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Everything posted by wld427
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franze... Now with this new update do i need to remove the triggers for the GUI? How about the unit names weapon_cmd? Sorry for the Q's but i notices you did not update the readme
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Lost Brothers IDF Units Ver 1.6 RELEASED
wld427 replied to Jewish-Freak's topic in ARMA - ADDONS & MODS: COMPLETE
just a thought miles, Israeli MOD is evaluating the stryker ICV for purchase..... http://fas.org/man/dod-101/sys/land/wsh/323.pdf Have you heard of this and are you planning a retex for the IDF boys? -
When my tank turns..... my gun stays stationary??!!!! Did i miss a "bone" somewhere? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SU_RACSBones: Tank { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "levy predni","", "levy dalsi","", "levy prostredni","", "levy zadni","", "pravy predni","", "pravy dalsi","", "pravy prostredni","", "pravy zadni","", "damageHide","", "OtocVez","", "OtocHlaven","OtocVez", "damageVez","OtocVez", "Poklop_Gunner","OtocVez", "Poklop_Commander","OtocVez", "poklop_Driver","", "kolol1","", "kolol2","", "kolol3","", "kolol4","", "kolol5","", "kolol6","", "kolol7","", "kolol8","", "kolol9","", "koll1","", "koll2","", "kolop1","", "kolop2","", "kolop3","", "kolop4","", "kolop5","", "kolop6","", "kolop7","", "kolop8","", "kolop9","", "kolp1","", "kolp2",""
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Lost Brothers IDF Units Ver 1.6 RELEASED
wld427 replied to Jewish-Freak's topic in ARMA - ADDONS & MODS: COMPLETE
miles your such a tease...................... -
I am using the below script to make the missile texture "dissapear" on launch. The problem i have is when the launcher rloads its magazine the rockets do not appear anybodu hav an idea how to script it in like a reload script? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_M970 = _this select 0 _weapon = _this select 1 _weaponfired="checkM970" ?_weapon = _weaponfired :goto "check_weapon_status" #check_Weapon_status ?_M970 ammo _weapon == 1 :goto "fireone" ?_M970 ammo _weapon == 0 :goto "firetwo" exit #fireone _M970 setobjectTexture [1,""] exit #firetwo _M970 setobjectTexture [0,""] exit
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Lost Brothers IDF Units Ver 1.6 RELEASED
wld427 replied to Jewish-Freak's topic in ARMA - ADDONS & MODS: COMPLETE
Well i do hate to steal this thread but for the sake of accuracy...... Yes i have personally handled the RPG-16 and it just happened to be standing in a courtyard of a house we just dug up, wich just happened to be south of Baghdad. Photographs..... com on you know the army will be happy to release them once they are no longer classified. I know you can find them all over militaryphotos.net and the like, but we are not supposed to release them. Therefore i will not. What has been made public is they were SOVIET marked items in IRANIAN shrink wrappers. Whether they came from Afghanistan in a round about way who knows.... but they are out there. I have also seen reports of these items and WARNO messages thet specifically say for us to look for them in Syrian crates of onions. -
Lost Brothers IDF Units Ver 1.6 RELEASED
wld427 replied to Jewish-Freak's topic in ARMA - ADDONS & MODS: COMPLETE
you can find RPG-16s with Syrian and Iranian markings in many caches we discovered in the Mahmudiya\Baghdad area. As well as many other types of ammunition and artillery rounds. And then that damn armor piercing RPG-29........ -
depends on wich batch from wich model..... seems some strykers are a light field green and some are more an olive color. Â Seems it is just what batch of CARC paint that they use. the most common is the "Euro Field Green CARC" color. do you need any photos? if so wich models i can get them.
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I am making a SAM unit and i have my model working and skin still needs some work, my question is how do i enable the radar at the top of the screen?
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just a wacky idea... anybody thought of an artillery piece for the RACS....
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Franze i really have to commend your attention to the users. Every bug or problem reported is usually fixed immediately. Thanks for being one of the best! My Sahrani skies are always full of F-18s
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Spanish MOD alreasy has one
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did you update the downoad link?
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i am still working on this SAM unit fellas and what i am haing a problem with is one missile disappears after launch, but the second one does not. Then they do not reappear on reload. Can you look at my scripts fellas and take a look? my cfgvehicle <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hiddenSelections[] = {"Barak1","Barak2"}; hiddenSelectionsTextures[] = {"M960\Barak.paa"}; setmissiles.sqs M960 = _this select 0 _M960 setobjecttexture [0,"\M960\Barak.paa"] _M960 setobjecttexture [1,"\M960\Barak.paa"] exit missilefired.sqs _M960 = _this select 0 _weapon = _this select 1 _weaponfired="check960" ?_weapon = _weaponfired: goto "check_weapon_status" #check_Weapon_status ?_M960 ammo "check960" ==1: goto "fireone" ?_M960 ammo "check960" ==0: goto "firetwo" exit #fireone _M960 setobjectTexture [1,""] exit #firetwo _M960 setobjectTexture [0,""] exit
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threat[] = {0.9, 1.0, 0.3}; How do i determine wich one of these threat values defines air, armor, man? I am building a SAM unit and i started with the M113 vehicle config from the BIS models. i want to change it so my same unit really is very little threat to people and tanks but the AI will use it to knock out helicopters.
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thanks Franze....... i wrestled witht he search engine and it gave me nothing....... i hate that thing
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right on Franze...... PS I love this airplane and like i have said ont his forum before... if you want to see every rivit on the bird go to the museum. This aircraft is one of the most revolutionary addons we have seen yet. the arming system has peaked so much interest that i think there will be alot of plagerism in future addons.... again great work Franze
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its in the readme......
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I am working on the M163 vulcan. I have retextured it and added a Missile pod (ala Israeli Version). The problem i am having is even though its attached to the turret my missile pod does not rotate with the turret How do i attach it to the turret to make them rotate together?
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thanks guys i got the points straightened out and now Kablooey the rocket works!
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ok then what point do i move to line up the gunsight with the launch point of the missile?
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i agree...... its just the funny names of these points.... M next question is once i added my two points for the missile/ I now have it working and launching from the right spot. Unfortunately now my gunsight is off..... what did i do to make this happen how can i correct?
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serious? I dont have these two points do i need to add them and then redefine them in the config? i know in OFP we used "konec hlavne" and "usti hlaven" for the stsr and finis point. When i move either of these it makes the gunner sight WAY off..... how do i correct it?
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thanks for getting my box attached fellas... now I want to know how to move the point where my Missile initializes? How do i identify this point? does it have a name? right now it just appears out of the top of the turret.....good as long as the gunner does not want his face anymore.
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Franze i am using the KB version on my server and it gives me an error. "wep6 = = _deadcarg |#|Select5 error zero divisor" and the weapons do not show on the wings.The AIM-9s are on the wingtips and Aim 120s on side of fuselage....but any idea what i might have screwed up to make this happen? I copied and pasted straight from your example mission.