Dark Knight
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Posts posted by Dark Knight
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got an error:when i want to drive with challenger 2 then this message appears:
Script \dkmm_rsc\scripts\DKMM_RSC_VehicleEngOn.sqs not found
but thats all.
i dont really noticed that something is going wrong. I just got this errormessage
Got the new RSC?
i have the latest RSC and i get this bug too
also on the jeeps with teh mounted machineguns.. the gun itself is not there, also on some of the APCS (cant remember which) the driver view in firstperson u cant see out the window enless you turn out..
apart from that im having great fun with theses ty

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we didnt have a lot of people working on the starwars mod and since there was mroe work on the warhammer mod being dont we decided to postpone the starwars mod. but a new sort of freelance group is working on a version of the starwars mod so look towards them

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im sure the loader would secure them somewhere so there not out the way and maybe disposse of the shells when out of the danger zone
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ill see if  ican find one but i saw a clip of it happening on tv but it wasnt a T-55
Edit: sorry couldnt find one
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i think it comes out where u load it
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well wat ever uve done guys the sound works again.. thanks
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@Dark Knight:All new sounds are in csla_snd.pbo file.
Nobody reports any bugs with sounds yet.
i have that file in the folder CSLA_RIP and i dont run Csla_rip with CSLA
could u tell me wat ive done wrong?
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i love the hind u have in this absolutly perfect including the other vehicles and soldiers.. although i came across a bug with the weapons the soldiers use when u fire them u get no sound this seems to mainly happen to the rifles..
but i can live with this bug as i use the hinds mostly

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good job on this tank guys i love it to bits as i no this is a beta u may already no about this little bug.. but incase u dont ill point it out
when iwas testing the AI to see how good they are against 4 black eagals the out come was impressive 4-0

when iwas testing this i was riding in the back and found the view was above the tank and that u can also see the person in cargo when in commander veiw here is a pic of the shell i was talking about any way
as u can see there is a shell
but like i said this is only a minor thing which i can live with since ill be commanding thesekeep up the good work guys
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first time posting in here so hope u like the pic

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wat is she holding onto?... i think there smiles says it all.. lol
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i can get the tornado out of the hanger ok with AI all i do is have its nose poking out just enough for the plane to move..u have to place it in  a special place coz if u do to close to the taxi way he tries to turn whil inside the shelter.. just play around till its right
failing that .. shoot the pilot and fly it for him
there was one thing i miss on the G8's Hanger.. and thats Animated Doors.. i would love to have the front doors to open and close and the rear Exit door to open..
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Does anybody know how the AI can perform a paradrop on its own with this bird?I tried executing the internal script ("parasoldiers.sqs") but didn't work as expected:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[c130] exec {\hwk_c130\script\parasoldiers.sqs}
Actually it deployed air brakes and opened ramp but none of the groups inside left the plane. They were assignAsCargoed and moveInCargoed.
Anyway, the thing is perfect for HALO drops using Toadlife´s real_halo.
its quite simple all you have to do is make 2 triggers
1st
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[nameofplane] exec "\HWK_c130\script\parasoldiers.sqs"
this preps for the jump (ramp opens, slows down)
2nd
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofplane animate ["jump",1]
this makes the contents of the plane jump
hope this helps
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great stlye.. and good to see another Ayu Fan!
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umm.... k?

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Taking off was a whole diferent deal, it didnt! I tried it many times pressing E and Q at diferent speeds and the thing just wouldnt take off, i also tried with mouse to no efect. at 200 (kms?) it would just jump a bit and crash.Try putting flaps all the way down. I managed to take off from the main Nogova airstrip by doing that and then applying full acceleration. The plane lifted off without any upward movement of the mouse, although it was just before the end of the runway so shorter ones may not be so easy.

Isn't the c-130 designend to take off from short runwways in real life?
All i hope is that the parachute scripts that were in last version (or maybe version before) now work in MP.
it will only take off from short runways is it has JATO (Jet Assisted Take Off) installed basicly its a couple of rockets attached the sides of the hull of the plane when this is being used it can make the Herc go to a steep climb to get to a higher altitude
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this carrier is awsome.. well done to the both of u.. one thing id like to see altered on this carrier tho is the 4th catapult (the one near the back) this one should be further back and not beside the other catapult.. apart from that i like this carrier and am able to get 3 Hornets to fly off it! (would be 4 but its to do with the problem above)
i have found a top down view of the Nimitz if u want to to ideas from it.. it has labled out all the parts that are needed for the carrier

im just helping out.. u dont have to do this if u dont have time or dont want to
once again this is a brillient carrier

Edit:
Forgot to mention.. are u gonna do the decks inside the carrier? coz if u are this pic may also help u

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yea i have had a look at the build scrip and have noticed its supposed to create 8 Crew Units for each gun.. but for some reason it dosent create these.. i have enve tried to by-pass this but no luck
hope some with with a better understanding of the scripts can sort it out

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hey smith i dunno if u can help but its worth a try..
i would like to no the following:
1. how to get the men in the Defences
2. how to get AI to use the Catapults
3. a Readme on all the features and wat they do
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so far for starwars we have released the Ties andu can find the At-St some where (very early beta) as for the X-wing thats comming along so should be here some time.. dunno when but soon as for the B-wings, Ys and the rest they are in early construction so dont expect them soon.. there are no rebel/imperial pilots released as of yet but when we update the Tie Pack we will be sure to add them in aswell i (or any other team member) will tell u the progress of the addons in this link or on our Mod Site
although if u have any experise in scripting textureing etc.. we could use ypur help just drop a line in our fourms
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the x-wing just needs some scripting done and it will be reasdy for reales just bare with us it shall be ehre
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there are being a little rushed to get them released but it will be fully functional.. so expect these critters in the near future
no release date for them as of yet
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Archangel has just posted some more pics for all the warhammer fans
Quote[/b] ]As promised, here are some pictures of the 3 Leman Russ Varients that will appear in our upcoming Imperial Guard Pack. The Tanks are: -Leman Russ Battle Tank -Leman Russ Exterminator -Leman Russ Demolisher The textures to these 3 tanks are 80% completed, i will post screen shots of them completed sometime in the following week.Enjoy
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Sweet... nice flamethrower or whatever that thing is. Â I like the music also on the video, but it could have done without the film grain stuff. Â It would have been more dramatic I think showing two dozen or so hellhounds charging into battle against two dozen enemy vehicles. Â
Anyhoo...that addon is looking good!
Chris G.
aka-Miles Teg<GD>
teg it is a flamethrower tank a effective on at that since the men run around like headless chickens when there on fire
im sure u and every one else with have lots of fun with this tank alone with its features
Cannot complete Campaing mission called "Invasion"
in ARMA - OFFICIAL MISSIONS
Posted
i had that problem the first time i played.. i simply restarted the mission and was able to complete with the stryker intact another way to do it is dont get in the stryker at the beginning and wait for the other team to destroy the near by enemy so your stryker is safe