th3flyboy
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Everything posted by th3flyboy
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Community Upgrade Project - Weapon Pack
th3flyboy replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please make an issue for this on the tracker. -
We aren't dead, just taking our time to do it right. Just wait...
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Arma 2 sample models LAV-25 port
th3flyboy replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've already tried that, with and without the selection having the _hide part at the end, as well as with and without having the axis defined in the cfg, and no joy. Were there any model modifications made to get it to work? Also, could you please post your full model.cfg, physx, and vehicle configs so I can look at them as a reference? -
Arma 2 sample models LAV-25 port
th3flyboy replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Out of curiosity, how did you get the wheels spinning? I've tried porting various vehicles to A3 but I've never been able to get the wheels to spin. -
Ka-50 port from ARMA 2
th3flyboy replied to kasrkin85th's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Aoi here, I'm staying neutral on this. If Randy's next of kin give permission, then that's cleared in my book. I personally can not give permission or MLODs. If/when it gets released by CUP as APL-SA, then go from there, however as kju said, CUP is to be left out of this. This is not a CUP matter, or my prerogative, this is strictly based on if he can get permission from those who can give permission. Loki is right that Randy would have not given a fuck, but leave me out of it. I can not give permission or MLODS. -
This doesn't feel like a good design idea. I could probably fake it out with a fake file extension and pop a meterpreter shell in the process. I would suggest at least detecting MIME types.
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How to make weapons disappear after fired on helicopter
th3flyboy posted a topic in ARMA 3 - MODELLING - (O2)
I'm trying to port the AH-1Z and it's weapons from ArmA 2 to ArmA 3, and I'm running in to a problem where when I fire the AIM-9 or the AGM-114, the weapons do not disappear off the rails. Does anyone have any suggestions as to what might be causing that and how to fix it? -
Nice idea, but I see a flaw in implementation, the weapon velocity could easily cause problems with subsonic rounds. If I were to fire a subsonic round, and the weapon is tuned for supersonic ammo, that would *speed up* the subsonic round to supersonic levels.
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[Tutorial] Creating Custom Engine, Gearbox and Suspension [Vehicle config]
th3flyboy replied to Redphoenix's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
physicseditor.exe crashes on start for me, is there an alternative tool that can be used that works? I'm on Windows 8.1 64 bit. -
Looks awesome, any chance you'd be willing to work with the Community Upgrade Project in porting to A3? http://forums.bistudio.com/showthread.php?169933-Community-Upgrade-Project
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Hello, If you are looking for a tournament to join that emphasises balance and having a mod that works with minimal lag or errors, may I suggest ATOW. ATOW is a tournament that takes place on sundays, at 1700 GMT. The tournament is preparing for Campaign 4, our first campaign with ArmA 2. As such, we are currently planning out the format. Until then, you are more than welcome to join our community at www.arma-tow.com and chill with us until the tournament starts. If you like what you see with how we operate, feel free to join up full on. We play PVP campaigns on a two tour setup for control over points on the map. As time progresses, we gain resources from those points, which allows us to buy vehicles. Each piece of gear costs resources, and as such, they won't respawn after dying unless bought again. The team at the end of the two tours with the most resource points wins. Here's a few videos showing some of our ArmA 1 antics.... Join us at www.arma-tow.com
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Hey, I'd like to know what the basis is for the caliber calculations in the configs. It's apparent they are not the actual size of the round, so how is it calculated?
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Took some imagination but, this is so appropriate...
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Meh, may as well join the fun :)
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That is one major reason why I don't mod A2, I just don't have the time.
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Also, mod makers converting existing content from A2/A1/OFP/Mods can easily get in to sticky legal situations in some cases. It would be better overall for it to be official, while you would be paying for it, it will also carry a lot less legal headaches.
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I'd like to see this, as well as the Russians as well. I'd gladly pay for DLC adding the Russians and the USMC up to OA standards.
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ArmA2 Modding Toolbox for 3ds max V1.1
th3flyboy replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
Exactly, you only have purchased the ability to run the game. Ripping out content and using it it is still a crime if you do not have permission from the IP owner. Unless BIS releases the MLODS from A2/OA publicly, or gives you explicit permission, you are NOT legally allowed to rip and use content from the game, and the same applies to mods as well. Even if that does happen, you still have to obey the Terms of Use of those assets. If you were to violate that, you would get in really hot legal water really fast. That could very easily end in being in a prison cell with a big man named Bubba doing things to you that you probably won't enjoy against your will. In short, don't steal others work. It's not right, and it's illegal. Learn to make 3d models yourself. Just ripping things and taking it to use it elsewhere only pisses people off in the end, and can get you in serious trouble. -
ArmA II launcher by alpinestars
th3flyboy replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The CO launch is borked on Steam since 3.1. I try to launch using common/ArmA2 and it gives a messed up splash screen, and it won't allow me to include ArmA 2/addons as a full path which prevents a CO launch (this is how I got it to work before). Also, I'd like to suggest the ability to select player profiles from the launcher. For instance if I have 3 profiles, Alpha, Bravo, and Charlie, I would like to be able to select for launch configuration 1 to set the profile to Alpha, configuration 2 gets profile Bravo, and configuration 3 has Charlie, or any mix thereof. -
ArmA II launcher by alpinestars
th3flyboy replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
that fixed that problem, but now when I try to boot OA in Combined Operations mode, it glitches out and acts as though it's not launching with the content from the Expansions folder of the OA install on Steam. When I manually add the expansion folder, it works fine, but without it, it glitches. -
ArmA II launcher by alpinestars
th3flyboy replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm getting this launching the beta: Note: the whited out area is only capital letters and part of a quote. -
British Troops DLC released & Official 1.01 Update
th3flyboy replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
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British Troops DLC released & Official 1.01 Update
th3flyboy replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
Not sure if anyone saw this however - L85A2 Assault Rifle - L110A1 Light Machine Ggun - L7A2 General Purpose Machine Gun - AS50 50cal Sniper Rifle - LRR Sniper Rifles - FGM-148 Javelin Anti-tank Launcher - FIM-92F Stinger Anti-aircraft guided missile system - NLAW Anti-tank guided weapon system - L2A1 Heavy Machine Gun - L134A1 Automatic Grenade Launche There's two things on this list that should not be, care to guess? -
British Troops DLC released & Official 1.01 Update
th3flyboy replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
So finally the British/Scottish/Irish voice actors they hired to play Americans will not sound out of place. OA had too many "Americans" that didn't sound American at all, or let their native accents slide in accidentally in some lines. Some instances of that also happened in ArmA 1 and ArmA 2. Just a small hint BIS, from now on, get voice actors who are natives and grew up in the country you're trying to depict. It works better that way and makes me less likely to go "hey that doesn't sound right at all!". -
ArmA II launcher by alpinestars
th3flyboy replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
OA Appid is 33930 I'll post A2 appid when I reinstall the Steam one. (unless someone else gets to it.)