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Col. Faulkner

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Everything posted by Col. Faulkner

  1. Col. Faulkner

    ArmA Addon request thread

    I think the A.C.E. mod speeds up the act of switching weapons.
  2. Col. Faulkner

    "Winter Warrier Mod" from arma1 and arma2

    Did you get anyone to help with this? I took a look at it but I don't know enough about animating vehicles to be able to help (I had a hard enough time just animating a soldier model).
  3. Col. Faulkner

    Winning by doing nothing...

    You say that as if it's a bad thing.
  4. Col. Faulkner

    Fww2 - finland at war 1939-1945

    I doubt that they were outdated. Light mortars like this are still in widespread use today. Speaking of the British 51mm mortar (the only one I know close up), they were great; you could put quite a concentration of fire onto a target with one (HE, WP/smoke or illuminating). A good team could have several bombs in flight at once and really "stonk" the target. @"Von Rundstedt" Is this a static weapon in the game (like the BIS tripod-mounted machine guns)?
  5. Col. Faulkner

    ArmA photography - Questions&Comments

    @Stewy http://forums.bistudio.com/showpost.php?p=1489877&postcount=3492 I'm not sure I understand what's going on there. Are they sitting down for a croissant with the enemy HQ burning around them!? :confused: I like how you always try to have an imaginative description or little story behind your images, though.
  6. Col. Faulkner

    Why is AT4 Reloadable??

    A few possible reasons: 1. The AI AT gunner guys couldn't hit the side of a barn (from the inside). 3 rounds increases the probability of a hit (eventually). 2. Lots of game players like shooting "rockets" and "pwning" tanks. Whoosh...boom..yeah! 3. The game AI does not simulate real human behaviour on a battlefield. They need plenty of ordnance for their demented suicidal attacks against enemy AFVs. If you insist on one-shot AT-4s then you can always remove two of the rounds from the man (and prepare to get stomped on by that BMP when he misses). ---------- Post added at 04:27 PM ---------- Previous post was at 04:24 PM ---------- That mission is an homage to the great uber-special-forces warrior, and balaclava helmet enthusiast, Col James Gastovski. Consider it a BIS shoot-em-up games rite of passage.
  7. Col. Faulkner

    UK SF Afghanistan/Pakistan

    Did you save the texture for the bergan as a 32 bit tga? I find my textures become transparent if I do that (a computer graphics expert might be able to explain why; something to do with alpha channels, no doubt). Saving it as a 24 bit tga corrects it for no perceptible loss of image quality. And, "Woodland DPM"!? :confused:
  8. Col. Faulkner

    Stupid Squad Mates

    Yes, please, let us know. I concur with the OP. This is an infuriating problem for me too. Sometimes the AI A/Tk gunner spectacularly takes out an AFV target first go, while at other times (in exactly the same circumstances) he expends all his ammo into the ground - and then is immediately KIA by his erstwhile "target"; which AFV then proceeds to waste the rest of my squad. :mad:
  9. Col. Faulkner

    "Winter Warrier Mod" from arma1 and arma2

    You could post a request for help over on the "ArmA Editing : Configs and scripting" forum. Animation problems are usually related to the skeleton and bones, and these are meant to be defined in the Model.cfg file. A good start might be to post that file [those files] so it [they] can be inspected.
  10. Col. Faulkner

    Zoom? Slow?

    From what I understand, the only thing you can do with the zoom in a mod is change the magnitude of it, not change the speed of it.
  11. Col. Faulkner

    Dragon Rising has been released

    post doubleplusgoodthinked. Posters unbellyfeel CM. Use Operation Flashpoint name crimethink. doubleplusungood. ;)
  12. Col. Faulkner

    The Lost Brothers -Isaac and Ishmael Mod

    This is great. I'd been looking forward to these. "Helmet, Steel, Airborne Troops, Mark II", to be exact (although modern collectors tend to call these a Mark 3, which is not the official name). Israeli paras actually called these things "French Helmets" since the early jump courses were run by the French using stocks of old Free French (albeit British made) kit. This link is dead. Will any old version of this do? Don't I get a little credit? :cryy: I compiled a reference manual on Israeli FALs for your weapon addon maker and gave you some other stuff (helmet models and rifle sights - IIRC). :) Are the "historic" tanks going to be coming out too (Centurion!)?
  13. Col. Faulkner

    Task Force Helmand Modification

    Judging from their website they've been M.I.A. since January. Shame. They seemed so enthusiastic too. So is there now no decent modern British stuff for ArmA except the stuff "StalkerGB" is doing (has done)?
  14. Col. Faulkner

    ArmA Addon request thread

    I'l have a go at it. I'll need to d/l the BIS samples to get the MLOD of it first, though. Do you want your "own" version of it (as mentioned above; eg. "STEWY_M16M203") or a replacement with the same classname as the original (whatever it is)?
  15. Col. Faulkner

    ArmA Addon request thread

    Has anyone implemented a light mortar for ArmA? By that I mean a little hand- carried 2" or 51mm tube, not a big emplaced mortar. I really need one for the platoon HQ for my British infantry addons but I've no idea how to create one (that the AI could use). If there's nothing like that then I suppose I'll have to make, borrow, or otherwise acquire an M79 Blooper...or something ( )
  16. Col. Faulkner

    ArmA Addon request thread

    Aren't there M1911A1 pistols in any of the Vietnam or WW2 mods?
  17. Col. Faulkner

    ArmA Photography I - No images over 100kb.

    "Bullet, Bayonet and Bomb" Final assault on Stumbledown" Guardsmen of 2 Scots Guards clearing Fantasian marine infantry positions in the final stages of the Battle of Mount Stumbledown, Faulkner Islands, 1980. [Clickable thumbnail] Addons: Spearhead 1980 (not [yet] released).
  18. Col. Faulkner

    Spearhead

    Well, it won't be just on your account. I'll need to include some sort of medics in any case.
  19. Col. Faulkner

    Spearhead

    Yes. Medics are always a bit crap because the game doesn't model the real casevac chain, and because the "medic" units have "super- healing-powers" and are stone-cold killers like the rest of the AI. I reckon as a compromise I'll just make a couple of the unit types in optional "medically qualified" versions and indicate this for game purposes with an extra FFD on their belt or something (or rifle butt, but that'll require me to do some more remapping). I haven't noticed the AI having any great problems "winning the firefight", and the number of rounds they put down seems reasonable (testing against standard BIS RACS and SLA troops). They are configured to take careful shots at longer ranges. GPMG numbers fire short bursts at distant targets and Bren and SMG gunners fire single shots at long range and only start to fire bursts when close up. That seems to work well, except that the "double taps" they are meant to get off with the SLR at very close range are a bit too rapid. I think that just needs a variable value tweak in the config to fix. They are reasonably well bombed up (ie. they have a generous issue of ammo and grenades) to start with, and if that's still not enough there's ammo replen available from these nice British ammo cans (with added labels on the lids for convenience in-game) :) [clickable thumbnail]
  20. Col. Faulkner

    Multicam Special Forces

    It's attendant = true; (or attendant = 1; )
  21. Col. Faulkner

    Fww2 - finland at war 1939-1945

    I thought it might have been hard to do. Well done!
  22. Col. Faulkner

    Fww2 - finland at war 1939-1945

    The greatcoats seem to work quite well. Was that difficult to do?
  23. Col. Faulkner

    Spearhead

    I'm still doggedly thrashing away at this stuff. A couple of weeks more and some of it might be fit for a release (if anyone is still interested in ArmA I addons). NeilReed101, domokun, thanks for the offers. I haven't thought very much about missions for these yet, but if I need a voice that I can't do myself then I'll get in touch. In the meantime, some more pics: [Clickable thumbnails] Infantrymen kitted out for an operation at night (eg. a recce patrol, an ambush, a "commando" raid or setting up an OP). They wear minimal webbing; everything except ammo and water is left behind in the company defensive position. Woollen cap comforters, as worn here, normally replaced steel helmets when out patrolling at night. Steel helmets restricted your hearing and could make noise. Also, when preparing for such an operation, any items that rustle or rattle were discarded from pockets (checked by the patrol commander making you jump up and down like a demented headbanger before moving out) and no loose kit was allowed to hang off you, as it might catch on twigs or wire or might fall off and be lost or compromise your patrol. An infantryman in kit typical of c. 1982-1985. The GRP helmets and high-leg combat boots were already in service in 1982 but not yet widely issued. A half-section patrol of scottish infantrymen (specifically Gordon Highlanders, as indicated by the No.3 tartan patch on their bonnets - the silver "staybrite" cap badges are removed to avoid reflections). They are kitted out for a short patrol of one or two days ie. not long enough to need bergans (rucksacks). The patrol commander looks ally in lightweight jungle trousers and Derry patrol boots. A Royal Marine commando of about 1972 in RN pattern steel helmet and post-war Denison combat smock. In those days, usually about 10% of commandos were parachute trained. Those possessing this qualification wore the same jump wings as army personnel. On the other arm is the red dagger formation sign of 3rd Commando Brigade.
  24. Col. Faulkner

    Irish desert units

    A trivial nitpick, but don't omit the "A" number when describing British L-series stores. It's L96A1. Strictly, there's no such thing as an "L96". :)
  25. Col. Faulkner

    ArmA photography - Questions&Comments

    Unfortunately no. I'd like to make it useable (for the player at least), but it's way beyond my config/scripting/animating abilities.
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