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Buzz_Fledderjohn

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Everything posted by Buzz_Fledderjohn

  1. Buzz_Fledderjohn

    Operation Irene (co@12) - Duala

    Congrats on the public release SiC. Really good CQB in this one, as well as a very nice atmosphere. gg.
  2. Buzz_Fledderjohn

    Dutch Army

    Take your time mate. Plenty of things to keep us busy in the meantime; playing and editing missions, and enjoying your units of course. :D
  3. Buzz_Fledderjohn

    Dutch Army

    Thanks, man.
  4. Buzz_Fledderjohn

    Dutch Army

    IMO, this is the most common and 'correct' colour. But yeah, it's very very tricky, this DPM thing. Added some more screenshots by the way. :) http://www.tangodown.nl/forum/thread-1014-post-12469.html#pid12469 As you can see, we're having fun with the units. :D
  5. Buzz_Fledderjohn

    Dutch Army

    Good pic of the location of the flag as well as the elastic bands on the helmet.
  6. Buzz_Fledderjohn

    Dutch Army

    It's based on the USMC model so there are going to be sacrifices when it comes to realism, but that's just something we have to live with. I dunno, a Dutch mod sounds awesome but I'm not sure if we (from Tangodown) have the manpower for such a thing. We can always brainstorm of course, I see that there are quite a few Dutchies here as well. As for the criticism, here's what I have found so far. Some of these things have nothing to do with the units. I could be wrong on this, but I think the DPM is a little bit off. The pattern is the same as the UK DPM, so that is correct, but as you can see in the following links there is a slight difference in colours. Dutch DPM (example 1) UK DPM (example 1) Dutch DPM (example 2) UK DPM (example 2) You can see the differences. IMO the DPM of your units are currently closer to the British DPM than the Dutch DPM. Again, I could be wrong. C7's and C8's with Elcan sights would make this addon even better, but I know you don't have control over this. I'm hoping someone makes these weapons very soon. We already have an Elcan model, why not jam that dude on top of the BIS M16 model and then change some minor things like the plastic magazines? There you go, C7. :D Then they can also be used for the Danish units. After SiC's comments about the flag I did some research and it seems that in the majority of the pics (but a few) the flag is actually on the left side, usually on top of the arm pocket (sometimes on the flap, sometimes on the pocket itself). The ISAF patch, it seems, usually goes on the right arm. BTW - imo you shouldn't add the ISAF patch because it's more of an Afghanistan thing. The helmet cover - it has these "stringy" things on them, both desert and woodland, kinda hard to explain. See those pics of the helmet I sent you. Is it possible to add those using textures? I'll send you some KCT stuff soon. EDIT: I also see some units like the UK or Australian units who don't have the crotch plate, which 3D model are they using? Their own? CDF? EDIT 2: Now that I look at those camouflage sites again, it seems that there IS a difference in the pattern. Now I'm confused. :(
  7. Buzz_Fledderjohn

    Dutch Army

    Ah, I see you've already seen our news post. Thanks man, love the units. You rock, mate.
  8. Buzz_Fledderjohn

    Danish Army V1.0

    Great units mate. They look awesome.
  9. Buzz_Fledderjohn

    Custom face textures in ArmA 2?

    Hello everybody, I'm having a problem with my custom face. I'm always getting one of two problems: 1.) Some people see my face as completely white 2.) Sometimes, my custom face appears very light, like this: http://www.tangodown.nl/data/screenshots/20091123arma2/arma-13.jpg I'm the one on the right, see how pale it looks? It's actually supposed to look like this: http://i33.photobucket.com/albums/d94/Nimsky/nimster_custom_face-1.jpg That's what it looks like in the editor, why doesn't it look like that in multiplayer? And yes, I'm 100% sure that my face file is under 100Kb (it's 68Kb). The server I'm playing on also allows custom faces (my buddy's face does work correctly). Also, see how (even in the editor) the beard becomes much lighter in daylight? It's actually supposed to be black. The colours do show correctly during sunset (well, in the editor at least... :rolleyes:) Anyway, does anyone know how I can fix the "paleness"? Or maybe it's a bug?
  10. Buzz_Fledderjohn

    Namalsk island, v1.10

    Hello, Just wanted to say great island. It's probably my favourite custom island, I love the colours and the layout of it. One request though: can you please fix the railroad bridges so enemy infantry and vehicles can use them? Right now, they simply don't use the bridge at all. You have added such nice bridges and even made them destructible, but the AI can't use them. :( If you can fix that, it would be even better! Thanks.
  11. Buzz_Fledderjohn

    Arma II & OA User Video Thread

    Some of you might know the (in)famous "Oh Ye Of Little Faith" video... Well, here's the remake in ArmA 2. :D TC3k25_G9rQ Here's the original: x4CQfaBGWSo http://www.youtube.com/watch?v=x4CQfaBGWSo
  12. Buzz_Fledderjohn

    Arma II & OA User Video Thread

    Here's some footage I recorded from one of our Tangodown sessions, thought you guys would like this. It's in Dutch though. :D We played Operation Hit and Run, a mission made by SiC. No respawn. After an insertion by helicopter we tactically moved into the town, in which we had to kill two enemy officers and then get the hell out. It all went well until we killed the first officer. After that, all hell broke loose... Enjoy :) fX10v0E_V64 llCEKEauffo
  13. Well, it doesn't simplify it at all in my opinion. But congrats on the release.
  14. No offense guys, but what's wrong with a simple installer and the standard @ shortcut method? The way you did it with A.C.E. 1 worked perfectly.
  15. Buzz_Fledderjohn

    Mitsubishi Lancer Evolution IX

    How do you guys organize these races? We might want to do it as well. :D Thanks for the addon.
  16. You need to use the insurgent / CDF class names: http://forums.bistudio.com/showthread.php?t=73241 Insurgents are EAST, CDF is WEST if I'm correct. Or you can just spawn the vehicles you want and use the convoy_control.sqf method.
  17. Works better now. I have found that the convoy works better (i.e. keeps driving in a more constant tempo) if you only use three vehicles. I really wish BIS would improve the vehicle pathfinding though, AI drivers behave like drunk drivers sometimes. :( Question, with the convoy_control.sqf method you don't need to use the waypoint markers, right? Just a conventional waypoint. Now I'm trying to figure out how to delay the activation of the convoy waypoint until the players enter a trigger area, but I probably shouldn't ask that here. :P
  18. I'm getting the following problems: 1.) The convoy DOES follow the road, but the vehicles keep moving off of the road a little, which makes them go slower, which forces the forward-most vehicle to stop. Considering this happens all the time, the convoy moves like this: stop, continue, stop, continue, stop, continue, etc... I know the AI's somewhat dubious driving skills are to blame here though. Until BIS fixes this, perhaps you can add an option to let the vehicles behave more like a tank? i.e they don't slow down when they move off of the road. 2.) The convoy decides not to follow the road at all and travel to the waypoint in an almost straight line. Maybe I'm doing something wrong here? I'll try some more...
  19. Buzz_Fledderjohn

    Convoy Manager

    Is this a script, or more like an addon? In other words, if I add this to my mission, is everyone required to install the @Addon?
  20. Buzz_Fledderjohn

    Revive Script

    Right now, it's still the default value, soldierWB. I think you're right, it should be soldierEB. I'll give it another try. I'll get back to you guys soon. Thanks.
  21. Buzz_Fledderjohn

    Revive Script

    Yes, the playable unit names are filled in. Although I have renamed them (for Alpha squad) into a1, a2, a3, a4, a5, a6 and (for Bravo squad) b1, b2, b3, b4, b5 and b6. Is that a problem?
  22. Buzz_Fledderjohn

    Revive Script

    Alright, the revive script works a lot better now, but I still have a small problem. My teammate doesn't get a revive option in his action menu. All he can do is "Greeting". I think it has something to do with units that can / can't revive. How do I fix this? I also see something about _allied_side_1, I assume those have to be East, and enemy side has to be GUER? FYI, the mission takes places on the Russian side (MVD Spetsnaz) and the players fight against the NAPA.
  23. Buzz_Fledderjohn

    Revive Script

    Hi, I've been trying to get this script working for AGES... When I test my mission, something strange happens. 30 - 60 seconds after the mission has started, the screen goes black and it says "Mission Failed: All players are unconscious". However, I'm still alive and I can still fire my weapon during the time that text is on screen. I have set up the description.ext, added the markers, copied all of the files to my mission directory... nothing. I'm getting desperate here.:( Can anyone help me, please?
  24. Buzz_Fledderjohn

    Manhatten Bug List

    Hey everybody, I haven't read through the thread (don't want to read any spoilers), so hopefully this hasn't been posted yet. If it has, apologies. Anyway, here's the bug: at one point I return to FOB Manhattan, and the Officer who gave me the missions is dead! I didn't shoot him at all. He just mysteriously died while I was gone. Can I still finish the Manhattan campaign? Or can it be fixed?
  25. Buzz_Fledderjohn

    Where is Lagushina?

    Yep, I'm having the exact same problem. The conversation ends (she says "I guess I have no choice") and then nothing happens, she just keeps standing here. No option to radio the base, no option to say "follow me", no nothing. Anyone if that is fixable? Oh well, maybe I'll restart the campaign as well. But it's a pretty big bug.
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