Aqu
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31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It will require just Arma2 -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The side problems will be fixed for the release. The problems in the alpha was because different modellers had put their units on different sides. Because this mod will model several sides (not just those in Normandy) the nationalities goes like. BLUEFOR: US, Great Britain, Canada, Australia, New Zealand OPFOR: Germany, Japan Independent: Soviet Union, France If you wonder why, think how it changed during the war who was friend with who. France is intended to be for both Free France and Vichy and prolly the resistance. That mix allows most of the realistic combinations and few what if scenarios -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tryed http://www.armedassault.info/ ? -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I quote myself only 11 posts back...which was already a repost of an old issue. "Some of the vehicles still had the old arma1 crew names causing them to crash to desktop if creating a manned unit in the editor." As I said this is fixed in the next version. Be patient. Until that you have place an empty vehicle and the crew separately and order it to man the vehicle. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@laban I'm sorry to hear you have problems. You might have not done anything wrong The alpha version available has lot of textures missing which shows as bright white objects. The reason why you have seen pics where this is not so...dunno...maybe you have looked some of the pics of the coming update? Some of the vehicles still had the old arma1 crew names causing them to crash to desktop if creating a manned unit in the editor. Some units are in wrong side and/or faction. All these problems should be fixed in the next version. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you trying to say you want to contribute in the mod by creating some WW2 looking buildings? ;) I would like to see correct looking buildings and maps too, but creating lot of houses where you can go in is real pain. Then there are limitations in the game which make it less rewarding like destroyed buildings sink only 20m. Not so much fun realising that after the hours spent creating a tall cathedral. Some of those buildings you posted bring Call of duty to my mind. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This requires the class structure and definitions from Arma2. Also some Arma2 textures and sounds have been used. As long as those are there, it should work fine. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I remember the clan (31st) has a website. The mod...not as far as I know...which would be pretty odd since I'm in developing it too :p -
"Daisy cutter"? Agent Orange?
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I was expecting they would beam up the cow with a green laser. Also where the heck are the crop circles! :p
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Do you mean nothing moves? The first reason could be the model (p3d) is not named same as the class in the CfgModels class. Generally you have to have named all the bones you have used (in the bones list and used in the animation selections) Also the bones list is list of couples - the bone and teh parent bone to which it is depending. For easier understanding I always make them two in a line. Like this... bones[] = { "bone1", "parent bone 1", "bone2", "parent bone 2", ... }; If it is not depending on any other bone, you can leave the parent bone just "". For rotation you have to define the axis, unless it is rotated in the direction of a main axis (X,Y or Z). In that case it rotates around teh object center. In case of the driving wheel (volant), you have give it the axis as a named selection in the memory lod in O2. It is defined by two vertice. If the axis is not in the memory lod you have to define it in the resolution lods and set memory=0 (otherwise memory=1 to mark it is defined in the memory lod).
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31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah those again. The links should be removed. The person who made the vids (not in the mod team) used some copyrighted material (music) without permission so they got removed. The mod is certainly not dead. We have tons of new tanks, other vehicles and infantry. Also many of the old ones are improved. Then do not forget the maps. -
WIP: Stuff you are working on 2!
Aqu replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@bracer Nice city. Is it going to be modern or WW2 time? For modern time it is good, but for a realistic ww2 feel I would remove/change some of the non WW2 time looking objects (some of the high buildings and the street lamps) -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Unfortunately the alpha was released with lot of bugs because people were constantly asking it. The DUKW didn't have all the textures then. It is fully textured now. Same goes for all my models which are in the alpha version with the exception of Catalina (have had more urgent matters). I have fixed all of the reported bugs in my models (e.g V2 drops back to the launch site) -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
"Will the 1.0 dome parachute?" Yes, there is already the old ww2 style dome parachute in use. "Will the german tanks come with differen camouflages, like the desert, the winter, the grey and the wood scheme, or will they be only available with the wooden scheme as in the beta?" Some have more camo options and some less...I think the winter camo is not in top priority until Bulge. The eastern front wasn't the main focus in this phase and the Soviet units are more like a bonus. ...but because the release seems to be kind of east+west front I have made some stuff there too. Currently making some Soviet Yak fighters planes. The general status is that the US faction look pretty good. British and Canadians need some misc stuff finished. Like I have some versions of Bedford QL truck still to paint. This version is not 100% unit set, but the base things needed for a good fight. The navy stuff is more or less delayed to the next phase. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1. I think Rip put some of them in couple of enplacements 2. Made one for Arma1. Needs bit tuning...might be delayed till the Pacific 3. Apart from the default ones? You can play with the 'bouncing betty' 4. You will get the whole collection of German artillery rockets from 15cm to 32cm -
Obviously the doors in the GEO lod are not animated properly. They should also stay convex when opened.
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31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
From that information it's quite hard to tell, but maybe it is this... Certain units still have a crew type from Arma1. If you place a manned unit on hte map and start the mission it crashes. This will be fixed in the release, but until that you have to place an empty vehicle and some crew outside of teh vehicle. There are missions. Try to search in Armaholic. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think the 'medics' in the game are not truly medical personnel dedicated to heal wounded. I would take them as group (squad etc) members who have bit more knowledge and equipment to give firstaid as a secondary task if someone in their group gets wounded. These people should not have a big white roundel with a red cross because it would be just a clearly visible 'shoot me sign'. Instead they might have a small special badge in chest, sleeve etc. The first task would be to fight as a normal infantry man, except maybe not as a first man to check dangerous places. Those driving the field ambulances, carrying wounded and dead from battle fields or even working in m.a.s.h are what you are referring to. Being limited in numbers and unarmed makes no sense put them in with infantry squad. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Duck's done. Cat still needs a litter bo...erm...a toilet seat. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In the mission editor. Open the bomber unit dialogs and put into each of them in the init line box this kind of line: this flyInHeight 1000; this setpos [getpos this select 0,getpos this select 1, 1000]; The 1000 in the example is the flying altitude in meters. I have already told in this thread how to make the bombers level bomb so search this thread for that. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Perhaps you tell what planes and I tell is the problem in the planes. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
V1 and V2 were not precision weapons. You could hit a target size of city, but hitting a camp size target is pure luck. The larger the distance to the target, the bigger the error could be. With a good luck it could be a direct hit. -
31st Normandy mod for ArmA2: WW2
Aqu replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think this has been told few times already, but okey I tell once more... The launching v1 and v2 works almost identical way (in the game sense). There are few ways to do this Type 1: V1 - manual launch 1) Place the launch ramp and the control bunker relatively close. Then add a V1 at the begining of the ramp (it will automaticly place it on the ramp). 2) Place a map marker on the map and give it a name (e.g "v1_target") 3) Copy into the init line of the V1 (in the object dialog): Aqu_V1_target=getMarkerPos "V1_target"; If launching several missiles and they have different targets, then Aqu_V1_target=[this, getMarkerPos "v1_target"]; (note: If you want the target marker to be invisible, you can use a gameLogic object and getpos command instead) 4) walk into the bunker and select "Launch" (or something like that...can't remember exactly) next to the command box. This will launch the closest V1 if it is close enough. Type 2: V1 - scripted launch 1) Place the launch ramp or several (if launching several) (no launch bunker needed). Then add V1s at the begining of the ramps (it will automaticly place them on the ramps). 2) Give V1s a name in the object dialog ( e.g. just "v1_1","v1_2",...) (You need this only if putting the launch line in a trigger etc) 3) Copy into the init line of the V1 (in the object dialog): Aqu_V1_target=getMarkerPos "V1_target"; If launching several missiles and they have different targets, then Aqu_V1_target=[this, getMarkerPos "v1_target"]; 4) Add into the object dialog or trigger dialog or script or somewhere.. Aqu_V1_launch=v1_1 or what ever is the name of the rocket Type 3: He-111 drop 1) Fly in a he-111 carrying the rocket 2) Following the above instruction, you have to give a target to the missile 3) Drop it when roughly facing the target (note: he-111 is untextured in the beta and the carried v-1 might just drop into the ground - will be fixed in the 1.0) The V-1 has to face the target (+-30 degrees) or it might not make the turn to the rarget. For V2, only the type 2 is available. Then you just have to replace V1 with V2 in those commands and names. (note: I think the beta still has the bugged autopilot in the v2..it is fixed, but have to wait for the 1.0) -
A way to make a destroyed building sink deeper?
Aqu posted a topic in ARMA 2 & OA : MODELLING - (O2)
Like the title says...When a building is destroyed it sinks c 20 meters to hide the normal model and adds a ruin model on the ground level. The problem is that my building is taller than 20m and the roof stays above teh ground. Any way to avoid this? It should work for the map (island) placed objects too. I wouldn't like to make a separate top floor model because then the problem is to destroy it when the bottom floor is destroyed. I have tryed to make an animation which sinks the building deeper, but it doens't work in the game (works in bullozer)...maybe because the building is destroyed the moment I try to run it (killed eventhandler). Using setpos to reposition it deeper wouldn't work with map placed objects