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Apache-Cobra

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Everything posted by Apache-Cobra

  1. Apache-Cobra

    ArmA Effects

    It's just that the smoke looked nothing like the old one. It didn't appear to be full or dark(ish) at all, instead, it was very transparent and through the center I could see a 'fountain of rocks' showering rocks up. Thanks for the info, I'm not really sure exactly what to replace so I'll just mess around until I get the effect. Â Good stuff Yeah, rocks dont really go flying from grenades. You would have to pack the grenade under some rocks for that to happen. Normally it just leaves a bit of a mark where it went off and a puny amount of scorching. A quick flash and a pile of smoke as in the mod is all that is seen. In fact, the flash is way too slow in ArmA. Running on a 20-30 FPS frame rate, the explosion should only be seen on 1-3 frames.
  2. Apache-Cobra

    ArmA Effects

    Oh, that reminds me. Symbiot, you know, if you use your fire textures with maddmatts effects, you get a better looking explosion. (I just install symbiots fire mod into Ca.pbo and place madmatts effects PBO into the same addons folder and it looks quite good on explosions). Try using your fire effects and maddmatts effects and blow up a gas station or a tank or somethin, it looks pretty good.
  3. Apache-Cobra

    ArmA Effects

    This. It changes much more things. You should check out the readme (its on the first post). And it doesnt require any scripting. Erm.. look, each to their own etc, but DMSmokeEffects doesn't require scripting either. It does if you want the EXTRA smoke effects, which is admittedly the core of the addon. But the config changes work "magically" MaddMatt's effects are a great mod. As I said to Sickboy in PM, mine is made to look realistic, even if that means ugly, whereas MaddMatt's are made to look great I have to base mine on footage of actual events, that's why I sometimes need to call custom textures. MaddMatt's effects are done entirely with config, which is a great achievement And, of course, a much smaller download MaddMatts effects arent necessarily made to look good. It is just that with the time he was allowed he was only able to add a certain amount of affects while the rest of the mod is just a config that uses stock files in different ways.... right? Either way, I still think this is a bit better than the corny effects that came with ArmA. It would be nice to get some more new explosion textures though.
  4. Apache-Cobra

    ArmA Effects

    This. It changes much more things. You should check out the readme (its on the first post). And it doesnt require any scripting.
  5. Apache-Cobra

    ArmA Effects

    I love you matt  . Ill check it out right now and tell you what i think. EDIT: Really great work, man. It is much better than i would have thought you would release today. Honestly speaking, out of everything, there are only 2 things that i find noticeably off. 1. On explosions, i believe there is a bit of an excess amount of flames. I think you should either shield it by a bit more smoke, or tone it down a little bit (explosions in war are never really like in movies; they are mostly smoke and dirt and you can barely see any flames.) Its like those magicians or something, a quick flash and a bunch of smoke and dirt particles floating around. 2. The dust/smoke that shoots up when you shoot the ground. The ... how can i put this..? the acutely shooting dirt looks great, but the puffs of dirt later on in the effect are rather sparse and dotty like.... This isnt much of a problem, just constructive criticism. Also, my take on the AT-4 is you could try to take the tank muzzle flash, make it a little bit smaller, and use it as a backblast for the AT-4. Other than that, you need to remove the smoke from the projectile as it moves, as stated above. By the way, it would make a good shockwave if on every explosion you make a ring of light smoke shooting away from the explosion, just like a real one. They use this idea on that nuclear scud mod, by the way. By the BY the way, I have seen quite a bit of combat/explosions etc. I hope this helps  Thanks again for your great work. Â
  6. Apache-Cobra

    ArmA Effects

    By the way, FYI MaddMatt, its not always a big square flash, for me, the Mk-19 muzzle flash is that of tanks (round, but still bigger than the Stryker itself  )
  7. I recently downloaded an AH-64 addon for armed assault. However, i would like to replace the default attack chopper (cobra) with the apache. How would i do this? (like a unit replacement mod) I already have Kegetys arma tools, btw Thanks
  8. Apache-Cobra

    Chammys Sound Mod

    Sorry about that Chammy, just looked at DM's debris beta and he put a sound of falling debris in his mod. Â That's what I just read in his readme. Â My bad. Â GD Mast cough cough hint much cough?
  9. Apache-Cobra

    ArmA Effects

    Too long!
  10. Apache-Cobra

    Need a modder/addonmakers help

    Well can anybody else help?
  11. Apache-Cobra

    M1A2 mod?

    Are there any M1A2 Abrams mods out there? Besides the AWS one? (thats not an M1A2, though it is said to be one)
  12. Apache-Cobra

    Artillery editing question.

    What M119 are you guys talking about?
  13. Apache-Cobra

    Artillery editing question.

    What M119 are you guys talking about?
  14. Apache-Cobra

    M1A2 mod?

    When are they supposed/rumored to be coming out? I am absolutely dieing for an AH-64D longbow and an M1A2 Â Â
  15. Apache-Cobra

    M1A2 mod?

    Uhm, has anyone else heard of someone who maybe or has released a M1A2 mod?
  16. Apache-Cobra

    Transfering addons from OFP to ArmA

    Thank you for your words. I am trying to gather as much info on this as I can.
  17. Does anyone know how to or have a link/information about transfering mods from OFP to Armed assault? There are a couple vehicle addons i wish to transfer from OFP to ArmA
  18. Apache-Cobra

    Transfering addons from OFP to ArmA

    Thank you for the advice. Im still looking for any generallly specific things about how transfering works though.
  19. Apache-Cobra

    Need a modder/addonmakers help

    Im not sure what you mean by "try it", you mean read the info in it? What exactly do you mean?
  20. Apache-Cobra

    Need a modder/addonmakers help

    It isnt crashing, those exact errors just come up while trying to load the apache to the editor. After i click OK on the two errors, the game is still running and im still on the mission editor screen.
  21. I need some help, particularly from an addon/mod maker. Does anyone know how to edit a vehicle pbo (in this case the stryker) and change the default crew that runs it? For some reason the marine replacement pack i downloaded makes riflemen run the stryker, but crew and pilots run everything else like normal. I already have kegetys ArmA tools, but i do not know what to do with them exactly. Please help  Thanks.
  22. Apache-Cobra

    Need a modder/addonmakers help

    Im not sure exactly what you mean, so i will just post the exact error messages. 1 moment. EDIT ---- Error 1(received when in editor and single clicking on AH-64): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No entry 'bin\config.bin/CfgVehicles/AH1W/Turrets/MainTurret.maxHorizontalRotSpeed. Error 2(received after placing AH-64 on map and selecting preview): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No entry 'bin\config.bin/CfgVehicles/AH1W/Turrets\MainTurret.body. This should help you find out whats wrong..... right?
  23. Apache-Cobra

    Does anyone know?

    its always a pair of an opening curly brace and a closing one  Thank you  . What about the braces i see in spaces between content such as:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">        blahblahblah};        {  { blahblah
  24. Apache-Cobra

    Does anyone know?

    in that case it is much easier, you don't have to play around with the arma files. unpbo the addon file of your replacement pack, and change the config.cpp there. look for the stryker entry. if it ain't there paste the content jackal mentioned in it. oh, and double check all curly braces, 90% of errors in such jobs come from missing some when c&p :-) I am new to this how to the curly braces work in these configs?
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