DeadParrot
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Grebbeberg - WIP terrain
DeadParrot replied to DualJoe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I tried this one on OFP. With 50 meter cells. Your seems much more detailled. How did you get the data? Got drawings of the railway bridge. The artillery, before retreating, fired the last shells at the explosive charges and they hit. Good luck Dualjoe. -
I am busy building a leichte Feldhaubitze 16. I am using the direct fire sight from the ww2EC PAK 36 until now. That is without any range scale. The sight is only traversing at the moment, not elevating http://members.home.nl/bpieterson/leFH16_002.JPG I know the leFH16 was equiped with a Rundblickfernrohr 16 for laying the gun in the right direction for indirect fire. From this pdf (http://www.lexikon-der-wehrmacht.de/Vorschriften/lFH16.pdf ) I know that it is 4 x magnification and that the field of view is 10 degrees. I know that there is a Strichplatte in it, a glass with a graduation etched into it. How do I get a picture of sight with a scale to represent 10 mils (strich) = 10 meters wide at 1000 meters distance. Is this dependant on the magnification? Or can I use any picture? How can I read out the position and direction of the gun (vehicle), and elevation and traverse of the tube (turret). I know Getpos and Getdir exist, but I don't know whether it will give info about the vehicle or the turret. Can I follow a projectile until it hits something or its time of life has passed? Can you make a range table with that? How to represent elevation, traverse and range in the sight? Direct firing guns (PAK and KWK tank guns) should have range in the sight. Indirect firing guns on the range drum. Is the observer logic in Liberation 41-45 the only AI directing fire. Just point me in the direction. I am stuck at this moment. Maybe I have do one thing at a time.
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I love the Libmod and want to thank T-Roc for his work. I want to wait and see what they come up with. They have done well and I will accept good things. A bit of humor is not wrong though. And if they send us a Valentine. Well. Great.
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He is actually saying that he misses spam. Send more cans from the Arsenal for Democracy. Or did he really mean the Matildas and Valentines, Grants and Shermans, Jeeps and Studebakers?
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Dutch infantry -- Holland May 1940
DeadParrot replied to bennie1983nl's topic in ADDONS & MODS: DISCUSSION
My dear. You should be cutting back on the file size. What is the file size with full PBO compression? You should look for the common parts and relocate them to another common directory. The regiments contain a lot of the same things over and over. Only the regiment uniforms are a little different. -
Dutch infantry -- Holland May 1940
DeadParrot replied to bennie1983nl's topic in ADDONS & MODS: DISCUSSION
The model of the machinegun was designed with the gunner lying down. You did put a standing tank crew man in that space? The lines you commented out give the clue. I will send you my config. The proxy has to be corrected anyway because his hands are in front of the handle bars. It was not finished. Read your mail. By the way: what is the IOH_DP? -
Dutch infantry -- Holland May 1940
DeadParrot replied to bennie1983nl's topic in ADDONS & MODS: DISCUSSION
I looked into the config and model to change the easy parts. Â For now, you need Bratty's Krupp Protz and PAK36 pack in the mod addon directory. The result from the outside. http://members.home.nl/bpieterson/auww.jpg I used the same moves from Bratty's EC_PAK36. And I placed the commander and gunner at other locations. It would be nice to have some real gunner and loader animations. I need a sitting man bent over forward. Like this one: http://www.grebbeberg.nl/bibliot....ede.jpg When I look at the picture it seems like the legs in the Italian model are different. The seem to consist of two parts. Now I read Prof Tournesol's comments. I think I am not done yet. The version with the wheels down is not finished yet. I commented it out until now. -
Dutch infantry -- Holland May 1940
DeadParrot replied to bennie1983nl's topic in ADDONS & MODS: DISCUSSION
The crew actions are commented out. Where are they? gunnerAction="ManActPAKGunner"; gunnerInAction="ManActPAKGunner"; CommanderAction = "ManActPAKcommander"; CommanderInAction = "ManActPAKcommander"; Are these poses (houdingen) of the crew? Which package? All things pointing to the GST_PAK36 are commented out. Where are the files to be found? Did you get other archives together with the PAG? Can anybody help us with an archive of: 1) the GST_PAK36 and 2) the EC_PAK36 and 3) Bratty Krupp Protze and PAK36 package? -
Dutch infantry -- Holland May 1940
DeadParrot replied to bennie1983nl's topic in ADDONS & MODS: DISCUSSION
The data are on this page: http://www.grebbeberg.nl/bibliotheek/bewapening/weap0012.html Beautiful model. I have to thank the Italian/Desert mod model builder. Did anybody ever see a drawing of its ugly duckling ancestor from 1894 that was still in use in 1940? http://www.grebbeberg.nl/bibliotheek/bewapening/weap0003.html -
Bennie, maybe you should recompress the demo without the whole directory structure from Program files on down. Only the real IOH directory. Well Bennie, congratulations on the demo. I will send you some comments later.
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Hello all, I tried to convert a simple mission I made for singleplayer to multiplayer. The british group leader is the only one playable. In multiplayer all but the Lewis gunners are out of ammo. Looking in the mission screen it seems that the riflemen don't have any 303 cartridges for the Lee Enfield (not loading clips since you defined it as a single loader). The 2 hand grenades are there. What is the problem? Bob, Thanks in advance.
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... Could you point me to some of those scripts (apart from lib scripts). Or keywords to search. I was trying to make a lFH16. And when these scripts are for static guns what could be done on non-static guns? Can you cheat your way around this problem?
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Dutch infantry -- Holland May 1940
DeadParrot replied to bennie1983nl's topic in ADDONS & MODS: DISCUSSION
And the pbo-tool. -
First, thank you Prof for the mod. Where is the anim.pbo supposed to go? In the main DTA directory (replacing the original anim.pbo) or somewhere in the mod directory as an alternative to the standard? Thanks in advance.