Aqu
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Everything posted by Aqu
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I haven't used weapon proxies in land vehicles because, I remember it was mentioned somewhere that proxy weapons work (properly) only in aircraft (or helos). The reason why exactly 90 degrees left is that the proxy missiles are turned 90 degrees right in the model. If you are still trying to make it work, make sure you have set it right. You should (iirc) use the normal model (no 'proxy' in the name), not the proxy version as a proxy in the O2 model. Also...I think you have to make a vehicle version of the Stinger. The current version is a portable launcher. That might cause some hickups otherwise. If that doesn't work you can make it in another way too...
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Ammobox refil or infinity ammo in ammobox
Aqu replied to CrazyAce's topic in ARMA : CONFIGS AND SCRIPTING (addons)
No idea about infinite ammo, but it is easy to make a script which checks the box say...every 2 mins if the ammo count has dropped below the treshold and then refill it. It could be bigger than 2 mins too...I doubt anyone can empty it in 2 mins. Just don't make it check the box constantly w/o any delay (can seriously slow down the game) -
What's wrong with that? If you don't like dark nights, don't play missions which happen nighttime w/o moon or star light. That's a different thing if AI can see unnaturally well (should get fixed) To improve your sight at night, turn off all light sources in your room (except the monitor) and let your eyes get used to the darkness. Any lights lower your ability to see dark colors. If you try to see the dark game environment from your fully lighted room...now that's unnatural! Unfortunately especially old TFT screens are bit sucky to show dark colors. ...or use the age old trick to turn up your color brightness which I find bit cheating.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I think the tanks should be more comparable to real life now. Armor values are not defined in ArmA1 so that it would be easy to compare them to the real life. You have compare them to the gun effectiveness in the game so to balance that you have to do lot of shooting. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the comments. Your photos are really good. I had only basic measurements and even the photos were not too accurate so the size of the details were done bit on the hunch. Sometimes I had to adjust the model to match the Arma human shape size. I would be interested to see more photos. Especially if they could give a clear idea of the floor plan. Now it uses the standard floor plan (minus the MG room which was not built into this) in that type of a bunker. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah. I think you are correct in that the train must have speed to climb hills. If they have speed they don't stop easily. The request for cuttings and embankments is a bit tedious. The rails are pulled like roads in Visitor. Those requests would force to edit the landscape. Although they would be nice as well as tunnels. I was considering making tunnels, but my maps do not show so many tunnels (prolly inaccurate maps). -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Great tank. I've been admiring especially the tracks. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I promised to give a V-2 vid, so here it is. Had to make it in slightly different style because it is hard to follow the rocket mid flight with a ground based camera (the earlier V-1 vid )P.S. If you didn't get the idea behind the newspaper it tryes to refer to that after the first attack it wasn't immediately sure what had happened. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Wow. Impressive if AI did that landing -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Here's a quick vid of what to come The rocket in the vid is not quite to the level what it is now, but 99% anyway. I apologize for not using any cam scripts Edit: V-2 vid coming later -
Looks great. That sand dust cloud looks so good I almost started brushing sand from my clothes.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
If I understood what you are looking for they are in the vanilla Arma objects. If you are making a map, you can find the files /ca/misc/jezek_kov.p3d /ca/misc/jezekbeton.p3d The first one is a steel version and the second one a concrete version. IIRC there are no editor placed version of them (i.e. those are 'classless' ). If you need one, maybe ask Rip to include an editor version in the mod. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Those soldiers look great. I'm especially happy that Brits get some improvements. So far there hasn't been any Brits paras yet  As for different teams working for WW2 stuff...AFAIK, the idea in this has been to group different existing WW2 addons together and fill the gaps with own stuff. Many people have given persmissions to add their models etc into this like John or FFStudios. Then there are few which haven't, but they have rights to choose that. It is understandable as the idea is to e.g balance the weapon an armor values (to match real life I hope), which might not be to everybody's liking. (sorry Rip if I have misunderstood something) -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
The space is there that I could cut the skulls and bones out of the pic (leave them as easter eggs), but instead left it like it is. I was thinking the kiwi flag but I'm not sure they fought under their own flag (not sure...maybe in the Pacific). About the telephone poles...yes, they would be nice, but if you do bit math...e.g. 25m between poles->4 poles/100m->40 poles/1km->40,000 poles/1000km-> ... Not sure how many objects there are already, but I rather take few more villages and farms if I had to select between those ...actually...if you only add them along the main lines...mmm... -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Actually there are more flags than in the pic now. They should be all like used during WW2 - for example Canada has red ensign and not the maple leaf flag. Missing in the pic are at least Canada, Australia, Netherlands, Belgium, Italy, Norway, Poland, Hungary and Finland. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I cannot see a passanger train station is those pics, but there is one smaller station ready and a bunch of big ones coming. The torpedo in the vid is German F5b which is dropped from an airplane (and so a bit shorter), but the proper ones for different vehicles should be there. The F5b is intended for He-111 (H-6). I'm not responsible for submarines and bigger ships, but I have a German S-100 series S-Boot (torpedo boat) on the docks. And like Rip mentioned the vid is from early development and the new model swims under surface and do not bounce like a balloon. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
How did you count this? I'm supposted to do 1 plane with 4 versions and 1 tank with 8 versions. If I'm responsible for 12 out of 30 vehicles I would be surprised. So maybe you count all sub versions as one. Well I have 2 more things which would make sense only in the Normandy phase (e.g you have little use for an S-boot (E-boat) in the Ardennes).That is if I could get some time to finish them, but customer orders of Belgian gates, trenches etc have kept me busy. whi: -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
@Beton If you are making the map into this mod officially, maybe you could ask Rip for those new bunker/trench types. Of course then the map couldn't be played until the next phase is released by anybody else. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I remember that Il-2:FB had swastikas, but they were turned off. There was no knob or switch anywhere in the UI to turn them on. I think you had to do some change (or addition) to some file to turn them on. So maybe it is legal as long as it is not the normal setup and you have to see trouble to get them on. This is not so big trouble as the normal national sign was the balkenkreutz and only planes had a small swastika on the rudder. For Finns it is more annoying as we had blue swastikas on the hull and the wings. And top of that it was used on tanks too (although the shape was bit different). And the normal information flash at the end...the Finnish swastika had nothing to do with nazis and it was used from 1918. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
What I have checked the Sahrani config file, there is no such a data. To me it seems it is hard coded how much teh water level moves up and down the "normal" water level. There are some new gun emplacements etc in the next phase. I hope you can find them useful. Meanwhile you could try combining some of the warfare bunker kind types and sandbags together to make new variations. The fact that ArmA doesn't have much of them by default is understandable as modern warfare is very mobile and not sitting in a bunker or a trench. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
That's a secret Just kidding. Tide is normal ArmA feature. You just don't see it so easily because you rarely spend half a day sitting on a beach. I don't know how you could control the tide height but the high and low tide should follow the moon movement. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Wow. That was fast with the Utah beach. Looks nice too. About the above Panzerfaust. It is the Panzerfaust 30 (because it was the best of the two versions available at the time of the invasion) and it is a single shot weapon (in the game too). I'm still wondering how many of those person should be able to carry (weights 5.1kg) and also the fact that you should actually drop all of them when firing a rifle. This can be done, no problem, but is it too hard for a player? Before anyone complains...yes the aiming with the faust in the pic is bit wrong, but had to be done so because the way characters pose with launcher weapons in Arma -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Looking absolutely great. Does the tall grass provide cover against AI if you are prone? EDIT: Concealment, not cover -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Amen to that brother Yeah, but you can always make a mod for that  -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
No, Not as far as I know. There are SP missions made by people but not campaigns. The map is still under work so creating something big might end up into problems when the new version of the map comes out. Of course you could create it into some other map.