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Al Simmons

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Everything posted by Al Simmons

  1. Al Simmons

    Crossbow Addon

    Here you can download my Crossbow Addon it features: -visiual anims -flying Bolt -nice Hunting feeling Some Pics Please give me some feedback.
  2. Al Simmons

    Post-Apocalypse mod

    looks very good so far keep it up mate.
  3. I'am working on a couple of additional optics/scopes and looking for a way to find the correct values for the opticsZoomMin and max values for diffrent magnifications is there a way to simply calculate them? Eg: the min and max values for a scope with 20-60 magnication Thanx in advance
  4. seems to work fine cheers mate
  5. @DJH: Sorry for the delayed answer but I had some troubles getting online in the past couple of days (Baghdad isn't a good place if you want a fast stable internet connection). So what I use: Locations: Utes Airfield. up to 600m North west Airfield Tschernaruss up to 1500m and an aranged setting at one of the southern beaches for shots at around 2000m. Targets used for gaining data for my range cards: custom made target 2mx2m with the "bulls eye" at 1.65m height (point where the spot between mouth and nose of ArmA2 soldiers is) and horizontal and vertical reference lines (with metrical reference points in 10cm steps) benchrest simulation by slowing down gamespeed to acctime 0.1 and the "magic" rangefinder first test is: 5 shots to hit the horizontal line with no more than 5cm away from ref line. second test: 10 shots fired at 20cm radius bulls eye with no more than 20% out of that area. To answer your question, most of my evaluated values differ from yours at around +-1MoA. At the moment iam working on a sniper TTP/SOP for ArmA2 gamers including proper evaluated rangecards, shooting from diffrent elevations up and down, targetevaluation and -selection, MP-training and -mission TTPs for Spotter/Sniper teams, how to plan a complex sniper deployment with in and exfil plans aswell as how to choose a firing position and all that wiggly stuff that comes along with beeing a sniper in an complex ArmA scenario along with other troops and forces and not just the guy that was first at the ammobox to get the scoped rifle. Everyone who whants to take part and give input is very welcome since iam a quite busy person with only a relativ small ammount of spare time to spend on a mostly ignorant community :cool:
  6. Great job mate. I'am pretty sure that those existing "bugs" will be fixed somewhen in the future. As for most of the range cards. Since I noticed that my own calculations and rangecards differ from the previous released cards I would like to know which settings (mapwise) you guys use for evaluate your data? Usually I use the big Airfield in the north west of tschernaruss which is long enough for evaluations up to 1500m.
  7. If you're looking for further information about editing, scripting or modding, please visit the Biki. I hope a mod can make this a sticky. I think it would be a very helpfull thread for every missionmaker and should prevent posts like "whats the classname of the m4?" Original posted by Sickboy in the 6th sense forum First part will be ArmA classnames. Everyone feel free to post more infos here, but no ot questions, please. INFANTRY "SoldierWB", "SoldierWG", "SoldierWMedic", "SoldierWNOG", "SoldierW", "SoldierWAR", "SoldierWMG", "SoldierWAT", "SoldierWAA", "SoldierWSniper", "SoldierWSaboteur", "SoldierWSaboteurPipe", "SoldierWSaboteurPipe2", "SoldierWSaboteurRecon", "SoldierWSaboteurAssault", "SoldierWSaboteurMarksman", "SoldierWMiner", "SoldierWPilot", "SoldierWCrew", "SoldierWCaptive", "SoldierEB", "SoldierEG", "SoldierEMedic", "SoldierENOG", "SoldierE", "SoldierEMG", "SoldierEAT", "SoldierEAA", "SoldierEMiner", "SoldierESniper", "SoldierESaboteur", "SoldierESaboteurPipe", "SoldierESaboteurBizon", "SoldierESaboteurMarksman", "SoldierEPilot", "SoldierECrew", "SoldierECaptive", "SoldierGB", "SoldierGMedic", "SoldierGG", "SoldierGNOG", "SoldierG", "SoldierGMG", "SoldierGAT", "SoldierGAA", "SoldierGCrew", "SoldierGSniper", "SoldierGCommando", "SoldierGMarksman", "SoldierGPilot", "SoldierGMiner", "SoldierGGuard", "SoldierGCaptive" AIR "ah1w", "UH60", "UH60MG", "MH6", "MH6_RACS", "AV8B", "AV8B2", "Ka50", "Mi17", "Mi17_mg", "BISCamel", "BISCamel2" "ParachuteEast", "ParachuteWest", "Parachute", "ParachuteG", "ParachuteC", BOATS "Zodiac", "RHIB", "RHIB2Turret", "PBX" TRACKED "M1Abrams", "M113", "M113_RACS", "M113Ambul", "Vulcan", "BMP2", "BMP2Ambul", "T72", "ZSU" WHEELED "HMMWV", "HMMWV50", "HMMWVTOW", "HMMWVMK", "Truck5t", "Truck5tOpen", "Truck5tRepair", "Truck5tReammo", "Truck5tRefuel", "Stryker_ICV_M2", "Stryker_ICV_MK19", "Stryker_TOW", "UAZ", "UAZMG", "Ural", "UralOpen", "UralRepair", "UralReammo", "UralRefuel", "BRDM2" ANIMALS "SeaGull", "Hawk", "DragonFly", "HouseFly", "HoneyBee", "Mosquito" BUILDINGS "Shed", "Fortress1", "Camp", "CampEmpty", "CampEast", "CampEastC", "ACamp", "MASH", "Grave", "GraveCross1", "GraveCross2", "GraveCrossHelmet", "Table", "Tablemap", "Chair", "ChairX", "Wall1", "Walldoor", "Wallend", "Wallhole", "Land_radar" MISC "BarrelBase", "Barrels", "Barrel1", "Barrel2", "Barrel3", "Barrel4", "Camera1", "Computer", "TVStudio", "Radio", "PaletaBase", "Paleta1", "Paleta2", "JeepWreck1", "JeepWreck2", "JeepWreck3", "M113Wreck", "BMP2Wreck", "UralWreck", "datsun01Wreck", "datsun02Wreck", "hiluxWreck", "Body", "misc01", "Vysilacka", "WallMap", "Vec03", "Land_vez_ropa", "FlagCarrier", "FlagCarrierWest", "FlagCarrierEast", "Fire", "FireLit", "TargetE" AMMO BOXES "ReammoBoxWest", "ReammoBoxEast", "ReammoBoxGuer", "AmmoBoxAddW", "AmmoBoxAddE", "AmmoBoxWizardW", "WeaponBoxWizardW", "AmmoBoxWizardE", "WeaponBoxWizardE", "AmmoBoxWizardR", "WeaponBoxWizardR", "HeavyReammoBox", "HeavyReammoBoxWest", "HeavyReammoBoxEast", "HeavyReammoBoxRes", "AmmoBoxOUTW", "AmmoBoxOUTWW", "AmmoBoxOUTE", "AmmoBoxOUTEW", "ReammoBoxOUTGuer", "AmmoBoxOUTGW" UNIT WEAPONS M16A2 M16A2GL M4 M4GL M4AIM M4SPR M4A1 M4A1GL M4A1SD G36K G36C G36a MP5A5 MP5SD AK74 AK74GL AKS74U AKS74UN M249 M240 PK M24 SVD M9 M9SD Makarov MakarovSD M136 Javelin Stinger RPG7V Strela Laserdesignator NVGoggles Binocular UNIT Magazines 20Rnd_556x45_Stanag 30Rnd_556x45_Stanag 30Rnd_556x45_StanagSD 30Rnd_556x45_G36 30Rnd_9x19_MP5 30Rnd_9x19_MP5SD 30Rnd_545x39_AK 30Rnd_545x39_AKSD 200Rnd_556x45_M249 100Rnd_762x51_M240 100Rnd_762x54_PK 10Rnd_762x54_SVD 5Rnd_762x51_M24 15Rnd_9x19_M9 15Rnd_9x19_M9SD 8Rnd_9x18_Makarov 8Rnd_9x18_MakarovSD PipeBomb TimeBomb Mine MineE FlareWhite_M203 FlareGreen_M203 FlareRed_M203 FlareYellow_M203 1Rnd_HE_M203 FlareWhite_GP25 FlareGreen_GP25 FlareRed_GP25 FlareYellow_GP25 1Rnd_HE_GP25 SmokeShellRed SmokeShellGreen SmokeShell HandGrenadeTimed HandGrenade M136 Javelin Stinger PG7V PG7VR Strela VEHICLE WEAPONS "Minigun", "Shell73", "Heat73", "Shell73", "Gun73", "Shell105", "Heat105", "Gun105", "Shell120", "Heat120", "Gun120", "Shell125", "Heat12", "Gun125", "Mortar" EQUIPMENT "Flare", "FlareGreen", "FlareRed", "FlareYellow", "HandGrenade", "HandGrenadeTimed", "SmokeShell", "SmokeShellRed", "SmokeShellGreen", "HandGunBase", "TimeBomb", "Mine", "MineE", "PipeBomb", "Binocular", "NVGoggles", "Phone"
  8. LLBrig31 Pack #1 by Al Simmons <span style='font-size:7pt;line-height:100%'>Content</span> Sniperrifles from the Arctic Warfare family G22 Woodland - AS_G22 Desert - AS_G22D Mountain - AS_G22HG Magazine: - 5xAS_300win ------------------------------------------------------------------------------------------ ----------------------- G24 Woodland - AS_G24 Desert - AS_G24D Mountain - AS_G24HG Magazine: - 5xAS_127BMG - 5xAS_127API - 5xAS_127HE ------------------------------------------------------------------------------------------ ----------------------- AWS Covert Woodland - AS_AWC Desert - AS_AWCD Mountain - AS_AWChg Magazine: - 10xAS_308winS - 10xAS_308win ================================================================== Ballistic Shields in 2 sizes L - AS_Balshield1 XL - AS_Balshield2 Features: - 9 sniperifles with custom textures fitted to Saranis landscape - ArmA fitted Hensoldt 3-13x56 Zielfernrohr, with working hightscale - balistic shields - possibilty to engage targets up to 1600m (HEIAP & API Tracer) - ammoboxes with all weapons from this pack Known Issues: - Balistic shields are unbreakable - error message in Multiplayer without any other errors - no normal Maps -> .paa textures - no high Res Texturen ( iam not a textureartist ) If you find other bugs you can contact us at our forum. LLBrig 31 Forum DOWNLOAD Armaholic Mirror
  9. Al Simmons

    Lightning-shining

    Ok, thx for the fast reply.
  10. Al Simmons

    Lightning-shining

    does this also work for weapons class or only for vehicles?
  11. Al Simmons

    JMSDF PS1/US1/US2 beta

    Wow very impressive, keep up the good work and release a final version soon.
  12. Al Simmons

    Tourists on Uhao

    I would like to join Al Simmons | Individual | only myself
  13. Al Simmons

    Quarantine

    Even if iam not a fan of zombie scenarios i had a lot of fun with this mission. Edit: The problem with negative rating due to zombie kills is very anyoing.
  14. Al Simmons

    UV Editor

    Yeah that would be realy nice mate. Iam looking forward to it.
  15. Thanks that did the job
  16. I have the same bug, too.
  17. Al Simmons

    UV Editor

    thats only in french are there any in english available? Atleast a want to know how to aply UV Textures to the modell.
  18. Al Simmons

    Saltbeach Island

    Yeah nice work
  19. Entry Tools BETA DISCLAIMER: This is not an official addon, dont blame BIS, me or deanosbeano if something bad happens. This is not for commercial use. If you want to use it for your own units, you are free to do so. But if you want to change something or add new content you have to ask for permission, contact me or deanosbeano. This addon is designed for a more realistic gameplay in ArmA. It adds severall units and weapons to your ArmA. There a still a lot of problems when using it in MP. There Is a rare problem when using this addon and maybe all custom addons under the folowing conditions. When you create a quick map and make all units playable And simply save map without testing, the CAWeapons will not be added to the Addons= section of the mission sqm. a simple fix is to make sure you make a unit playable , test map and then save. DOWNLOAD Armed-assault.de Mirror armaholic-Mirror Armed Assault Info Mirror armed-assault-zone Mirror Video 1 Video 2 Video 3 Concept: Al Simmons Scripts: deanosbeano Modells: Al Simmons, DSA (Strobe, LST5) Textures: Al Simmons, DSA (Strobe, LST5) Videos: deanosbeano Content: Wirecutter: Not working atm, we are working on new buildings/objects which can be destroyed more realistic. Hooligan Tool: Not working atm, we are working on new buildings/objects which can be destroyed more realistic. LST5: Not working atm, maybe later we add a script to call in air support etc. If u want to use the tools below you have to add „ this addeventhandler ["fired",{[_this select 0,_this select 1] exec "fired.sqs"}] „ for use in own addons you have to add: class EventHandlers { Fired="_this exec ""\ASSmoke\scripts\fired.sqs"""; Init="_this exec ""\ASSmoke\init.sqs"""; }; to your cfgvehicles. Strobelights: There are two diffrent types of strobes, IR Strobes create an IR target for airsupport, Lasertarget create a lasertarget for precission bombing. All targets can be locked by the specific weapons and vehicles. Cant be picked up when thrown. Flashbang: Stuns AI and human players for 5-7 seconds. Must be thrown very accurate because only the last blast stuns targets. Lightsticks: When thrown the glow in the dark, can be used to mark LZs at night, mark cleared areas. Smokecans: New colors (blue, violett, yellow and deep red), blocking AI view for standard BIS smokenades and new ones, the new red smokecan appears black thru NVG at night. Ladder: Can be used by Spec Op (ladder). It is freely deployable and pickupable. Can be used to climb up 1st floor of the most ArmA buildings. After reaching 1st floor it can be picked up to be deployed again to reach next floor. Working fine in SP but not smooth in MP. There are some problems with addactions, so the action can be used be anybody near the ladderman. It needs a good teamplay, mostly it is designed to be used in coops. If you want to use it with your own units you have to copy the init eventhandler. Breaching charge: Improvised breaching charge, this one is placed by Spec Op (Breacher 1). After placing a 10 second fuse is fused. Same problems in MP as ladder, when someone is killed by a breaching charge placed by a non breacher character a CTD can occur!!! Breaching charge C4: C4 breaching charge, this one is placed by Spec Op (Breacher 2). After placing a 10 second fuse is fused. Same problems in MP as ladder, when someone is killed by a breaching charge placed by a non breacher character a CTD can occur!!! Invisible Targets: As the name says, there are invisible targets available for every type of target (men, armored, lasertarget). Empty>Al Simmons Addons> Units: West>Al Simmons Addons> Spec Op (FAC)-equipped with strobes, smoke and a laserdesignator Spec Op (breacher 1)- equipped with improvised breaching charge Spec Op (breacher 2)- equipped with C4 breaching charge Spec Op (Ladder)- equipped with a deployable ladder Spec Op (Assault)- equipped with lots of flashbangs Spec Op (Combat medic)- able to heal his fellows Objects: Empty>Al Simmons Addons> ammo AS- ammo crate filled with flashbangs, strobes, smokegrenades and lightsticks static versions of the ladder, c4 and impr. Breaching charges, strobes and lightsticks, can be used by missionmakers and combatphotographers. Credits: DSA- Modells and texture from strobes and LST5 Lester- original invisble targets for OFP KyleSarnik- for his help making this addon MP-playable, scripts and viewblock.p3d from his great Grenade Pack Thx for testing: - LLBrig 31 - capt. Hutson from 16AA
  20. This addonpack is not official stuff from BIS or Morphicon. If something bad happenz when u use it dont blame me or BIS. I dont want anybody to use this addon to make political videos, cutscenes or pics. This addon is for privat use (SP or MP missions) only. Dont make me responsible if anyone missuses this addon or parts of it. Changing it or modidfying only with permission of me. As usual i hope to add some gameplay improvements to ArmA with my addon, like i did with FAC-addon before. Version 1.0 15.12.2006 Content: UXO Module This module adds a couple of 15 UXOs (Unexploded Ordnance/Blindgänger) to your ArmA Editor. They can be used as: -static Ambience Objects -mines/IED (they explode when hit by car or when shot) -mission objectives (eg. destroy ammodump) There are 2 diffrent explosion sizes, small and large (only GBU 15 has the large one) Future changes: -changing models when tools are out -make UXOs deactivatable by EOD-Units IED Module This module adds a couple of 4 IEDs (Improvised Explosive Devices) and an Saboteur (for testing) to your ArmA Editor. The IEDs are Basic ArmA objects made for camoflage reasons, Garbage, radio, Barrel and dead Body They can be used for: -terrormissions -cutscenes Known Issues: -objects sticking half in the ground -not pickupable from dead soldiers Future changes: -changing models when tools are out Future Versions: - Updated Versions - boobytraps - mines pack Preview Video DOWNLOAD
  21. Al Simmons

    Alien addon

    Well nice converting but did u asked Hitcher for permission to use his stuff?
  22. Al Simmons

    Lost-World Returns

    Yep lets make one maybe it helps.
  23. Al Simmons

    Sahraniville Thread: UPDATED 04/09/07

    Yeah trini, we started an other scenario last night might remember? Hagai, Yevad, Black & me were running a cocaine cartell and have some political activities (sended hitmen to get rid of new police chief....).
  24. Al Simmons

    Sahraniville Thread: UPDATED 04/09/07

    Suggestion: Installing a police caommander which gets more infos and who can direct the cop force should help to establish an organized Police.
  25. Al Simmons

    Sahraniville Thread: UPDATED 04/09/07

    ah yes we had a situation when to suspects where observed at the dope farm and stopped later but no way to find out if they have dope in their pockets
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