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biggerdave

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Everything posted by biggerdave

  1. biggerdave

    British 3 Rifle Infantry MTP

    MTP is essentially a combination of DPM's pattern and multicam's colours. I won't go into why this makes it better than multicam, it just does! :p
  2. biggerdave

    Arma 2 OA 1.53 Suggestions

    A slight enhance on this maybe, rather than having the SecOp/ACM factions set to "all factions" by default, have it tied to the island. This way the we could plonk the ACM or SecOp module on Chernarus and see CDF and Chedaki without any modification, or on Takistan and see Takistani Army and Guerillas. Or, if modders were so inclined, start up Duala and see Afrianian (sp?) and Moliation (sp?) armies against each other.
  3. biggerdave

    RH Hk416 Pack ver 1.0

    Add the M27! Ok, I really have no justification as to why you should add the M27 other than just completeness, but someone tried to imply that US Forces would never use the 416, and I want them to realize how wrong they are! :butbut:
  4. biggerdave

    USSOCOM dropped to purchase SCAR Mk16

    Well, a 5,56 conversion for the Mk.17 is pretty much going to be just the Mk.16... bureaucratic nonsense is what it is! :butbut:
  5. TI textures are referenced in material files, like this: (from the German Medical pack, which is, I've just noticed, in desert DPM, rather than Desert Flecktarn, like you'd expect... how odd) class StageTI { texture = "ca\characters_e\ger\data\tex1_ti_ca.paa"; }; From what I can tell, Thermal Textures are entirely red (r=255,g=0,b=0), and the alpha channel determines the illumination in thermal view. The best comprimise would probably be half as bright as a normal human, that way you can explain it off as either! (Thermal signatures usually drop in some diseases, and it takes a significant time for a body to loose the heat it accumulates after death)
  6. A more realistic idea for this (and certainly easier to script!) would be a passworded ammo locker. So when the player leaves the server, he can put his equipment in this box, then retrieve it when he returns. This would also mean players could transfer equipment to each other without them both being on the server at the same time. Largely depends on the processing power available to the server. I believe the engine can handle around 500 units at any time though. Should be possible, if the mission script is running seperately for each player, though it does kinda spoil the point of multiplayer if players aren't working together/against... might be better running the mission engine separately for 16 groups of 4 players. (Or for 8 groups, each composed of 2 competing teams) Traders can be spawned at the beginning of the mission and made invincible or respawn after so long. Bad buy bots could be organized into respawning groups, then called into action against the player when they're needed, that'd save resources and potential problems that would rise from spawning new bots on the fly. Recycling is fun! (Used to do this a lot in the farmland missions back in OFP, rather than trying to create a shitton of zombies for every encounter, then deleting them when they die, just move the corpses out of player view then bring them back to life with setdamage 0, I don't know if this still works in ArmA.2... might have to check... it doesn't :( ) Project definitely sounds interesting :)
  7. Razor team's faces are set up as head models (like the balaclava), rather than face textures. You'll need to edit the config to create new soldiers with these faces. If you're curious: faceType = "MilesHead"; faceType = "CooperHead"; faceType = "SykesHead"; faceType = "OharaHead"; faceType = "RodriguezHead"; They also each have their own identity types and unique identities, though you'll probably not need to concern yourself with these (AFAIK, they're only used to make sure the characters have the correct voices). Here they are anyways... (as they appear in characters2 config, for ease! :D ) identityTypes[] = {"Miles"}; class EventHandlers: EventHandlers { init = "(_this select 0) setidentity ""Miles"""; HandleIdentity = "true"; }; identityTypes[] = {"Cooper"}; class EventHandlers: EventHandlers { init = "(_this select 0) setidentity ""Cooper"""; HandleIdentity = "true"; }; identityTypes[] = {"Sykes"}; class EventHandlers: EventHandlers { init = "(_this select 0) setidentity ""Sykes"""; HandleIdentity = "true"; }; identityTypes[] = {"Ohara"}; class EventHandlers: EventHandlers { init = "(_this select 0) setidentity ""Ohara"""; HandleIdentity = "true"; }; identityTypes[] = {"Rodriguez"}; class EventHandlers: EventHandlers { init = "(_this select 0) setidentity ""Rodriguez"""; HandleIdentity = "true"; };
  8. biggerdave

    British 3 Rifle Infantry MTP

    Any chance of guys with plain DPM instead of D-DPM? (or at least, fully MTP/hybrid DPM) They look slightly daft running around Chernarus with Desert Helmets! :butbut: Also, Groups! [/petpeeve]
  9. biggerdave

    Arma 2 OA 1.53 Suggestions

    It's a nice idea, but for a lot of the units it'd end up being a significant model rework, rather than just adding the proxy and config work. For example, at least half of the Insurgent troops already have modelled on backpacks, and most of these are in situations where the soldier wouldn't be able to use a backpack (MG, RPG, etc), it'd mean a significant rework of almost all the infantry in the faction. When you put all the factions together, that's around 80 models that need to be practically completely reworked (not including civilians). And then adding the new backpack models for each of them (AFAIK, the only backpack used by a vanilla group that's already in Arrowhead is the ALICE pack) The best way BIS could see about getting this ingame would just be to release the MLODs, like they did for ArmA.1, because inevitably any rework is going to end up with someone preferring the old models!
  10. biggerdave

    Is it so hard to make userfriendly movements?

    I'mma go out an say this, but the apparent jerkyness in movements since OFP is due to the fact the player character is real, rather than in, say, Left 4 Dead, where the player character is just a point. If you don't get that, essentially, what you the camera shows in ArmA.2 is the view from the characters eyes, the body you see is the view of the characters body. In almost every other game, what you see in first person is just a set of hands, if you can see a body, it's always added in afterwards. What other players see as "you", isn't really "you", it's just an animated model tied to your character, which is actually just a floating box. This is a lot more realistic, because it means you can't just stop mid-step, as you'd be able to in other such engines. If you don't see where I'm coming from, go start up MW2, and see how long it takes you to stop once you let go of the W key (or analogue stick, if you're so inclined), you'll see you stop almost instantly, in ArmA.2, you don't stop until you would in reality. BIS are quite aware of this "issue", and I'm just echoing the words from one of the ArmA.2 publicity films here.
  11. biggerdave

    Arma 2 OA 1.53 Suggestions

    Probably already been said... but it's a CTD, so it bears repeating! Returning the greeting of an allied soldier using the pre-arrowhead talktopics results in a CTD. (I know it's an issue with addon infantry, I don't know about the default ArmA.2 soldiers)
  12. scripted shotguns caused a lot of issues back in OFP, the stuff you didn't see was when the script would spawn the extra shots just behind the player (due to limitations with the position commands back then), causing the player to shoot himself! :butbut: Damn, now you've got me all nostalgic for the farmland days...
  13. biggerdave

    Will there be an Arma 3?

    It would surprise me greatly if BIS currently has no plans to continue this franchise, especially considering the tremendous success of the VBS training software, based on the engine developed primarily for ArmA/OFP :)
  14. biggerdave

    USSOCOM dropped to purchase SCAR Mk16

    The USMC has already adopted a variant of the 416 as the M27 (4,100 units), supposedly to replace M249s. (though most people seem to think it's just an excuse not to go through the bullshit of trying to get it as a replacement for the M4!) Proof. I wouldn't take the SCAR off the table for now, remeber how many times the osprey project got cancelled?
  15. biggerdave

    Arma 2 OA 1.53 Suggestions

    Sure, 50EGP is approximately 8.75USD, I should warn you though, my bank charges foriegn accounts $10 for transactions :p (What, you didn't think I meant pounds sterling, did you?)
  16. biggerdave

    When are the British Units coming to arrowhead

    AAN Online - NATO training exercises in 2010
  17. biggerdave

    Arma 2 OA 1.53 Suggestions

    Bug: Class BTR60_TK_EP1, line "hiddenSelections[] = {};" should read "hiddenSelections[] = {"Camo1","Camo2"};" £50 says I'm the first person to noticed this, and another £50 says the next 5 posters won't have any idea what this means :p
  18. biggerdave

    Retexturing UAV Pack

    Backpacks are in Weapons_e\ammoboxes
  19. biggerdave

    DLC- What do YOU want?

    For free DLC, I wouldn't mean seeing US army vehicles in OD or NATO camo for use in woodland areas... (though I suppose this isn't too much of a request, as it's really just skins for the new stryker and humvee bits, everything else already exists for the USMC or ArmA.1 US Army) Paid DLC: Full factions. By that I mean, not just reskins of existing stuff. I'd expect: 1. New vehicles 2. New weapons 3. New infantry models 4. Missions (!!!)
  20. If you're asking for technical reasons, then other than a few (modified) base classes (UAZ_Base, T72_Base, BMP2_Base etc.) and some weapons (AK74, AKM, RPK etc.) there's no common classes.
  21. biggerdave

    Arma 2 OA 1.53 Suggestions

    A bug: Probably already been said, but the back rotor on the Russian Mi8 now spins around with the main rotor. As in, it appears to orbit the chassis of the helicopter in flight. It's rather unnerving. Not sure which LODs it appears in exactly, but I think all except the long distance and interior LODs. A suggestion: For combined operations, update the original units with the arrowhead features! In particular: Weapons with CQB sights (in particular PSO-1 and ACOG mounted rifles, as well as the Red Dots on the G36 and XM8) Thermal imaging on T90 and BTR-90 (and BMP-3, maybe, I'm not too sure if the version ingame is the one that should have thermal imaging...) Backpack worky bits for infantry (!!!) As far as I can tell, this is all just a matter of slightly editing models and configs, it could probably be done by a determined programmer over lunch!
  22. biggerdave

    Different Player Faction

    A Russian campaign would definitely have been nice addition to ArmA.2... My guess is Yanks are usually chosen as the protagonists because they're usually the first to go sticking their noses places they aren't wanted! Look at the main conflicts that are happening right now, you'll usually find the US has business in almost all of them and boots on the ground in most of them. The only other nation that could play a similar role would be the UK, and that usually brings up echos of colonialism, which doesn't go down too well with some people (unpatriotic devils! :p )
  23. The SLA are back! And they're invading Chernarus! Oh noes! Features: -1 new faction -25+ New infantry units (including basic infantry, special forces and vehicle crews) -20+ vehicles (currently only reskinned ArmA2 vehicles, new ones will be added in later versions) -Uniform randomization feature for special forces -Fully compatible with the mission generator Download Links: Filefront Armaholic I don't visit these forums much, so if you could post any bug reports in the Armedassault.info forums thread, that'd be peachy. Link
  24. biggerdave

    Post-Apocalypse mod

    Simple as adding this to the config: genericNames = "CzechWomen"; woman = 1; identityTypes[] = {"Woman","Language_w_CZ"}; That's for Czech speaking women. I'm not too sure what the identity types for english speaking women are (or if they even exist), I'd imagine it's Language_w_EN though. If you want the female breathing sounds etc., you can add these lines as well: class HitDamage { class Group0 { hitSounds[] = { { { "ca\sounds\Characters\Noises\Damage\banz-hit-01",0.177828,1,120 },0.2 }, { { "ca\sounds\Characters\Noises\Damage\banz-hit-02",0.177828,1,120 },0.2 }, { { "ca\sounds\Characters\Noises\Damage\banz-hit-03",0.177828,1,120 },0.2 }, { { "ca\sounds\Characters\Noises\Damage\banz-hit-04",0.177828,1,120 },0.1 }, { { "ca\sounds\Characters\Noises\Damage\banz-hit-05",0.177828,1,120 },0.1 }, { { "ca\sounds\Characters\Noises\Damage\banz-hit-06",0.177828,1,120 },0.1 }, { { "ca\sounds\Characters\Noises\Damage\banz-hit-07",0.177828,1,120 },0.1 }}; damageSounds[] = { { "body", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-01",0.0562341,1,120,0.25,5,6,10 } }, { "body", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-02",0.0562341,1,120,0.25,5,7.5,10 } }, { "body", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-03",0.0562341,1,120,0.25,5,6,10 } }, { "body", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-04",0.0562341,1,120,0.25,5,7.5,10 } }, { "hands", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-07-arm",0.0562341,1,120,0.5,0,2.5,5 } }, { "hands", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-08-arm",0.0562341,1,120,0.5,0,2.5,5 } }, { "legs", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-05-leg",0.0562341,1,120,0.5,0,1,2 } }, { "legs", { "ca\sounds\Characters\Noises\Damage\banz-damage-g1-06-leg",0.0562341,1,120,0.5,0,1,2 } }}; }; }; class SoundBreath { breath0[] = { { { { "\ca\sounds\Characters\Noises\Breath\hanz-run-breath-01",0.0562341,1,8 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-run-breath-02",0.0562341,1,8 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-run-breath-03",0.0562341,1,8 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-run-breath-04",0.125893,1,8 },0.25 } }, { { { "\ca\sounds\Characters\Noises\Breath\hanz-run2-breath-01",0.0562341,1,15 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-run2-breath-02",0.0562341,1,15 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-run2-breath-03",0.0562341,1,15 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-run2-breath-04",0.125893,1,15 },0.25 } }, { { { "\ca\sounds\Characters\Noises\Breath\hanz-sprint-breath-01",0.1,1,20 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-sprint-breath-02",0.1,1,20 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-sprint-breath-03",0.1,1,20 },0.25 }, { { "\ca\sounds\Characters\Noises\Breath\hanz-sprint-breath--04",0.1,1,20 },0.25 } }}; }; class SoundGear { primary[] = { { "walk", { "",0.00177828,1,10 } }, { "run", { "",0.00316228,1,15 } }, { "sprint", { "",0.00562341,1,20 } }}; secondary[] = { { "walk", { "",0.00177828,1,10 } }, { "run", { "",0.00316228,1,10 } }, { "sprint", { "",0.00562341,1,10 } }}; }; class SoundEquipment { soldier[] = { { "walk", { "",0.00177828,1,13 } }, { "run", { "",0.00316228,1,20 } }, { "sprint", { "",0.00398107,1,25 } }}; civilian[] = { { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-01",0.177828,1,8 } }, { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-02",0.177828,1,8 } }, { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-03",0.177828,1,8 } }, { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-04",0.177828,1,8 } }, { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-05",0.177828,1,8 } }, { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-06",0.177828,1,8 } }, { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-07",0.177828,1,8 } }, { "walk", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-walk-08",0.177828,1,8 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-01",0.1,1,15 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-02",0.1,1,15 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-03",0.1,1,15 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-04",0.1,1,15 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-05",0.1,1,15 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-06",0.1,1,15 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-07",0.1,1,15 } }, { "run", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-run-08",0.1,1,15 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-01",0.0562341,1,20 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-02",0.0562341,1,20 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-03",0.0562341,1,20 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-04",0.0562341,1,20 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-05",0.0562341,1,20 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-06",0.0562341,1,20 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-07",0.0562341,1,20 } }, { "sprint", { "\ca\sounds\Characters\Noises\Equipment\civil-equipment-sprint-08",0.0562341,1,20 } }}; };
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