Jump to content

csj

Member
  • Content Count

    704
  • Joined

  • Last visited

  • Medals

Everything posted by csj

  1. csj_gyroac_V100501.rar with server key f'in keys and locks - only keep out the honest ppl
  2. ok sorry about server key - been so long since used the damn thing Anyhow, updated again with key in it.
  3. csj

    Shaaark!

    If someone can tell why is isn't and how to make multiplay friendly then I might be able to change it.
  4. Added 3 grenades to all gyros. To re-arm simply hover over or move close to ammo supply. Usual deal. Download csj_gyroac_V100501 Update Reminder: Gyros have a push left, right action. If your gyro is in an awkard position for takeoff you can getout and turn the craft around.
  5. I tried the camel grenades and honestly they suck bad. What would be the best is a getIn EH that checks how many grenades the driver is carrying. Then removes one from his kit each time he releases a grenade in flight. They would be dropped simular to how they drop from my hueys. Thought it was included :confused: if not then will be next time. No, sorry, I have never released an F5 and never been with Vte mod. Yes they were a good aircraft. They were at Butterworth when I was there.
  6. csj

    Shaaark!

    Lol - I remember that series "Robin, hand me down the can of shark repellent!"
  7. csj

    Shaaark!

    Use civ\CSJ_animals\shark do not use empty.
  8. csj

    Shaaark!

    CSJ_Shark_V100425 update. Water effects removed.
  9. csj

    Shaaark!

    That's beautiful, thanks Gnat No more wash, adds a lot more weight to the suspense. :lookaround: I will get an update out soon.
  10. csj

    Shaaark!

    I agree. I have been trying to disable the BIS water effect for a while. I have changed the geo lod, memory lod points and searched A2 bin and cfgs, finely gave up and just released it as is. If someone knows howto disable the water effect - do tell please. We can always add a bit of splash during the attack action.
  11. Is there some way to set the group of aircraft to fly in their class CfgGroups ?
  12. This is true but the question had nothing to do re formation but simply setting the aircraft to fly eg: above the ground. Seem this is not possible, that's ok.
  13. I guess for now we just set each aircraft's 'special' setting to fly.
  14. I had a fan on a boat in OFP days, my Airboat had a prop that was animated. Wire the fan to the engine EH. BUT - what goes around comes around - when the engine is switched off the fan will spin back to the starting pos. So you can use two sets of blades, one that turns and one that does not. Hide either blade, depending on the action being performed, using setobjecttexture. class fan { type="rotation"; source="user"; selection="fan"; axis="axis_fan"; memory=1; sourceAddress="1"; minValue=0.00; maxValue=1.00; angle0=0; angle1= (1500 * 6.283161); }; Speed of the fan can be set by animPeriod. 500 to 1000 should be suitable.
  15. csj

    the FEW

    I have not fully setup weapons cfgs on most models, so hopefully this will be fixed soon. Setting B17s so you can lose a couple of engines and keep aloft depending on overall damage of the plane. Also gunners have were too accurate so I have altered their aim. Wing damage and fuel tank damage is now functioning. Made adjustment to all planes so they shoot more often or atleast I think I did :)
  16. csj

    the FEW

    New WIP video on working gunner positions in B-17. Still heaps to do to the model, textures and details. Video does appear poor quality as per usual, Fraps sucks aleast 10 fps from game.
  17. Set the fan up as if it was the next prop of the plane. The fan will spin when the engine is on.
  18. I find this a good habit to get into when naming selections rearramp type as rearRamp or frontramp as frontRamp - less confusion.
  19. typo - "rearamp","" should be "rearamp","", another typo - "rearamp","" should be "rearramp","",
  20. csj

    the FEW

    Issue has been sorted. As long as ppl remove that content before next update of "the FEW" then there should be no conflicts in game.
  21. csj

    the FEW

    Misunderstanding. The last thing we need are several different versions of the one mod circulating. The mod is made to coexist with all WWII period mods or to be enjoyed in its own right.
  22. csj

    the FEW

    I am happy to assist modders where I can but Please note: None of the sounds, textures or the models used in "the Few" Mod can be atlered or duplicated for use within other ArmA or ArmA 2 mods or other games. "the Few" Mod will not be embedded nor incorporated within another mod. "the Few" Mod should run side by side with most other mods with no conflicts. The mod will always incude any necessary components needed to be stand alone and not dependant on any other mods. This Mod is in its infancy stage and has a lot of growing to do. There will be numerous changes and updates as scripts, sounds, models and textures are improved or new components are added.
×