AASE
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Posts posted by AASE
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i will post a pic here ASAP for you ok? and yes the LAV III will be released for ArmA 1 as well as ArmA 2 there just a few fixes that need ot be made and then it will be released :D looking at a weeks time for the LAV III.
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Hello everyone, today I have an update and a release for Operation Northstar.
The mod is going well and we have started to get stuff into ArmA2 and we arnt sure at the time if we will be doing a full ArmA release or just release a few things for ArmA and the rest for ArmA2.
As you seen in the past month NZDF and CMF (Canadian Millitary Force) have Merged and keep the name of ONS. And recently Crash just released the Canadian CC130 which can be found here.
And today I have an ancocment I was going to release the troops on July 1st (Canada Day) but decided to move the release date today.
The Units included in this download are the, basic Rifleman, Grenider, C9A2 Gunner.
I would like to thank ABS for the models, Ace Of Spades for the Textures, and Swat-Guy for getting them in game :D I have been doing some extensive testing on the troops until recently as my ArmA no- longer starts :S
ONS-Troops V0.1 Download **** ONS Troops V0.1 ****
Sorry for Megaupload but at the time of Upload File front’s Upload area was down.
Please Vist our site at www.ons.armaholic.eu
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yes there will be plable content this time around and even will be for ArmA as well :D
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Hi everybody,
i have made a new thread for the ONS mod as the full release will be for ArmA 2 and the demo of the mod for ArmA 1.
Pictures to follow shortly :D
thank you for following the mod through all the ups and downs we are still going strong :D
Thanks
AASE
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thanks Wipman, we will be release some more pictures soon so please keep watching :)
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oh no we didnt give up. If anything we have gotten stronger :D
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Hey guys well is's been a while since we've had an update, but we're still working away at it...much thanks goes to swat guy for his help in getting these units in-game.
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Hey guys just like to make a post to say that we are still alive and kicking.
Please stop by and say hi on our forums at
Thank you
AASE
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Love the LAV III guys about time to see one ingame to much US stuff lol
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that pic i showed was for the box ont he side he has that fixed but he still has to use C to set on object his insert key is not working.
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He dose have an active project open he can place objects but cant set there position.
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Hey guys i have a buddy that is useing the 3DE but he cant use insert to place objects postion he has been useing C but that work and dont work at times.
and also hes editing screen dosnt fully fit on his screen any ideas on how to fix this?
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Yes i am using it. I see that u can have like 2 people on the map editing at the same time, so i am looking for some to help me
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Hey folks, I'm wondering if anyone is intersted to help me out with island devlopment for ONS?
I need someone to help me with placing objects onto the island.
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Hey guys im back agein today with a new Island that i have been working on.
the map is of the Southern part of Kandahar province including Kandahar city and many of the different districts.
the map is 25KM by 25KM = 625KM Square.
ONS_Kandahar is a heavy WIP the pictures were taken in Bulldozer of Kandahar City in the Kandahar Province, Afghanistan. IF you have any questions or comments please post here. The Area in these pictures are no were near final and still being worked on for the full afghan feel.
http://img402.imageshack.us/img402....mg]
http://img369.imageshack.us/img369....mg]
http://img369.imageshack.us/img369....mg]
http://img413.imageshack.us/img413....mg]
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The C7a2 with the green stock and grips are the most common C7 in use in Afghanistan.
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some of the vegetation has been replaced and the whole Island has been changed a little bit since the pics were taken.
As ABS said we are hoping to have some Afgan houses and objects for the feel of the map.
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Hey guys I have been working on this Island for a bit and thought i would post some screens so i can get some feedback. the Island is called Muhammad ali Kalachah
the island is the first official island for the mod and is still a heavy WIP.
Muhammad ali Kalachah is located about 20 Kilometers east from Kandahar City.
http://img223.imageshack.us/img223....mg]
http://img223.imageshack.us/img223....mg]
http://img131.imageshack.us/img131....mg]
http://img131.imageshack.us/img131....mg]
http://img73.imageshack.us/img73....mg]
We are also looking for some people to help us with Modeling, texturing, and with making Islands. please visit Apply Now to ONS.
AASE
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Hey guys im trying to get a VERY basic map ingame (no buildings grass, roads or trees as just a test) but when i pack my map up and start Arma and go to editor to pic the map this is what i get.
No entry "bin\config.bin/CFGWorlds.MuhammadaliKalachah'.
this is my Config.cpp
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define ReadAndWrite 0 //! any modifications enabled
#define ReadAndCreate 1 //! only adding new class members is allowed
#define ReadOnly 2 //! no modifications enabled
#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied
class CfgPatches
{
class MuhammadaliKalachah
{
units[] = {MuhammadaliKalachah};
weapons[] = {};
requiredVersion = 0.10;
requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
};
};
class DefaultLighting;
class DefaultLighting_CA : DefaultLighting {};
class CfgWorlds
{
class DefaultClutter
{
scaleMin = 0.9;
scaleMax = 1.4;
};
class DefaultWorld;
class CAWorld : DefaultWorld
{
class Grid {};
};
class SampleMap: CAWorld
{
access = ReadOnlyVerified;
worldId=3;
cutscenes[] = {SampleMapIntro1};
description = "Muhammad ali Kalachah";
icon="";
worldName=\ca\MuhammadaliKalachah\MuhammadaliKalachah.wrp;
pictureMap = "";
pictureShot = "";
plateFormat="ML$ - #####";
plateLetters="ABCDEGHIKLMNOPRSTVXZ";
longitude = -40; // positive is east
latitude = -40; // positive is south
// landRange is stored directly in WRP file
class Grid : Grid
{
offsetX = 0;
offsetY = -15360;
class Zoom1
{
zoomMax = 0.5;
format = "XY";
formatX = "Aa";
formatY = "00";
stepX = 200;
stepY = 200;
};
class Zoom2
{
zoomMax = 1e30;
format = "XY";
formatX = "A";
formatY = "0";
stepX = 2000;
stepY = 2000;
};
};
startTime = 8:30;
startDate = 01/05/2008;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.3;
forecastFog = 0.0;
seagullPos[] = {1272.842,150.000,14034.962};
//default center position
centerPosition[] = {2500,2500,300};
// landing place - airport
ilsPosition[] ={2545,3000};
ilsDirection[] ={0,0.08,1};
ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000};
ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
drawTaxiway=false;
class ReplaceObjects {};
// sound sources
class Sounds
{
sounds[]={};
};
class Animation
{
vehicles[]={};
}; // default - no film
class Lighting : DefaultLighting {};
clutterGrid = 1.11;//pred demem to bylo 1.5
/// how far clutters are visible
clutterDist = 55;
noDetailDist = 40;
/// where ground detail texture is fully visible (begin fading out)
fullDetailDist = 5;
minTreesInForestSquare = 3;
minRocksInRockSquare = 4;
class clutter
{
class GrassGeneral: DefaultClutter
{
model=ca\plants\clutter_grass_general.p3d;
affectedByWind = 0.3;
swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};
//colorByGround=0.9;
scaleMin = 0.75;
scaleMax = 1.0;
};
class GrassFlowers: GrassGeneral
{
model=ca\plants\clutter_grass_flowers.p3d;
};
class GrassLong: GrassGeneral
{
model=ca\plants\clutter_grass_long.p3d;
affectedByWind = 0.6;
scaleMin = 0.60;
scaleMax = 1.10;
};
class GrassSevenbeauty: GrassGeneral
{
model=ca\plants\clutter_grass_sevenbaeuty.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassYellow: GrassGeneral
{
model=ca\plants\clutter_grass_yellow.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassDesert: GrassGeneral
{
model=ca\plants\clutter_grass_desert.p3d;
};
class ForestFern: GrassGeneral
{
model=ca\plants\clutter_forest_fern.p3d;
affectedByWind = 0.1;
scaleMin = 0.90;
scaleMax = 1.10;
};
class SmallRocks: GrassGeneral
{
model=ca\rocks\clutter_stone_small.p3d;
affectedByWind = 0;
scaleMin = 0.90;
scaleMax = 1.10;
};
class FlowersColor: GrassGeneral
{
model=ca\plants\clutter_smetanka.p3d;
};
class FlowersWhite: GrassGeneral
{
model=ca\plants\clutter_white_flower.p3d;
};
class MushroomsHorcak: GrassGeneral
{
model=ca\plants\clutter_horcak.p3d;
affectedByWind = 0;
scaleMin = 0.85;
scaleMax = 1.25;
};
class MushroomsPrasivka: MushroomsHorcak
{
model=ca\plants\clutter_prasivky.p3d;
};
class MushroomsBabka: MushroomsHorcak
{
model=ca\plants\clutter_babka.p3d;
};
class MushroomsMuchomurka: MushroomsHorcak
{
model=ca\plants\clutter_muchomurka.p3d;
};
};
class Subdivision
{
// fractal component of subdivision
// changes are smaller for smaller rectangles
class Fractal
{
// texture roughness factor
rougness = 5;
// max. value for squares containing road
maxRoad = 0.02;
// max. value for squares containing track
maxTrack = 0.50;
// max. coeficient depending on slope
maxSlopeFactor = 0.05;
};
// white noise component of subdivision
// change size is independent on rectangle size
class WhiteNoise
{
rougness = 2;
// max. value for squares containing road
maxRoad = 0.01;
// max. value for squares containing track
maxTrack = 0.05;
// max. coeficient depending on slope
maxSlopeFactor = 0.0025;
};
// do not divide surfaces that are under given limit
minY = -0.0;
// do not divide flat surfaces
minSlope = 0.02;
};
class Ambient
{
/*
Layer cost and species probability use expressions.
Variables which can be used inside of expressions:
rain: rain intensity.
night: 1 during night, 0 during day.
hills: 0 at 150 ASL, 1 at 400 ASL.
windy: 0 at 0 m/s, 1 at 20 m/s.
trees: tree density.
sea: distance to sea.
houses: house density.
meadow: meadow character.
forest: 1 in the forest.
Any values are continuous/interpolated in the range of 0 to 1.
Values they are independent unless notes otherwise
(meaning meadow and forest can be 1 at the same time).
You can observe these values in real-time using:
diag_toggle "ambient"
*/
class BigBirds
{
//Container radius:
//Species are normally spawned at the edges of the circle defined by this radius.
//One exception to this is the initial start of the simulation, where the whole
//circle will be filled.
radius = 300;
//Points allowed for this container:
//Xbox: 1 * (1 - night) * (1 - sea)
cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
//Classname in Species corresponds to type name:
class Species
{
class Hawk
{
probability = 0.2;
cost = 1;
};
};
};
class Birds
{
radius = 170;
//Xbox: (1 - night) * (2 + 8 * sea)
cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
class Species
{
class Seagull
{
probability = 0.2;
cost = 1;
};
};
};
class BigInsects
{
radius = 20;
//Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)
cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 0.6 - (meadow * 0.5) + (forest * 0.4);
cost = 1;
};
class ButterFly
{
probability = 0.4 + (meadow * 0.5) - (forest * 0.4);
cost = 1;
};
};
};
class BigInsectsAquatic
{
radius = 20;
cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 1;
cost = 1;
};
};
};
//The wind is blowing various particles around:
class WindClutter
{
radius = 10;
//Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])
cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
class Species
{
class FxWindGrass1 //Dark green grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindGrass2 //Dry grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindRock1 //Dust.
{
probability="0.4 * hills";
cost = 1;
};
class FxWindLeaf1 //Green leaf.
{
probability = "0.2 * trees";
cost = 1;
};
class FxWindLeaf2 //Dry leaf.
{
probability = "0.1 * trees + 0.2";
cost = 1;
};
class FxWindLeaf3 //Green leaf with a dry spot.
{
probability = "0.1 * trees";
cost = 1;
};
};
};
class NoWindClutter
{
//Xbox: 10
radius = 15;
//Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))
cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
class Species
{
class FxWindPollen1
{
probability = 1;
cost = 1;
};
};
};
class SmallInsects
{
radius = 3;
//Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)
cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class HouseFly
{
probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
cost = 1;
};
class HoneyBee
{
probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
cost = 1;
};
class Mosquito
{
probability = "(1 - deadBody) * (0.2 * forest)";
cost = 1;
};
};
};
class NightInsects
{
radius = 3;
cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class Mosquito
{
probability = 1;
cost = 1;
};
};
};
};
class Names
{
#include "MuhammadaliKalachah.hpp"
};
};
};
class CfgWorldList
{
class MuhammadaliKalachah {};
};
};
Thanks
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Good job ABS
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Any one have any ideas on how to fix this problem?
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Any ideas were?
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Ok my images are saved at RGB at 8 bit and they crash and i tried RGB at 16 bit and still crash
Operation Northstar --- TROOPS
in ARMA - ADDONS & MODS: COMPLETE
Posted
i have a ported vertion of the troops in A2 working 100% fine untill you use a weapon with a M203 or a MG then the arms go odd lol. but unfortinlty somthing happaned to my computer i think i fried my motherboard lol so im working on getting a better computer.
So dont exspet to see a troop release for A2 anytime soon but maybe cadpat retextures in the near future.
I also tried importing the weapons but i keep getting errors about selctor aim prob or somthing lol