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Everything posted by wld427
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all you have to do is ask.....
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Ok please correct me if i am wrong but for the AI to use a bomb you need CanLock=2 in the weapons config. Then the bomb is guided or is that because i have CanLock=2 also in the ammo config? basically how do i get the Ai to propperly (if thats possible in Arma) to drop thier unguided bombs.
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so just to clarify since the Biki lists it in both areas i need canlock=2 in the weapons and canlock=0 in the ammo? reminder this is for a free fall bomb
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sounds to me like you re-named the PBO without changing any of the paths
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hey great work! If you need an F-5 get in touch with me.
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of course it would
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sorry guys i was reading 2 threads at the same time....
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It is still very difficult to get a missile hit on an aircraft.... @soul assasain.... could you please post a modified script.... and let me know the best way to adjust it?
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no buddy you are spot on. It jsut seems that with the spoof set to 10% it takes all your missiles to down one enemy aircraft. either way... i will try your fixes and report back
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Thanks buddy
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Working on the project RACS Su24 fencer. I added the roundels, Proxies, etc to the dammage hide selection. Now unfortunately they do not move when the wings animate.... how do i fix this? model.cfg <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSkeletons { class Default; class Plane; class PRACS_Su24FencerSkeleton: Plane { skeletonInherit=""; isDiscrete = 1; skeletonBones[]= { "fold_gear_F", "", "roll_wheel_F", "fold_gear_F", "fold_gear_R", "", "roll_wheel_R", "fold_gear_R", "fold_gear_L", "", "roll_wheel_L", "fold_gear_L", "horizont_4", "", "horizont_3", "", "compass", "", "compass2", "", "compass_3", "", "3dhud", "", "leva smerovka", "", "leva vejskovka", "", "prava vejskovka", "", "ndl","", "ndr","", "md1","", "fdl", "", "mdL","", "fdr", "", "mdR","", "canopy", "", "leftwing", "", "LeftPylon", "", "rightwing", "", "RightPylon", "", "damageHide","", "flarecount", "", "ABSwitch","" }; }; }; class Rotation; class CfgModels { class Plane; class PRACS_Su24Fencer: Plane { sectionsInherit=""; sections[]= { "zasleh","zbytek","vrtule blur", "vrtule" }; skeletonName="PRACS_Su24FencerSkeleton"; class Animations { class fold_gear_F { type = "rotation"; memory = 1; sourceAddress = "clamp"; source = "gear"; selection = "fold_gear_F"; axis = "axis_fold_gear_F"; minValue = 0; maxValue = 0.700000; angle0 =0; angle1 =1.745; }; class fold_gear_R : fold_gear_F { selection = "fold_gear_R"; axis = "axis_fold_gear_R"; angle0 =0; angle1 =-2.1; }; class fold_gear_L : fold_gear_F { selection = "fold_gear_L"; axis = "axis_fold_gear_L"; angle0 =0; angle1 =2.1; }; class NDL { type ="rotation";animPeriod =1; memory = 1; sourceAddress = "clamp"; source = "gear"; selection ="ndl";axis ="axis_ndl"; angle0 =-1.57;angle1 =0; }; class NDR { type ="rotation";animPeriod =1; memory = 1; sourceAddress = "clamp"; source = "gear"; selection ="ndr";axis ="axis_ndr"; angle0 =1.57;angle1 =0; }; class MD1 { type ="rotation";animPeriod =7; memory = 1; sourceAddress = "clamp"; source = "gear"; selection ="md1";axis ="axis_md1"; angle0 =-.6;angle1 =0; }; class MDL { type ="rotation";animPeriod =1; memory = 1; sourceAddress = "clamp"; source = "gear"; selection ="mdl";axis ="axis_mdl"; angle0 =1.57;angle1 =0; }; class MDR { type ="rotation";animPeriod =1; memory = 1; sourceAddress = "clamp"; source = "gear"; selection ="mdr";axis ="axis_mdr"; angle0 =1.57;angle1 =0; }; class FDL { type ="rotation";animPeriod =1; memory = 1; sourceAddress = "clamp"; source = "gear"; selection ="fdl";axis ="axis_fdl"; angle0 =0;angle1 =1.047; }; class FDR { type ="rotation";animPeriod =1; memory = 1; sourceAddress = "clamp"; source = "gear"; selection ="fdr";axis ="axis_fdr"; angle0 =0;angle1 =-1.047; }; class SWF { type ="rotation";animPeriod =.02; selection ="_swf";axis ="axis_swf"; angle0 =0;angle1 =6.283; }; class SWR { type ="rotation";animPeriod =.02; selection ="_swr";axis ="axis_swr"; angle0 =0;angle1 =6.283; }; class rightwing { type = "rotation"; source = "Speed"; selection = "rightwing"; axis = "axis_rightwing"; memory = 1; sourceAddress = "clamp"; minValue = 85; maxValue = 185; angle0 = "0"; angle1 = "rad -50"; }; class leftwing : rightwing { selection = "leftwing"; axis = "axis_leftwing"; angle1 = "rad +50"; }; class RightPylon { type = "rotation"; source = "Speed"; selection ="RightPylon"; axis ="axis_RightPylon"; angle0 =0; angle1 =-.0576; memory = 1; sourceAddress = "clamp"; minValue = 85; maxValue = 185; }; class leftPylon : RightPylon { selection ="LeftPylon"; axis ="axis_LeftPylon"; angle0 =0; angle1 =.0576; }; class Canopy { type="rotation"; source="cabin"; selection="canopy"; axis="axis_canopy"; memory=1; sourceAddress="clamp"; minValue=0.000000; maxValue=8.000000; angle0=-0.925025; angle1=0.000000; }; class roll_wheel_F { type = "rotationX"; memory = 1; sourceAddress = "loop"; source = "wheel"; selection = "roll_wheel_F"; axis = ""; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class roll_wheel_R : roll_wheel_F { selection = "roll_wheel_R"; }; class roll_wheel_L : roll_wheel_F { selection = "roll_wheel_L"; }; class IndicatorCompass: Rotation { type="rotation"; source="direction"; selection="kompas"; axis="osa_kompas"; memory="false"; minValue=-3.141593; maxValue=3.141593; angle0=-3.141593; angle1=3.141593; }; class IndicatorCompass2: IndicatorCompass { selection="kompas2"; axis="osa_kompas2"; }; class IndicatorCompass3: IndicatorCompass { selection="compass_3"; axis="compass_3_axis"; }; class HorizonBank { type="rotationZ"; source="horizonBank"; selection="horizont"; axis="osa_horizont"; memory="false"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Horizon2Bank: HorizonBank { selection="horizont2"; axis="osa_horizont2"; }; class Horizon3Bank: HorizonBank { selection="horizont_3"; axis="horizont_3_axis"; }; class HorizonDive { type="rotationX"; source="horizonDive"; selection="horizont"; axis="osa_horizont"; memory="false"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Horizon2Dive: HorizonDive { selection="horizont2"; axis="horizont2_axis"; }; class Horizon4Dive: HorizonDive { selection="horizont_4"; axis="horizont_4_axis"; minValue="rad -90"; maxValue="rad +90"; angle0="rad -6"; angle1="rad +6"; }; class LFlap { type="rotation"; source="flap"; selection="ls klapka"; axis="osa ls klapky"; angle0=0; angle1="rad -28.6"; }; class RFlap { type="rotation"; source="flap"; selection="ps klapka"; axis="osa ps klapky"; angle0=0; angle1="rad 28.6"; }; class LElevator { type="rotation"; source="elevator"; selection="leva vejskovka"; axis="osa leve vejskovky"; minValue=-1; maxValue=1; angle0="rad 20"; angle1="rad -20"; }; class RElevator: LElevator { selection="prava vejskovka"; axis="osa prave vejskovky"; }; class LAileronT { type="rotation"; source="aileronT"; selection="lkh klapka"; axis="osa lk klapky"; minValue=-0.500000; maxValue=1.400000; angle0=-0.500000; angle1=1.400000; }; class RAileronT { type="rotation"; source="aileronB"; selection="pkh klapka"; axis="osa pk klapky"; minValue=-1.400000; maxValue=0.500000; angle0=-1.400000; angle1=0.500000; }; class LAileronB { type="rotation"; source="aileronB"; selection="lkd klapka"; axis="osa lkd klapky"; minValue=-1.400000; maxValue=0.500000; angle0=-1.400000; angle1=0.500000; }; class RAileronB { type="rotation"; source="aileronT"; selection="pkd klapka"; axis="osa pkd klapky"; minValue=-0.500000; maxValue=1.400000; angle0=-0.500000; angle1=1.400000; }; class LRudder { type="rotation"; source="rudder"; selection="leva smerovka"; axis="osa leve smerovky"; minValue=-1; maxValue=1; angle0="rad 22.9"; angle1="rad -22.9"; }; class Rotor { type="rotation"; source="rotor"; selection="vrtule"; axis="osa vrtule"; sourceAddress="1"; angle0=0; angle1="rad 1440"; }; class Rotor2 { type="rotation"; source="rotor"; selection="vrtule 1"; axis="osa vrtule1"; sourceAddress="1"; angle0=0; angle1="rad 1440"; }; class ABSwitch { type = "rotation"; source ="ABSwitch"; sourceAddress = "clamp"; minValue=0; maxValue=1; animperiod= 1; selection ="ABSwitch"; axis = "axis_ABSwitch"; angle0="0"; angle1="0.00017"; }; class 3dhudOn1: Rotation { type="translation"; source="rpm"; selection="3dhud"; axis="3dhud_axis"; memory=1; minValue=0; maxValue=0.010000; offset0=15; offset1=0; }; class 3dhudOn2: 3dhudOn1 { selection="horizont_3"; }; class 3dhudOn3: 3dhudOn1 { selection="horizont_4"; }; class 3dhudOn4: 3dhudOn1 { selection="compass_3"; }; class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class flarecount { type = "rotationX"; selection = "flarecount"; axis = "osa_flarecount"; memory = 1; minValue = 0; maxValue = 1; angle0 = "rad 0"; angle1 = "rad +180"; }; }; }; class PRACS_Su24Fencer_BMB : PRACS_Su24Fencer {}; class PRACS_Su24Fencer_ASW : PRACS_Su24Fencer {}; };
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I actually googled Fusilier insignia and thats one of many images that came up. I changed the colors up a little bit. I figured that since the RACS is a western trained army that the unit would adopt variations of thier trainers insignia similar to what the Iraqis and South Vietnamese would do.
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precisely why if we cannot find a way to make the aircraft "hittable" im going to rip the countermeasures system off....
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BIG thumbs up from Project RACS
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gnat, could you please provide a quick code example for say the left wing as to how i do this by the method you described?
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i have one that uses a trigger... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {(true)} do { { if (not (_x isKindOf "Man") and (count crew _x != 0) and (speed _x < 1) and (speed _x > -1) and (getPos _x select 2 < 1)) then { _x setVehicleAmmo 1; while {(count crew _x != 0) and ((damage _x > 0) or (fuel _x < 0.99)) and (speed _x < 1) and (speed _x > -1) and (getPos _x select 2 < 1)} do { if (damage _x > 0) then { _x setDamage ((damage _x) - 0.01); }; if (fuel _x < 1) then { _x setFuel ((fuel _x) + 0.01); }; sleep 0.1; }; }; } forEach list _this; sleep 1; };
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unfortunately no.... ive trying to get permissions for months
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if you want to learn proxies just google "brsseb" this guy has written some really sweet tuts that will take you thru the process steb by step.
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Backpack available in arma?
wld427 replied to [frl]myke's topic in ARMA : CONFIGS AND SCRIPTING (addons)
I know that, thanks anyway. Just hoped there would be another way, addon-like and not scripted. And this was the question and not "does anybody knows of a backpack solution of any kind?" hey glad i could help get your blood pressure up for today... Â -
Thanks for the report. Also how well did it perform on yoru server? Do you have a recommendation how much i should cut the fterburner... like say 50% or 75% too powerful? I will be replacing some of the ordnance on the Planes. Godhammer is working up some new goodies for everyone. Also Wolfbite is remodeling and texturing the cockpits. So the next update is going to be quite substantial. If anyone has a really good MiG21 engine sound please PM me we would like to get a better one than the one we have. thanks Eddie Project RACS
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the arma engine only permits one proxy type per plane.... If you want more than one bomb or missile type on the aircraft it needs to be scripted....
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the arma engine only permits one proxy type per plane.... If you want more than one bomb or missile type on the aircraft it needs to be scripted....
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I know the smoke and flame on the clas smissiles is hard coded in the game engine. On our SU24 we have Kh-31 Moskit missiles. Well these bad boys put ut alot fo smoke and flame. Is there any was thru the configs to add more smoke and flame to the missile proxy?
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Screenshot them and then delete the private messages. Store the screenshot for later date if there is any reason for you to "prove" that you got permissions. That's what I've done so far. No need to keep the PM's filling the inbox. shit thats a really good idea......
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thanks spliff