kuIoodporny
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Everything posted by kuIoodporny
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Exactly. Sound obstructing and occluding in opened cars really sucks. But - aren't there vehicles like opened trucks, where some of seats are covered and some are not?
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Question: How is the grenadelauncher grenades ammo counted?
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yeah, I'd like to have this tonight with me, so I could set VD 100 km and see my house from my cousin's place and watch far fireworks
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fuelConsumption...
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zGuba 2A42 & FFAR fire modes v2.0 Inspired by Better Kamov 1.0 by Inkompetent : http://www.armedassault.info/index.php?cat=addons&id=172 Changelog: 1.0 - 2A42 30mm cannon rate of fire, 2 modes - fast and faster. Used by BIS Ka-50 and BMP-2. - FFAR's salvos for all aircrafts. NATO choppers & aircrafts fire 2 rocket in each salvo, while pilots of Russian ones can select 8 rocket salvo mode. - Forgot about this one completely: BIS Mi-17 with FFAR has 6 UB-32 rocket pods. 6x32 is not 96 but 192 rockets, so I've corrected it in cfgMagazines. However - it doesn't affect MP games, servers should have my bikey installed only! - Problems with incorrect burst sounds eliminated completely. 2.0 - 2A42 30mm cannon rate of fire, 2 fast automatic modes - single and 5 round dozed bursts. - Simplified configs - 8 FFAR salvo mode and config rubbish removed due to CTD-ing players that don't have the addon. - *** I suggest using FDF Sounds mod *** Fixed: - CTD-ing other users during MP games. - VikhrLauncher and GSh301 weapons needed to be reloaded in MP. Installation: Put desired PBO's in desired mod's AddOns directory. Remove old ZGB_***.pbo files if You were using earlier versions of my addons. ATTENTION: You have to choose between BIS and FDF 2A42 sounds version (to use the second one, You must have FDF Sounds running). ZGB_2A42.pbo and ZGB_2A42_FDF.pbo won't work simultaneously. Download ArmedAssault.info mirror ArmAholic.com mirror Combat-Prison.net mirror Server key Enjoy!
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I've made small patch for ArmA 1.09 that enables FFAR firing sounds, and makes old ZGB_FFARs addons obsolete. There are three PBO's: - ZGB_FFAR_Sounds - Helicopter FFAR firing sounds for ArmA 1.09, please disable this if You are using FDF Sounds 1.31! - ZGB_S5 - 192 rockets for Mi-17 with 6 UB-32's (it's not unfair, it's true) - ZGB_S8 - Su-34's S8 Launcher rate of fire increased Put these files in Your beta\Addons directory, so it won't interfere with 1.08 data files. zGuba_FFARs_1.09b
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Sorry for that, I'm not native English speaker
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so maybe create your own tracers then. Â Well let's check why it does not work.
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Yep, with this version B_23mm_AA changes seem to be obsolete... You should delete the whole CFGAmmo section now, and all'll be OK Also TwinM134 class burst may be shortened to 2, not 8 - it'll work naturally now My config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class SDP_Vehicles { units[] = {}; weapons[] = {}; requiredAddons[] = {"CAWeapons", "CATracked", "CAAir"}; requiredVersion = 0.1; }; }; class cfgWeapons { class M134 { class LowROF; // External class reference class HighROF; // External class reference }; class TwinM134 : M134 { class LowROF : LowROF { burst = 2; reloadTime = 0.015; minRange = 1; minRangeProbab = 0.1; midRange = 800; midRangeProbab = 0.58; maxRange = 1000; maxRangeProbab = 0.04; }; class HighROF : HighROF { burst = 2; reloadTime = 0.007; }; }; }; class CfgVehicles { class Tank; // External class reference class ZSU : Tank { class EventHandlers { fired = "_this exec ""\SDP_Vehicles\shilka.sqf"""; }; }; class Helicopter; // External class reference class AH6 : Helicopter { class EventHandlers { fired = "_this exec ""\SDP_Vehicles\mg.sqf"""; }; }; class AH6_RACS : AH6 { class EventHandlers { fired = "_this exec ""\SDP_Vehicles\mg.sqf"""; }; }; }; Have a nice Christmas then
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Cold War Rearmed v0.36 released
kuIoodporny replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I think that "loadout compatibility" idea is wrong... I don't want to feel "yeah, the same funky magazines and ammos as in OFP! I'm back in 2001!". 500Rnd mags, 30mm hyper-Hind, I was really bored with them in Flashpoint. Why won't you use vanilla ArmA loadout configs for vehicles? Do we really need EXACT gameplay as in OFP, that means - exchanging inaccurate ArmA data with worse OFP... One step forward, two steps back. -
That's the reason I suggest making "group resource thinking" - if somebody has 5 empty slots and there's no enemy around, why won't he go on his own and catch some magazines. the problem is - what is the idea of having the whole team seeking for magazines madly? There should be something like that: GROUP 10 ppl 80 stanags 6 M136s 30 M67s Group leader won't order anyone to retrieve ammo while fighting comparable &/or beatable opponents (for example - if there comes enemy tank platoon, the squad doesn't have enough firepower to beat it and should try sending soldier with empty slots to obtain additional AT weapon). If there are no contacts - soldiers with less equipment will go and achieve some ammo connected with weapons (AT launchers preferable if not having MG, but limited to 3 rockets per soldier, 1 grenade per 2-3 magazines). UNIT #x M4A1 4 stanags 2 M67s 6 empty If he finds AT launcher near him, he would take it "just in care" I know - in my dreams Â
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I have one idea - will it be possible to disable vehicle burning and reduce the range of explosion when it falls to the ocean? I find it very funny when tank explodes only because it's sunk. Maybe water shouldn't damage vehicles but disable their engines? So there is ocean of an acid   this is certainly the way water in ArmA and OFP is hurting people. Maybe there should be a kind of "drowning simulation" so the it won't damage anything anymore. Collisions and speeding down should be working as they are (but maybe less speed penalty so heavy vehicles would sink faster). Simply - we need OXYGEN as much as we don't need BODY ARMOR to survive vehicle sinking. Oxygen level meter would be welcome if it meets 0, guy start fainting.
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Just noticed this. Probably connected with the patch... loading cutscene with KKAS forces in southern Sahrani. M113's, littlebirds and soldiers. the bug disappeared (?) it probably happened because of using my FFAR addon found that in cfgWeapons\FFARLauncher\burst - soundContinuous = 1; Â what's the reason? weird... edit: also sound levels when inside should be reworked for each vehicle, as some seem not to be modelled correctly (f.e. opened cars, following Schaffer). Mi-17 with 6 x UB-32 should have 6 x 32 = 192 S-5 FFARs in default loadout. Stick to realism here, or cut two UB-32's out from the model & leave it with 128Rnd_57mm in cfgMagazines xD beta patch - I give you guys from BIS 75% mark
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"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=DBE1;FDF_Sounds Separate mods with ;
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Sorry if duplicating post. Creating IHADS is possible, try NonWonderDog's Tank Fire Control Systems. What does tank gunner have with this? Targetting instruments shown even when not looking through sights. Isn't it working as IAHDS? EDIT: Well, there's an limitation - IHADS like that will be shown even when looking through external camera. Another one. ArmA is capable of making visual realism, like instruments and HUD's. More - it would be possible to simulate radar systems, independent from ArmA's arcadish ones. But don't ask me about the CPU usage Â
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Guys, look into 1.09 beta... you'll have to change at least FFAR sounds to make them useful - same way as with firearms: modes[]={"1","2"} class 1 : 0 { sound[]={"x"} } class 2 : 1 { sound[]={"x"} } Regards & keep gr8 work
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partially copied from release thread  Quick bug report. FFAR firing sound disappeared, as a result of  making modes[]={}. Look at ZGB_FFAR addon please, it contains some... oooops it contained something, but does not contain anything interesting in v2.0.  You just have to copy sound for each mode, and maybe use soundBurst boolean. (shouldn't soundBurst play each sound in it's full length, not end up with every next shot? and maybe G36, AZP-85 & 2A42 guns could have this solution implemented too...) BTW - why M134 can have 2 modes with different reloadTimes working while 2A42 can't? It could have realistic fast mode instead of "ammo counter wasting" long burst mode. Think about unifying Sahrani nation by making KKAS using SLA faces (this is truly ethnical comedy), and maybe increase SVD reload speed. I agree that new recoils have too short "relaxation" time. OT: OMG I'm gonna buy next gen GeForce for graphics like that Â
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Quick bug report. FFAR firing sound disappeared, as a result of  making modes[]={}. Look at ZGB_FFAR addon please Think about unifying Sahrani nation by making KKAS using SLA faces  edt And maybe increase SVD reload speed.
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No, there is Your original script. I've only decreased B_23mm_AA's hit, indirectHit, indirectHitRange and cost.
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If you are "alexfevery", i´ve send you an email on 7th Dec. If not, sorry i didn´t get your mail. Please use the messenger from this board. Sorry for my "axelfevery" :P maybe my mail client made me an bad joke and marked Your mail as a spam... There is one more thing to think about now - convergency of Littlebird's M134's. The setposed bullet should have modified speed after all... maybe we could improve bullet "catching"
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Thanks for info. EDIT - removed sth Well I'm going to wipe out some addons from MP gaming and move fixes to @Fix folder.
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I'm locked up on some servers without real reason   they seem to have DACS running. Now everybody on the server is informed "[bW] zGuba is motherhacker" and I can't explain this because I have disableuserinput = true. Oh, how unfortunate.          Yeah, I know - realism modifications are forbidden.
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I don't know. At least M113 and BMP-2 should be engaged... Just updated - disabled custom Gatling sound, as I've implemented it incorrectly in my config  EDIT: I've replaced original mg.sqf by Sudden Death with ColonelSandersLite's one and removed the whole cfgWeapons section from config. EDIT 2: cfgWeapons came back. I've made short bursts to make AI more efficient using twin pod advantage Try the whole thing now!
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I've recently made config enabling SDP Vehicles RC1 features for vanilla ArmA vehicles. It comes as an independent addon with the same filename, so new pack won't be affected with old one ingame. I want to give a credit to the Author of base addon, who did not respond to email Main changes: - Rewritten config, fixed base class overriding - Added dispersion to additional AZP-85 barrel shots - Balanced 23mm bullet firepower for quad fire - Second M134 script by ColonelSandersLite Known bugs: - not fully MP tested (but it seems to me to be fair enough when playing online, there aren't dangerous side effects) - AI does not engage tanks with AZP-85 (need some cfgAmmo tweaking, any ideas? cost = 1 does not help) - hits with Shilka's added barrel munition do not score in MP Download I've signed this addon so server admins can allow players playing with my upgrade online: My bikey file
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Fixed cfgSounds problem. How? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { sounds[] = {sth}; class sth { Â name = "sth"; Â sound[] = {"sth.wss",1,1}; Â titles[] = {}; Â }; }; Removed sounds[] = {sth}. It's useless. I beg all addonmakers - don't insert this "sounds[]={shit}" into your config. It only disables cfgSounds listed in other configs by the same way. Â Â