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zaphar

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About zaphar

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    Lance Corporal
  1. zaphar

    RKG-3

    Hi, I've been reading up on how to make add-ons for ArmA for the past couple of days and I've finally decided to start one, the Russian produced RKG-3 and have the general shape of the grenade, but I want to find out if this weapon is even possible to simulate in ArmA before I continue to work on it. I've noticed that the other grenades in ArmA do not function as they would in real life; the grenades stay perfectly vertical and the pins/spoons are still attached to the models. I am not very familiar with the engine/scripting limitations of ArmA, so I want to know if it is possible to: -animate the grenade deploying it's drogue -simulate the pitch of the grenade in flight From what I've seen so far, I would just use the normal HandGrenade class (since this grenade detonates on impact) but I am not sure about the two things mentioned above. If all this is possible, I'm going to keep working on it. Thanks in advance for any help/suggestions.
  2. zaphar

    FFUR 2007

    The problem I have is that I can just barely make out the enemy soldiers in the 300-400 (they are really small even with zoom button held down) and if they're lying down, it is nearly impossible to hit them. I have a lot of trouble using the weapons with iron sights because I can barely see the enemy, yet they have extremely good accuracy at these ranges. I'm not sure how you go about changing these things, but it wouldn't be bad to have the AI be able to see out to 400, but not engage until within 300m range, or if shot at.
  3. zaphar

    FFUR 2006 2.5 ... Full Pack

    Try checking you have the latest version of Nature Pack 3.0 i beleive there was a problem like that but was fixed later on. I cant say i ever experienced rockets hiting me but i couldnt shoot throuh them and now thats fixed. So maybe could fix your problem too. If not there is the Nogova vegetation replcement. IIRC it was done by WGL - think Q released it. What it does is replace the current trees with vegetation from Nogova. And with Berghoffs Nogova texture replacement (relaces textures on nogova trees) you can get a nice vegetation pack. I'm using modern_aec030906.exe which I believe to be the most up to date. In this version, the trees seem to change shape a little too much, it is really noticeable, which sounds like a problem in the previous version. Is this the most up to date pack?
  4. zaphar

    FFUR 2006 2.5 ... Full Pack

    Ok, maybe the >300m first shot kills is still a problem, but it looks like that's being taken care of. Are the satchels going to still have the ticking sound?
  5. zaphar

    FFUR 2006 2.5 ... Full Pack

    say, is there a different tree/vegetation replacement pack I can use with FFUR? I'm finding the collision detection of the Berghoff bushes trees to be extremely annoying... I'll stand about a meter to the side of the bush and the AT4 will blow up in my face. And if I'm hiding behind a bush, I have to run into the open to shoot back or else I'll end up hitting an invisible part of the bush
  6. zaphar

    FFUR 2006 2.5 ... Full Pack

    Awesome mod, I'm not a particular fan of ACU, but the ACU units in this mod are awesome and they don't stand out which is good. On a side note, the AI settings are just right, you don't have to worry about >300m first shot kills from the average soldier. I've started playing the original campaign again, and it is a lot of fun with this mod, keep up the good work.
  7. zaphar

    FFUR 2006 2.0 Total conversion pack

    I'm in total agreement with this, the ACU pattern does not work in woodland. The army claims it to be universal but, it is hardly that. The only places where the ACU pattern works is in urban, rocky, sandy areas. All the army personel I've seen walking around in them stand out like a sore thumb in front of any green vegitation. If you ask me, I think the marines have it down.
  8. zaphar

    FFUR 2006 2.0 Total conversion pack

    I had this same problem, I had almost no heath left, got into a truck and started driving, when I got out, I was dead, but I wasn't really... I could use the action menu and the mission didn't end. One other thing I noticed was the laser specOp guy had the laser floating above his head. Any chance of getting the C4 clicking to stop Anyway, I'm loving this mod, it's exquisite.
  9. zaphar

    FFUR - Huge Release !!

    When you release the new version of FFUR, you should put it up on Bittorrent, it's the best way to distribute large files to a large number of people.
  10. zaphar

    FFUR - Huge Release !!

    I couldn't agree more... I remember when metal of honor, day of defeat, battlefield 1942, ET/Wolf, ... came out all around the same time. I don't think I ever want to play another WW2 game again. Just thinking of playing one gives me a bad taste in my mouth
  11. zaphar

    Operation Flashpoint: secrets and oddities

    Well... change date on your PC to December 24 and fly over Everon. You can't miss them. There is plenty of them I remember seeing these the first time and thought they were a mod of somesort, I didn't realize they were built into the game, pretty cool if you ask me.
  12. zaphar

    Nuclear bomb mod

    Hmm, I'm not sure then
  13. zaphar

    military photography

    Are you talking about the "Thor missile system" IIRC? If so, I saw that too, pretty amazing weapon system.
  14. zaphar

    military photography

    It's Ukraine, I didn't know what it was at first, but for some reason I thought Ukraine. Ok, I take that back, Ukraine's flag doesn't have the white stripe on top, so I'm not sure. I can't find it anywhere, my guess would be Air Force, since the Russian Air Forces flag has both of the yellow and blue in it, but this is merely a guess.
  15. zaphar

    Streams and Rivers

    If they have elevated water, then you should be able to have rivers. The problem I see with them programming true rivers would be dealing with changes in elevation. For example, making a river that stays at the same elevation is easy, however, when you have rivers that travel down slopes and stuff, you have a whole new set of problems to deal with when programming. I think our best bet for ArmA is water a different elevations, but you can probably make some pretty decent rivers with these. What would be really cool is MOD makers could make water locks so you could move boats from one elevation to another. This would be unlikely though since you would have to somehow have moving water or the ability to change the elevation of a single water tile. Just keep in mind, "Right now, it is rather unlikely that rivers will find their way into Armed Assault."
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