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Everything posted by wld427
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The weapons pack for P85 is it all your weapons packs merged? If so will it interfere with the old individual ones? My modern RACS infantry addon uses the GWP, EUP, AWP, and IMI weapons packs. If they are merged then that would make life much easier for my users. Also is there any particular reason you cannot recieve PMs form me?
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Honestly this time next month i doubt anyone will even remember who the RACS even are. Honestly i do not plan to play ArmaII until i can justify purchasing a new computer that can handle it. So i will continue to play Arma until it kills me. (or my wife does first). If anyone knows of a dedicated server that is still running arma slots for a decent price please let me know. I want to start actually playing with all this crap i made.
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google Brsseb's tutorials. Thats where i started. Now i have project RACS......
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Marine will have steel pot helmet.
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i think this explains it.
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Has anyone modified the RACS AI version to include Project RACS equipment? If so can i get a copy?
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OOPS! :butbut: LOL Please keep the reports coming in guys, I am updating as they do and i plan to re-release this weekend if we can weed them all out.
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Consider these as more "modern" RACS Soldiers and Marines. Vilas already has his 1985 units that are very nice. The troops are intended to compliment those addons he has already made and released. Regulars: Mountain Troop: Marines:
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Please download the latest version of the Puma with these erros fixed.... Also I am aware of the Mirage2000 issues. That aircraft has not been updated yet.
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I agree totally. i even looked into creating this as an addon using something similar to the scripts that Franze used on his F-18....but it turned out to be well beyond my scripting cababilities. The issue with using common weapons is i am trying to create some diversity in the weapons selection using common ammunitions. Simillar to what you will find equipping most south american and western oriented african armies. It seems armies of this type purchase whatever surplus they can in small quantities. For example Egypt still has whole brigades still equipped with only russian hardware while the rest of thier army is a mix of the best the west can offer.
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No worries mate :) I just wanted you to understand why im doing what i am doing for the project. The method to my maddness.... :bounce3:
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you fear? Our goal all along has been to be as fluid as possible to mesh with whats already in game. I do not plan to add long sleeves to any troops. Not even the mountain ones. I am perfectly aware of Vilas' troops and have done alot to coordinate with him about what he is and we are making, so that players can choose what they wish to use. This way you have many options to tailor your own personal asperations for the RACS. Also alot of effort is made in making sure there are no duplicate addons. If i made RACS troops with long sleeves then guess what.... duplicate addons. Like how Arma did not have a T55 for the last couple years and now all of a sudden there are going to be 3 or the multiple T90 packs. Then how do you know wich is the best to use.
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right now i am breaking it down to: UN troops have HK33\MAG58 Regulars: G3\MAG58 Mountain Troops: FALs\MAG58 Paratroopers: Galil\M60 Marines: M16A1\MAG58 Recon: M4\M60E3 CTU: MP5\Hk33 SF: unkown yet I doubt i will redo the crew figures as i really do not want to go back thru and re-release any of the completed addons that dont need to be re-released jsut to add the use of the new crewman or pilot. besides i really do not have any time for that. troops are progressing quite well i hope to release them soon. ALSO: please report all bugs int he addon complete section and make sure you are very specific what addon and what model you are having any issues with. As you know i like to tackle and fix and problems as quickly as possible. thanks Eddie Project RACS
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Royal Guard Officer?? wich addon is this? what RPT issues are you still having? All should be fixed now I am not making any pilots as it would require us to re-release all our addons just for an updated config to add the pilots. So we are sticking witht he default BIS.
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Trying to get the individual tires on our VEC to be destroyable..... having some difficulties...... can anyone help save my sanity? http://pastebin.com/m6ddcdd39 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class PRACS_VEC { units[] = {PRACS_VEC}; requiredVersion = 1.0; VehicleClass = "Armored"; }; }; #include <cfgmagazine.h> #include <cfgWeapons.h> #include <cfgAmmo.h> class CfgVehicles { class All {}; class AllVehicles : All {}; class Ship : AllVehicles {}; class Land : AllVehicles {}; class LandVehicle : Land { class NewTurret; // External class reference class ViewOptics; // External class reference class ViewPilot; // External class reference }; class Car : LandVehicle { class Turrets; // External class reference class MainTurret; // External class reference class ViewGunner; // External class reference }; class Tank : LandVehicle { class CommanderOptics; // External class reference }; class StrykerBase : Car {}; class PRACS_VEC : StrykerBase { side = TGuerrila; scope = public; model = "\PRACS_LAV\PRACS_VEC"; displayName = "VEC-25 M1 (RACS)"; vehicleClass = "Armored"; picture = "\PRACS_LAV\tex\VEC25ico1_ca.paa"; Icon = "\PRACS_LAV\tex\icomap_vec25_ca.paa"; crew = "SoldierGcrew"; maxSpeed = 110; // max speed on level road, km/h armor = 160; fuelCapacity = 340; damageResistance = 0.0179; accuracy = 0.3; // accuracy needed to recognize type of this target hasCommander = true; commanderCanSee = 31; gunnerCanSee = 4+8+16; selectionFireAnim = "zasleh"; transportSoldier = 2; memoryPointsGetInDriver = "pos_driver"; memoryPointsGetInDriverDir = "pos_driver_dir"; memoryPointsGetInCommander = "pos_commander"; memoryPointsGetInCommanderDir = "pos_commander_dir"; memoryPointsGetInGunner = "pos_gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointsGetInCargo = "pos_cargo"; memoryPointsGetInCargoDir = "pos_cargo_dir"; memoryPointsGetInCoDriver = "pos_codriver"; memoryPointsGetInCoDriverDir = "pos_codriver_dir"; memoryPointSupply = "supply"; driverOpticsModel = "\ca\Tracked\optika_tank_driver"; class Library { libTextDesc = "Spanish Supplied VEC-25. Used as light APC and scout vehicle by RACS."; }; class HitLFWheel { armor = 0.2; material = -1; name = "levy predni"; visual = "levy predni"; passThrough = 0; }; class HitRFWheel { armor = 0.2; material = -1; name = "pravy predni"; visual = "pravy predni"; passThrough = 0; }; class HitLF2Wheel { armor = 0.2; material = -1; name = "levy dalsi"; visual = "levy dalsi"; passThrough = 0; }; class HitRF2Wheel { armor = 0.2; material = -1; name = "pravy dalsi"; visual = "pravy dalsi"; passThrough = 0; }; class HitLMWheel { armor = 0.2; material = -1; name = "levy prostredni"; visual = "levy prostredni"; passThrough = 0; }; class HitRMWheel { armor = 0.2; material = -1; name = "pravy prostredni"; visual = "pravy prostredni"; passThrough = 0; }; class HitLBWheel { armor = 0.2; material = -1; name = "levy zadni"; visual = "levy zadni"; passThrough = 0; }; class HitRBWheel { armor = 0.2; material = -1; name = "pravy zadni"; visual = "pravy zadni"; passThrough = 0; }; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "Light_1_1_source"; direction = "Light_1_1_target"; hitpoint = "Light_1_1"; selection = "Light_1_1"; size = 0.5; brightness =0.5; }; class Right { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "Light_1_2_source"; direction = "Light_1_2_target"; hitpoint = "Light_1_2"; selection = "Light_1_2"; size = 0.5; brightness = 0.5; }; }; dammageHalf[]= { "\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa" }; dammageFull[]= { "\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa" }; class Damage { tex[] = {}; mat[] = { "PRACS_LAV\tex\alante.rvmat", "PRACS_LAV\tex\alante.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\arriba.rvmat", "PRACS_LAV\tex\arriba.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\atras.rvmat", "PRACS_LAV\tex\atras.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\despieze.rvmat", "PRACS_LAV\tex\despieze.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\despieze2.rvmat", "PRACS_LAV\tex\despieze2.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\goma.rvmat", "PRACS_LAV\tex\goma.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\interior1.rvmat", "PRACS_LAV\tex\interior1.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\interior2.rvmat", "PRACS_LAV\tex\interior2.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\lado.rvmat", "PRACS_LAV\tex\lado.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\lado_i.rvmat", "PRACS_LAV\tex\lado_i.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\rueda.rvmat", "PRACS_LAV\tex\rueda.rvmat", "ca\tracked\data\walls_destruct.rvmat", "PRACS_LAV\tex\vac_in.rvmat", "PRACS_LAV\tex\vac_in.rvmat", "ca\tracked\data\walls_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2_destruct.rvmat" }; }; class Turrets : Turrets { class MainTurret : MainTurret { body = "mainTurret"; gun = "mainGun"; gunnerAction = "Stryker_GunnerOut"; gunnerInAction = "Stryker_Gunner"; gunBeg = "gun_muzzle"; // endpoint of the gun gunEnd = "gun_chamber"; // chamber of the gun memoryPointsGetInGunner = "pos_gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGun = "machinegun"; selectionFireAnim = "zasleh"; gunnerForceOptics = false; outGunnerMayFire = false; viewGunnerInExternal = true; memoryPointGunnerOptics = "gunnerview"; gunnerOpticsModel = "\PRACS_LAV\VEC25GNRoptic"; memoryPointGunnerOutOptics = ""; gunnerOutOpticsModel = ""; gunnerUsesPilotView = false; hasGunner = true; commanding = 1; castGunnerShadow = true; minElev = -10; maxElev = 50; minTurn = -360; maxTurn = 360; weapons[] = {"M240_VEH","PRACS_20mm_M24A2"}; magazines[] = {"PRACS_M24A2_25mm_APX200","PRACS_M24A2_25mm_HEX200","1200Rnd_762x51_M240"}; class ViewGunner { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.42; minFov = 0.22; maxFov = 0.64; }; class ViewOptics { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.22; minFov = 0.0875; maxFov = 0.42; }; }; class CommanderOptics : NewTurret { proxyType = "CPCommander"; proxyIndex = 1; gunnerName = $STR_POSITION_COMMANDER; gunnerAction = "Stryker_GunnerOut"; gunnerInAction = "Stryker_Gunner"; primaryGunner = 0; primaryObserver = 1; body = "obsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; animationSourceHatch = "hatchCommander"; soundServo[] = {"", db-50, 1.0}; gunBeg = ""; // endpoint of the gun gunEnd = ""; // chamber of the gun minElev = -4; maxElev = 10; initElev = 0; minTurn = -45; maxTurn = 45; initTurn = 0; commanding = 2; outGunnerMayFire = false; inGunnerMayFire = false; viewGunnerInExternal = true; gunnerUsesPilotView = false; gunnerForceOptics = false; gunnerOpticsModel = "\PRACS_LAV\VEC25CMDoptic"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunnerOutOpticsColor[] = {0, 0, 0, 1}; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics = "commanderview"; memoryPointsGetInGunner = "pos_commander"; memoryPointsGetInGunnerDir = "pos_commander_dir"; memoryPointGun = "cmdgun"; selectionFireAnim = "zasleh_1"; class ViewOptics { initAngleX = 0; minAngleX = -4; maxAngleX = 10; initAngleY = 0; minAngleY = -45; maxAngleY = 45; initFov = 0.42; minFov = 0.22; maxFov = 0.64; }; class ViewGunner { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -150; maxAngleY = 120; initFov = 0.42; minFov = 0.22; maxFov = 0.64; }; }; }; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffect"; }; }; };
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EddyD you are one of the greatest texture artists i have ever seen. it is a pleasure to work with you. no there will not be a bronco. Just the mohawk. It will fill the COIN slot in the aircraft lineup. also do you guys want to see a M60 or FN MAG used as the weapon for the regulars?
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1. Its the same as the BIS abrams and the rest of the Leos 2.It was the first model i ever tweaked.... surprised you didnt find the rest of the problems. 3. Known 4. The main gun is not in the center of that turret. it has an odd shape. Gives the appearance of being off center. 5.oops forgot about that one 6. Known 7. boxes? 8. One more time.... the Turret gunner for the roof is not the primary gunner for the main turret. He only mans the roof turret and thus cannot turn in. In each vehicle you should have 2 gunners. One for the main gun and one for the roof MG. and as far as the tracks not working? i have no idea why they would work on the rest and not that one. Hopefully its just another anoying binarizing hiccup. Keep the reports coming..... i will do another update soon. Honestly this is the best methid for me. I hope i do not suffer the wrath of the people screaming i release un-tested and bug filled crap. because honestly i have very little time to work on this stuff these days. So having the public test them is the best method for me. thanks Eddie Project RACS
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OK gents, the wife was working a long shift tody so i got a chance to get a bunch of stuff updated and wrapped up. I have been looking at the stupid M113 pack for quite some time and i decided just to clip a couple versions that were having binarizing problems. Also the M48\730 Chapparal still needed a texture so it got the ax as well. so please consult the website as i give you.... http://www.projectracs.armaholic.eu M-113 pack beta Updated Armored Car pack: config changes, aligned MG memory points, fixed M24A2 ammo issue, fixed brake lights and headlights. Updated Armor Pack: fixed a whole bunch of shit really..... added headlights and tail lights...... blah blah blah..... So if anyone has already done so or is in the process of modifying a evolution or Domination map to include the Project RACS addons, please get in touch with me as i would really like a copy for the Project RACS server going online soon.....
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OK gents, the wife was working a long shift tody so i got a chance to get a bunch of stuff updated and wrapped up. I have been looking at the stupid M113 pack for quite some time and i decided just to clip a couple versions that were having binarizing problems. Also the M48\730 Chapparal still needed a texture so it got the ax as well. so please consult the website as i give you.... http://www.projectracs.armaholic.eu M-113 pack beta Updated Armored Car pack: config changes, aligned MG memory points, fixed M24A2 ammo issue, fixed brake lights and headlights. Updated Armor Pack: fixed a whole bunch of shit really..... added headlights and tail lights...... blah blah blah..... So if anyone has already done so or is in the process of modifying a evolution or Domination map to include the Project RACS addons, please get in touch with me as i would really like a copy for the Project RACS server going online soon.....
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Ok so i found the issue with the ammo and the MG alignment problems..... anything else fellas?
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Flag Pole to Helicopter to Eject script
wld427 replied to usarmy19dsniper's topic in ARMA : CONFIGS AND SCRIPTING (addons)
http://www.armaholic.com/page.php?id=1664 there ya go -
Im tracking on the roof MG aiming issue.... anything else fellas? :bounce3:
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Thanks for that report. If you guys could put em thru the paces i will release an update fixing all the problems this weekend.... I cannot seem to replicate the problem on my machine with the IFV cannon..... Could you please check your RPT and see if anything is in there about it. also the roof machine gun is a completely separate turret not the gunner. call it a ...... public beta test
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I just want to say thanks Rock for all the help you have given me. Its a real shame that some good mod teams have by the wayside recently. I just want to reiterate there would have been NO project RACS without your help.