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Everything posted by Αplion
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hafm Hellenic Armed Forces Mod (HAFM)
Αplion replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MOD updated to 5.4.7 version changelog HELICOPTERS - added fast rope capability using ACE3 UNITS - a new balaclava model added -
hafm Hellenic Armed Forces Mod (HAFM)
Αplion replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not bad idea ... thanks for heads up on that. -
hafm Hellenic Armed Forces Mod (HAFM)
Αplion replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MOD updated to 5.4.6 version changelog SHIPS - Fix for Zeus (now Naval part is visible and selectable). - Some improvements on Frigate (MEKO) interior (still on beta version - only visual improvement). -
Dark ... for members community AH was just a database offered to community members gathering - indexing everything was/is already been into BI forum. People (badly IMHO) depended on it, but this was a mistake as there was nothing official. Based on that, nobody should be blamed for current situation. Fox is a respectful friend for me as many times in the past has helped me a lot. In my mind he should know (I'm sure he knew) the power that had in his hands as this database keeper. So if he decided to quit for his own reasons, he had an "obligation" to transfer this to someone else to continue. He will not get his money back, but this community was never based on money and donations (so far). Anyway ... as I said case is closed for me ... I'll not blame anyone and I don't like expressions as "illegal, selfish, ungrateful, nasty, hate posts, etc".
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So nice darkxess ... because someone here acted wrong and maybe selfish or maybe because you don't like his breath ... the whole community is blamed and has to pay the price ... so nice ... I'm tired even reading all these "shit" (sorry) ... AH is gone with all its "treasure" together and only AH has to be blamed for that. Case closed for me.
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You are right, I was not clear ... my post was aiming for all those people here posting just for what happened, criticizing at same time Foxhound, instead focusing of what some other guys doing to solve the issue. My apologies for been not clear enough.
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I'm reading your posts as every post in this thread ... I was not talking about you Jerry ...
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We have a collapsed building which we want it as it was ... and we are talking about its initial builder instead of working rebuild it ...
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Sorry, but these posts makes me feel that there are (at least) two different groups in there, following different paths ... please forgive me if I misunderstood.
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Best news ever IMHO ... 🙂
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As many people seems to have wanted resources, I believe that would be much difficult to share and make just one "site like" repository for all of them acting with simple posts for each addon - mod - script - etc ... Hosting space - site choice, is what I think that we need to solve before sharing links and stuff here ... also we might need some coordinators on that project as well. Afterall we want to build a new "armaholic" by the meaning of resources keeping place (am I wrong on that ?).
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Are we "sure" that Fox is alright ? I mean that there is still Covid-19 virus all over Europe and maybe (I hope not) he is not in condition to answer this moment. I was sick too and trust me ... ArmA was the least in my mind.
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I need a help on my turret config pls ..
Αplion replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
And that was the problem and solution !! I can't find proper words to thank you my friend !! I've placed that line of code to both turret and vehicle under Components class (maybe to much but I'd like to give a starting try) ... worked like a charm !! Thanks m8, appreciated .. consider I owe you one 🙂 -
I need a help on my turret config pls ..
Αplion posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm building a new APC and I need to have smokelauncher weapon capability on Commander turret ... I can't figure out the reason that does not firing even if everything else working fine. Can you please assist me on that. class Turrets: Turrets { class MainTurret: MainTurret { class Turrets{}; memoryPointsGetInGunner="pos gunner"; memoryPointsGetInGunnerDir="pos gunner dir"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; body="mainTurret"; gun="mainGun"; gunBeg="Usti hlavne"; gunEnd="Konec hlavne"; selectionFireAnim="zasleh"; gunnerName = "Gunner"; viewGunnerInExternal = 1; castGunnerShadow = 0; forceHideGunner = 0; gunnerFireAlsoInInternalCamera = true; gunnerOpticsShowCursor = 0; gunnerOutOpticsShowCursor = 0; ejectDeadGunner = 0; gunnerForceOptics = 0; turretInfoType = "RscOptics_APC_Tracked_03_gunner"; weapons[] = {"HAFM_MK30F","missiles_titan"}; magazines[] = {"180Rnd_30mm_MK30F_MP_Tracer_Red","180Rnd_30mm_MK30F_MP_Tracer_Red","180Rnd_30mm_MK30F_MP_Tracer_Red","180Rnd_30mm_MK30F_MP_Tracer_Red","60Rnd_30mm_MK30F_APFSDS_Tracer_Red","60Rnd_30mm_MK30F_APFSDS_Tracer_Red","2Rnd_GAT_missiles_O"}; soundServo[]= { "A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.15, 2, 30 }; soundServoVertical[]= { "A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.15, 2, 30 }; gunnerAction="gunner_MRAP_01"; gunnerInAction="gunner_MRAP_01"; stabilizedInAxes=3; memoryPointGunnerOptics="PIP0_dir"; inGunnerMayFire = 1; outGunnerMayFire = 0; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F"; gunnerOutOpticsModel = ""; discreteDistance[]={50,100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}; discreteDistanceInitIndex=1; usePip=1; minElev=-25; maxElev=60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; class ViewGunner: ViewGunner { initAngleX = -9; initAngleY = 0; initFov = 0.9; minFov = 0.25; maxFov = 1.25; minAngleX = -65; maxAngleX = 85; minAngleY = -150; maxAngleY = 150; minMoveX = -0.075; maxMoveX = 0.075; minMoveY = -0.075; maxMoveY = 0.075; minMoveZ = -0.075; maxMoveZ = 0.1; }; class ViewOptics: RCWSOptics { visionMode[] = {"Normal","NVG","TI"}; }; class Components: Components { class VehicleSystemsDisplayManagerComponentLeft: VehicleSystemsTemplateLeftGunner { class Components: components { class VehicleMissileDisplay { componentType = "TransportFeedDisplayComponent"; source = "Missile"; }; class SensorDisplay { componentType = "SensorsDisplayComponent"; range[] = {4000,2000,1000,8000}; resource = "RscCustomInfoSensors"; }; }; }; class VehicleSystemsDisplayManagerComponentRight: VehicleSystemsTemplateRightGunner { defaultDisplay = "SensorDisplay"; class Components: components { class VehicleMissileDisplay { componentType = "TransportFeedDisplayComponent"; source = "Missile"; }; class SensorDisplay { componentType = "SensorsDisplayComponent"; range[] = {4000,2000,1000,8000}; resource = "RscCustomInfoSensors"; }; }; }; }; class HitPoints { class HitTurret { armor = -250; material = -1; armorComponent = "hit_main_turret"; name = "hit_main_turret_point"; visual = "otocvez"; passThrough = 0; minimalHit = 0.03; explosionShielding = 0.4; radius = 0.25; isTurret = 1; }; class HitGun { armor = -250; material = -1; armorComponent = "hit_main_gun"; name = "hit_main_gun_point"; visual = "otochlaven"; passThrough = 0; minimalHit = 0.03; explosionShielding = 0.2; radius = 0.2; isGun = 1; }; }; class MFD { class MFD_1 { topLeft="MFD_1_TL"; topRight="MFD_1_TR"; bottomLeft="MFD_1_BL"; borderLeft=0; borderRight=0; borderTop=0; borderBottom=0; color[]={0.83999997,0.86000001,0.83999997}; alpha=1; enableParallax=0; font="RobotoCondensedLight"; class Bones { }; class Draw { color[]={1,0,0,1}; alpha=0.5; class Driver_Heading { type="text"; source="[x]turretworld"; sourceScale=1; sourceLength=3; scale=1; align="right"; refreshRate=0.079999998; pos[]= { {0.62,0.73000002}, 1 }; right[]= { {0.66000003,0.73000002}, 1 }; down[]= { {0.62,0.76999998}, 1 }; }; }; }; }; }; class CommanderOptics: CommanderOptics { memoryPointsGetInGunner="pos commander"; memoryPointsGetInGunnerDir="pos commander dir"; memoryPointGunnerOutOptics = ""; memoryPointGunnerOptics = "commanderview"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; gunnerName = "Commander"; selectionFireAnim=""; minElev = -10; maxElev = 30; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; minCamElev = -90; maxCamElev = 90; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_comm",0.56234133,1,30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_comm",0.56234133,1,30}; outGunnerMayFire = 0; inGunnerMayFire = 1; gunnerFireAlsoInInternalCamera = 1; gunnerOpticsShowCursor = 0; gunnerOutOpticsShowCursor = 0; ejectDeadGunner = 0; gunnerAction="gunner_MRAP_01"; gunnerInAction="gunner_MRAP_01"; turretInfoType = "RscOptics_MBT_01_commander"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F"; gunnerforceoptics = 0; usePip = 2; gunnerHasFlares = 1; turretFollowFreeLook = 2; viewGunnerShadowAmb = 0.5; viewGunnerShadowDiff = 0.05; gunnerOpticsEffect[] = {}; forceHideGunner = 0; viewGunnerInExternal = 1; class ViewGunner: ViewCargo { initAngleX = -6; initAngleY = 0; initFov = 0.9; minFov = 0.25; maxFov = 1.25; minAngleX = -65; maxAngleX = 85; minAngleY = -150; maxAngleY = 150; minMoveX = -0.075; maxMoveX = 0.075; minMoveY = -0.075; maxMoveY = 0.075; minMoveZ = -0.075; maxMoveZ = 0.1; }; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.31; minFov = 0.034; maxFov = 0.31; visionMode[] = {"Normal","NVG","TI"}; thermalMode[] = {2,3}; }; startEngine = 0; stabilizedInAxes = 3; maxHorizontalRotSpeed = 1.8; maxVerticalRotSpeed = 1.8; class HitPoints { class HitComTurret { armor = 0.1; material = -1; armorComponent = "hit_com_turret"; name = "hit_com_turret_point"; visual = "-"; passThrough = 0; minimalHit = 0.1; explosionShielding = 1; radius = 0.15; isTurret = 1; }; class HitComGun { armor = 0.1; material = -1; armorComponent = "hit_com_gun"; name = "hit_com_gun_point"; visual = "-"; passThrough = 0; minimalHit = 0.1; explosionShielding = 1; radius = 0.15; isGun = 1; }; }; startEngine = 0; class Components { class VehicleSystemsDisplayManagerComponentLeft: VehicleSystemsTemplateLeftCommander { class Components: components { class VehicleMissileDisplay { componentType = "TransportFeedDisplayComponent"; source = "Missile"; }; class SensorDisplay { componentType = "SensorsDisplayComponent"; range[] = {4000,2000,1000,8000}; resource = "RscCustomInfoSensors"; }; }; }; class VehicleSystemsDisplayManagerComponentRight: VehicleSystemsTemplateRightCommander { defaultDisplay = "SensorDisplay"; class Components: components { class VehicleMissileDisplay { componentType = "TransportFeedDisplayComponent"; source = "Missile"; }; class SensorDisplay { componentType = "SensorsDisplayComponent"; range[] = {4000,2000,1000,8000}; resource = "RscCustomInfoSensors"; }; }; }; }; }; }; Thanks in advance for any possible help might be provided. -
I need a help on my turret config pls ..
Αplion replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It is not late reply as this item is still a remain on my vehicle. Yes I already have the smokeLauncherOnTurret=1; in config but makes no difference. Now about memory points, I thought that no more used and especially as my vehicle inherits from Tank_F class ... (I've another similar vehicle which working fine without memory points for CMs). -
Calm down guys ... no need for insults between us ... we are here to find a solution for the good of community (and ourselves) ... not to fight each other. So lets concentrate to the purpose.
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Just in case ... another hosting space could be also https://www.box.com/pricing ... I'm using it for personal use and even starting (free) space provided is much more than DropBox.
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I agree but still I wonder how many people are still looking for OFP - ArmA - ArmA2 resources ... anyway no need to reply on that ...
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ok it is not possible to gather everything without AH database etc ... but people like Gunter Severloh have done a splendid job gathering resources ... so why not to build a new website - database, at least, keeping what we have now, on public view, by an easy way? IMHO, as ArmA is based on people missions, so scripts resources, are more needed than mods, which can be found on Steam and again there can be also a database for every mod with Steam link plus BI forum link as well ... I'm talking in case AH database and everything can't be retrieved.
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I just wondering how many pages will be filled with comments and thoughts about Fox and his decision, before we'll start seriously think about next day, building a plan to regain what AH was offering all those years.
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Imagine how many simultaneously downloads would be ... easily could cause network issue ... plus that non-paid downloads speed, was significant limited. Fox is a reasonable guy and he must had his reasons doing something like that. But now we must go on ... either having just this forum only, or make something similar as armaholic which will hold all info we need ...
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I'll not argue with you on that. But still the majority of mods are not so big that will raise steam limitations. On any case, I accept that many players are not prefer steam, so fine by me. But still this is not the point as I don't think that anyone can keep alive a server with all mods, since OFP, uploaded for users. At least not without a significant cost.
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As English is not my native language I might not be able to make myself clear enough ... but please don't misunderstood my words here. Foxhound has made his choice and his position is fairly clear. He can't afford paying for armaholic so he stopped support it but still he is selling its database for anyone want it back. By my side, armaholic was contempt by the time decided to live based on payments and contributions ... but this is my opinion only. Now to the fact ... we all get upset as we lost a source of knowledge and a site that was a companion for many years. But what we really want is a site that will gather all this spread knowledge which already exists in this forum and place it on categories easier accessible for anyone who want to find answers to his problem or question. I'm I wrong on that ? Is there any chance to have something like that ? don't know ... just thinking for the moment ... as, I'm sure, most of you doing also. Again, please don't misunderstood my words ... but lets be honest between us.
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I thought that is hacked but it seems that simply closed ... shame that all knowledge in there vanished.
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hafm Hellenic Armed Forces Mod (HAFM)
Αplion replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Some fixes (small updates) applied today (sorry for that) ... now, HAFM groups are fully compatible with ALiVE mod.