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Αplion

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Everything posted by Αplion

  1. MOD UPDATED WEAPONS - UNITS - CRATES - ITEMS - One shot disposable launchers added - M136 & M72 (no new classnames - thanks to Devastator_cm for scripting). - Units now are using this mod weapons, equipment and optics mostly. - Some crates issues fixed. - Ballistic helmets and a balaclava added (new models). NEW CLASSNAMES - HAFM_Mask (Balaclava - Black) - HAFM_tacticalHelmet (FAST Ballistic - Black) - HAFM_tacticalHelmet2 (FAST Ballistic - Black/Headset) - HAFM_sealHelmet (FAST PJ Helmet - Black) - HAFM_PBR_Helmet_Bow (PBR Ballistic - Black/Headset) - HAFM_PBR_Helmet_Bow_Green (PBR Ballistic - Green/Headset)
  2. Basically I'm working on most of these which will be released on next update together with some tactical ballistic helmets plus other things.
  3. Αplion

    HAFM NAVY (Ships) - v2.0

    Thank you ... appreciate an "non-asking something" nice word 🙂
  4. Αplion

    HAFM NAVY (Ships) - v2.0

    All ships are fully textured .. in case you are talking of details and interiors, the answer is no ... for the moment we made a mod working for those who want to have real (as possible) naval battles. Not static objects. Also it is not possible to walk on those ships ... game engine does not allow that, unless you will use some kind of scripting ... so for the moment don't ask for that. This mod so far took us a long amount of work on all aspects of it ... I suggest to enjoy it as is, instead all the time asking for more ships and/or things that are against game engine allowance. Thanks for understanding that.
  5. Αplion

    HAFM NAVY (Ships) - v2.0

    These are static objects not ships ... cannot sail.
  6. It is the correct thread as you are talking about my base HAFM mod. Air part of the mod needs to be re-worked as left aside for many time through BIS updates. I'll check on that remarks too ... thanks.
  7. Αplion

    [MP CO37 Campaign] Two Sierra

    Maybe I've missed that, but why "Two Sierra ALL-IN-ONE via Mega" file is password protected ?
  8. Αplion

    HAFM NAVY (Ships) - v2.0

    Mod Updated ... - Added: Ship horns - Fixed: TFAR Vehicle Radios by some ships (were missing or had wrong side radio) - Fixed some ships sound issues
  9. Αplion

    HAFM NAVY (Ships) - v2.0

    MOD updated ... fixes for Dedicated Server issues of - CIWS - Sound Effects
  10. My main mod (not the naval part) can be found here and Kabar knife is just an item (you can find it under "Props - Things - Food" for the moment. I've added this knife after I saw your script (the 3d model was ready from past time) and thought that would be useful. Glad you liked my mod m8.
  11. I hope you to find some time to work further on this script m8 as it looks very promising and will be a very nice addition for all mission makers here. Thanks for your work so far.
  12. Also just noticed that your script doesn't seem to work on MP ... not sure if it is something by my side ... I'm using this addAction which works fine on SP. ThrowAction = player addAction ["<t color='#FF0000'>Throw Knife</t> <img size='2' image='\HAFM_Objects\data\ui\ico_hafm_knife_ca.paa'/>", {["Land_hafm_knife_F", player] execvm "scripts\throwKnives.sqf";},[],1.5,false,true,"","true",-1,false,"",""]; ... and I have inserted, of course, my knife classname into your script as well.
  13. Super addition m8 ... is there any way to limit throwable items number ? I'm using a "Kabar" knife from my mod (works fine) but there is no logic to have unlimited knives to throw (I'm using your script mostly on players against AIs). Thanks again for your work.
  14. I'm opening here a new discussion - presentation thread about future HAFM NAVY mods which includes the Submarines (as released already) and Ships (authors - me and Devastator_cm). Current versions links: Submarines: https://steamcommunity.com/sharedfiles/filedetails/?id=1362114638 Ships: https://steamcommunity.com/sharedfiles/filedetails/?id=1118982882 On next (upcoming) version, Ships part will be totally replaced by new one which will include new vessels and similar functions as Submarines, plus a common mod which will be a requirement between the Submarines and Ships. Main Ships which will be included on the new version: MEKO 200 class Frigate (a Turkish and a Greek version) https://en.wikipedia.org/wiki/MEKO_200 FREMM multipurpose frigate (basically the French version) https://en.wikipedia.org/wiki/FREMM_multipurpose_frigate Admiral Grigorovich class frigate https://en.wikipedia.org/wiki/Admiral_Grigorovich-class_frigate Buyan-M class corvette https://en.wikipedia.org/wiki/Buyan-class_corvette Plus a Gun Boat based on HSY-56A https://en.wikipedia.org/wiki/Osprey_HSY-56A-class_gunboat as well as a CB90 Fast Attack Boat https://en.wikipedia.org/wiki/CB90-class_fast_assault_craft And a common (different textures) Replenishment ships for both BLUFOR and OPFOR sides. These Ships will include: - Active Radar Console (same as submarines but - Anti Ship Weapons Console (Torpedoes - CIWS - Missiles) - Anti Missile Defense Console (CIWS - Missiles) - Torpedoes Console (For Ships and Submarines) - Countermeasures for incoming torpedoes (same as Submarines have) - Cruise Missile Console (for deep strikes) - Artillery Weapon (Artillery Cannon) - Boats for leaving/entering the Ships (mainly for missions) - Helicopter Landing (Scripted - almost all helicopters can be land - unload cargo into Ship - load cargo from Ship - leave landing deck - etc) - AI logic (in case ships are controlled solely by AIs, will perform evasive maneuvers and auto-defend or fire toward targets) - TFAR compatibility - For Replenishment Ship, will have options to rearm - refuel - repair any same side Ship will be close to it by the meaning of a minimum distance. - Flags on ships (user can choose default flag texture or add his own through eden attributes) (In case I forgot something I'll add it later). A detailed manual will also be delivered with mod upon release.
  15. When you "Give up" and respawned, you are loosing your primary weapon ... I don't know if it is something I'm doing wrong on that, but it is happening on both SP/MP. It is crucial I guess to be respawned with all weapons - mags - items as you died. Thanks
  16. First of all I have to say that I've spend many hours searching and reading things about my "problem" on forum ... no success so far. Now, my story ... I have a coop mission and I need the following conditions to work together: Players that have medikit are the only who can revive (no need to have medic class) Players must have ONLY ONE Respawn ticket (each - not per side) and on their death position (instant respawn), when, there is no enemy on a given distance (they have to wait until area is safe) For all players, when the one Respawn limit have been reached, they will continue as Spectators till all rest (alive) players will be dead (end of the mission - lose) When all players will be dead, mission is fail and ends Please don't point me to read WiKi links as I've already read them, but I can't combine them all together to achieve my goals. Thanks in advance for any help.
  17. Revive setup in my case isn't so simple as it has be combined with rest options for Respawn. In fact my current status for players is that they have just one respawn, as I want them to have, but due to "INSTANT" option I'm using, the Revive isn't working at all. This is what I have in my description.ext about ... respawn=INSTANT; respawnDelay=15; respawnOnStart=-1; respawnTemplates[] = {"Counter","Tickets","Spectator"}; respawndialog= false; As also this in my InitPlayerLocal.sqf [player, 2] call BIS_fnc_respawnTickets;
  18. There is no such ship on this mod version. Anzac FG class ship was an ArmA 2 original ship which was transformed for ArmA 3 use on a previous version (not exist on current version). Many other mods are using this kind of ship (as CUP for example) as far as I know.
  19. Αplion

    Desert OPS Run - Tactical Arena v1.29

    Confirmed that I had this error too and solve it by same way. Also if you try to create a server with the mission and leave these two lines as is ... then ArmA crashes.
  20. Αplion

    Desert OPS Run - Tactical Arena v1.29

    Very nice arena and idea. My suggestion is, to raise the amount of players as 4 slots looks like too low number especially for teams might want to use your mission. Also the AIs must have much higher skill (looks easy to kill them all even on max skill as is) and maybe you need some different spawn way as usually each AI team starting on standard insertion points, which means that a player can almost "execute" them. Finally, if you want and it is possible, a TvT version (no AIs) on same arena would be perfect I believe for many teams. On any way well done for the mission.
  21. It is back again ... my fault as after a small update yesterday I forgot to accept steam licence agreement ... it is working now.
  22. Try ... Chinook animate ["Ramp", 1]; Let me know if it worked. Happy Easter.
  23. Αplion

    HAFM NAVY (Ships) - v2.0

    Will be fixed ... thanks.
  24. I'm aware of that ... will be next addition on this mod for sure 🙂
  25. This is my latest addon, the NH90 helicopter and it can be used as part of my HAFM mod as also as an individual (separate) addon (there are no other mod dependencies - not even of my mod). This addon includes three variations, one for transport only (can transport 14 soldiers plus 2 as crew), another one armed for transportation and support (two side doors miniguns and can transport 8 soldiers plus 4 as crew) and another one Marine variant (NEW). Also it is playable at NATO and AAF factions as well as in my Hellas faction (in both BLUFOR and IND sides). Each side has its own textures and the model has the hidden textures selection option for anyone want to add new textures (camo1, camo2, camo3, camo4). It is Slingload ready with max 12000kg payload (I know that it is probably too much and has to be corrected at next update) and uses the default advance flight model values. You will find it as modfolder ready, properly signed (also a server key is included) and with an extra .txt file with all classnames. Also note that the config is included in a seperate pbo, just to make easier any future changes. NOTE : I'm giving the permission to anyone wants to retexture it or even include it in other mods, so no need to ask me for that. Appropriate credits would be much appreciated if so. Download Link : https://www.dropbox.com/s/4bu4vjbf20wfa8z/%40HAFM_A3_NH90_v1_02.rar?dl=0 (v1.02) Armaholic Link : http://www.armaholic.com/page.php?id=28231 (v1.02) ArmA3.de Link : http://arma3.de/include.php?path=download&contentid=3087 (v1.02) ArmA France Link : http://arma-france.com/release-hafm-nh90-helicopter/ (v1.01) Discussion thread : http://forums.bistudio.com/showthread.php?187024-Hafm-nh90-wip
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