a shame but hey still very impressed with what I have discovered so far. Will try out the rest of the bonus units tommorrow, oh yeah the marines are a good addition!