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Everything posted by wld427
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http://pastebin.com/m8ae6b9a here you go
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Project RACS will have some very nice Mercedes trucks for you..... no need for the Urals.....
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Folks, Project RACS is looking for more texture artists. Unless we get some help with our retextures we will wind up slowing our progress and project releases considerably. We have plenty of donated models. The community has been so kind as to provide us with more stuff than we could possibly use before Arma II comes out. Unfortunately at this juncture we need another texture artist for the retexts and a config guy to take some of the pressure off FA Dalai Lamar. If you would liek to get involved with any of our projects please PM me. Thanks Eddie
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The mod will not rely on Queens Gambit. We are not using the Dc3. we have the Be32k. Hopefully we will eventually add another larger cargo plane like a C-130 or the FFAA CM29. Right now we are focusing on finishing up the MiG21 and our patrol boats. Thanks for the support! Eddie
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Project RACS has a AWACS version of the Be32k coming out soon. Featuring scripts by spooner that show enemy tanks and aircraft on the players map as blips....... I would like to see BIS release the source files for Sahrani island so we can edit it in visitor....................
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We have some stuff coming out for the RACS project.... what exactly do you need? PM me
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Mapfact announces 3D Editor & more
wld427 replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Ok can you import an already worked on mission like evo to the editor?? Or will it be possible to place the objects you want on the Sahrani map and them merge it into your mission in the game? -
thanks for the comments guys... lamar and i really do enjoy the discussion of our MOD. I guess you could say that the F-16s are a modernization program so the RSAF has a few of them while they are awaiting more, the Etendards, A-4s and such still have to do most of the hard work I guess its really up to the mission maker how much of what plane they want to park on the airfield. For example in our domination mission i am working on there is only one of each type of F-16 hidden in our hardened shelters ont he airbase. There are plenty of etendards, A-4s and helicopters arouns that respawn sooner....whereas the F-16 takes almost an hour to respawn... i gues this would simulate thier "pricelessness" (is that even a word?).... but you get my point. Enough rambling.... i have stuff to make!
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well they also have a RICH Uncle named Sam who provides an military aid anybody needs..... Not to start flaming but if Canada can afford the JSOW and JDAM on thier frugal budget, then i think the RSAF can have a few to shoot at those SLA scuds... Besides we we have plenty of other aircraft such as the Etendard, A-4, and Pucara that mission makers can use too. thanks for the support and constructive critisism....Honestly we do like the feed back both positive and negative. I helps mod what we mov eon to next in the project. Thanks Eddie
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greetings, Well EddyD put together a nice F-16 skin for us. Originally the F-16 was not in our plans but we figured it would make a nice addition. hell half of Eastern Europe is flying them now so its not "too American". Besides it fits along the lines of a NATO type upgrade for small airforces. we right now have 5 versions.... Sidewinder AMRAAM JSOW JDAM Maverick
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anybody had any luck scripting the wingtip sidewinders?
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Mapfact announces 3D Editor & more
wld427 replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
O, I am confused..... will this tool be useable when making missions? For example i want to add a dock on my map of Sahrani on the southwest corner? -
My gun was the right front at the 2 o'clock position... I had a M240B on a pintle mount we made from scrap metal and a pintle form an old M-6 mount. It worked really well. we had a policy of when engaging with the "local nationals" the O's would not be more than 25 paces from the trucks. having it at the 2 made it easier for me and my gunners to cover close. other than that my gunners just had m9s to cover with. Damn MTOE
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I am trying to script a chemical weapons effect ad an ammo type for a howitzer int he upcoming Project RACS addons. What we have are GP, HE, and Frag shells. I want to add a chemical shell with the effects similar to that of the script in Evolution support console. But i want it as an ammo type. So how would one right a smke shell to start with? then turn it into a killer fog? Below is my ammo config. If somone has a solution and needs the addon for testing Please PM me and i will send you the beta <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo { class ShellCore; // External class reference class ShellBase : ShellCore {}; class PLQ86_155mm_Frag : ShellBase { hit = 120; indirectHit = 125; indirectHitRange = 85; typicalspeed = 290; thrustTime = 0.5; thrust = 150 explosive = 0.8; cost = 300; model = "\ca\Weapons\shell"; }; class PLQ86_155mm_GP : ShellBase { hit = 2850; indirectHit = 10; indirectHitRange = 10; typicalspeed = 400; explosive = 0.8; cost = 300; model = "\ca\Weapons\shell" }; class PLQ86_155mm_HE : ShellBase { hit = 850; indirectHit = 20; indirectHitRange = 20; typicalspeed = 400; explosive = 0.8; cost = 300; model = "\ca\Weapons\shell" }; };
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well i found a script in OFPEC to use that simulates the chemical effect. but how do i make it where the shell "splashes" below are the scripts i found <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; THE CHAIN OF COMMAND (CoC) ;*************************************************** ; TACTICAL NUCLEAR WEAPON PARTICLE SIMULATION ;*************************************************** ; Internal addon script. *DO NOT MODIFY*. ; ;---------------------------------------- ;The Chain of Command, denoir ;http://www.thechainofcommand.net/ ;----------------------------------------- ; Version 1.0 ; Dependencies: none ; OFP Version Required: 1.91 _null = "scalar bool array string 0xfcffffef" _pos = _this _x = _pos select 0 _y = _pos select 1 _i = 0 _gray = [[0.4,0.9,0.4,0.5],[0.6,0.9,0.6,1],[0.4,0.9,0.4,0.7], [0.65, 0.9, 0.5, 0]] #loop _sizeX = 30 _lifetime = 360 _size1 = random _sizeX _size2 = 30 _size = [_size1, _size2] _color = _gray _shape = "cl_basic" _v0 = 4 _vel = [(random (4*_v0))-_v0, (random (4*_v0))-_v0, random 1] drop [_shape, "", "Billboard", 2, _lifetime, [_x, _y, random(4)], _vel, 0, 0.2, 0.157, 0.01, _size, _color, [0], 0.1, 0.2, "\DSF_RUSOPFOR\scripts\effectchem.sqs", "", ""] _vel = [(random (4*_v0))-_v0, (random (4*_v0))-_v0, random 1] drop [_shape, "", "Billboard", 2, _lifetime, [_x, _y, random(4)], _vel, 0, 0.2, 0.157, 0.01, _size, _color, [0], 0.1, 0.2, "\DSF_RUSOPFOR\scripts\effectchem.sqs", "", ""] _vel = [(random (4*_v0))-_v0, (random (4*_v0))-_v0, random 1] drop [_shape, "", "Billboard", _lifetime, _lifetime, [_x, _y, random(4)], _vel, 0, 0.2, 0.157, 0.01, _size, _color, [0], 0.1, 0.2, "", "", ""] _i = _i + 1 ~0.5 #skip ?_i < 250: goto "loop" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; ***************************************************** ; ** Operation Flashpoint Script File ; ***************************************************** ;hint format ["%1", _this] #LocateUnit ;~0.1 _near = NearestObject _this _object = "EmptyDetector" createvehicle _this #Checks _dist = _near Distance _object DeleteVehicle _object ;?_dist > 10 : Goto "LocateUnit" ?_dist > 10: exit ?_near In _near : Goto "KillSpecial" #KillUnit ;hint format ["%1",name _near] _near setdammage ((getdammage _near) +0.34) ;Goto "LocateUnit" goto "exit" ;_near = nearestObject _object ;_distance = _near distance _object ;?_distance < 15:vehicle player setdammage ((getdammage vehicle player) +0.04) #KillSpecial _list = crew vehicle _near "_x setdammage ((getdammage _x) +0.24)" foreach _list _near setdammage ((getdammage _near) +0.2) ~0.6 #Exit Exit
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Thanks VXR we will look into it, I am putting out a call to all talented mission makers. I already made a Domination RACS mission. We are looking for anyone who would be interested in making missions and possibly promo movies\intro\outro type stuff. Please PM me if you are interested Thanks Eddie
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lol my dad manned one of those back int he 80's. I thought you guys at RSKL had one of those?
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I was under the impression we would be able to ad done like a helicopter door gun..... aparently i was mistaken..... Update to come soon, I made an AWACS version of the Be32k its pretty neat you can fly one up the edge of the north sahrani coast and it will show you the enemy Air defense sites on you map.....
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thanks buddy!
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Was wondering if anybody has the ability to donate a script to us that would do 2 things. 1. Show all aircraft and vehicles within a 10K radius. 2. Jam an enemy radar (if possible). Thanks Eddie Project RACS
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Thanks So much
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Im trying to make my tracers green... below is what i wrote and they turned out blue? tracerColor[] = {0.0, 0.0, 0.9, 0.04}; tracerColorR[] = {0.0, 0.0, 0.9, 0.04};
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too much is in the eye of the mission maker...... For the camera was thinking of a wide angle frontal view for search. Also possible an AWACS version too... i am working on making the antennae ala E2-Hawkeye style
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thanks for the idea on the camera, I really like it... i think we will look into something like that....and the radome....i making it now
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no.... i will nto make any more changes to the model other than weapons.... its as it was provided to us by GranQ.....Skin and weapons by me