Eviscerator
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Everything posted by Eviscerator
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i was looking through the mysteriously locked O.pbo in a hex editor and found that bis have added a config for a bell jetranger with icons and textures but im not sure whether the model is there (although theyve made one but probably not finished it, its all around the oh-58 section so it looks like theyve modified the oh-58 model), i wonder when they'll let us get our hands on it...
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Karppa the resistance campaign is set in 1983(or around there) that doesnt mean every single addon has to be from that time scale, people are setting their campaigns in the nineties, or in the future, even bis brought out some newer addons that werent around in 1985, probably for use in other peoples campaigns.
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the wheels on the model in the link wont work in o2(one sided) thats why he had to change them, and he was sending me the .p3d so i could see but mysteriously had to go before it arrived :/
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...you are all the crazy, the new sounds are way better than the old ones
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i think there is a cap on the rof in ofp at about 1500-2000 rpm but thats still a pretty terrifying speed, i have the .cpp of that mounted on a blackhawk and it can take out western helicopters in a few seconds(strafing of the cockpits) and it pretty much minces the guys on the ground, still pretty hard to aim though....
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are you sure thats your model? or is it this model from www.amazing3d.com(if you have a 3d application that can import .3ds you can take a look)
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same happened to me, i left one mission with a dragunov in my hand and the ai had some ak-74su's and some nvg's off of some tank crew's and when i got to the next mission i only had ak-47cz's
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same happened to me, i left one mission with a dragunov in my hand and the ai had some ak-74su's and some nvg's off of some tank crew's and when i got to the next mission i only had ak-47cz's
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must have been where i saw it...kinda confusing with all the other stuff around it..
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must have been where i saw it...kinda confusing with all the other stuff around it..
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dont think im allowed to say but if you look under my name i think youll find out...and i also saw a mention for the mi24...which shouldnt be there unless theyve changed something..
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dont think im allowed to say but if you look under my name i think youll find out...and i also saw a mention for the mi24...which shouldnt be there unless theyve changed something..
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yeah they work the hellfires on the ah-64 are proxies, im just wondering why the sidewinders are linked to the tow's i have no idea why...anyway id better get the texturing finished before i worry too much about the .cpp...
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Ive searched the forums but not found any answers to this, so here i am, im trying to fit some sidewinders onto an AH-1W now the proxies will detach, but only when the TOW's have all fired, i know that multiple types of proxies cant be fitted but surely there can be more than one missile any heres the .cpp, most of it is cut and pasted from the hawk/a4 so i could see how it looked and see if i could get it working. any help would be very much appreciated // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class AH1W { units[]={AH1W}; weapons[]={VFEsidewinder}; requiredVersion=1.30; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class AA : CarlGustav {}; class VFEaim9 : AA { minRange=100; minRangeProbab=0.8; midRange=500; midRangeProbab=1.5; maxRange=2000; maxRangeProbab=1.5; proxyShape="\AH1W\VFEaim9"; maneuvrability=60.7; airLock=true; irLock=true; laserLock=true; initTime=0.01; maxleadspeed=4000; ThrustTime=2000; maxControlRange=2000; thrust=2000; maxSpeed=4000; hit=400;indirectHit=200;indirectHitRange=50; model = "\AH1W\VFEaim9"; }; class VFETOW: AT3 // Cobra AT { hit=1300;indirectHit=500;indirectHitRange=15; minRange=50;minRangeProbab=0.90; midRange=1000;midRangeProbab=0.85; maxRange=3000;maxRangeProbab=0.80; maxSpeed=200; soundHit[]={"AH1W\TOWhit.wav",db40,1}; cost=20000; model = TOW; irLock=true; laserLock=true; manualControl=true; maxControlRange=100000; // unlimited control (active weapon) maneuvrability=30; sound[]={AH1W\TOWfire.wav,db-50,1}; initTime=0.15; thrustTime=100; thrust=200; }; class Hellfire: AT3 {}; class VFE275inchHydra : Hellfire // rocket (unguided) { hit=500;indirectHit=250;indirectHitRange=30; minRange=50;minRangeProbab=0.20; midRange=250;midRangeProbab=0.20; maxRange=1000;maxRangeProbab=0.05; maxSpeed=1000; simulation=shotRocket; simulationStep=0.05; //soundHit[]={Explosions\hellfire,db80,1}; cost=2000; soundHit[]={Explosions\expl1,db80,1}; model = ZUNI; irLock=false; laserLock=false; maneuvrability=0.0; maxControlRange=0; // max range for manual control sound[]={"AH1W\hydrafire.wav",db-50,1}; initTime=0.05; thrustTime=3.5; thrust=500; }; class BulletSingle: default {}; class ExplosiveBullet: BulletSingle {}; class Bullet30: ExplosiveBullet {}; class VFEM19720mm: Bullet30 { hit=60; indirectHit=10; explosive=0; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class VFEAim9l: MaverickLauncher { ammo=VFEAim9; displayName="AIM-9L Sidewinder"; displayNameMagazine="Sidewinder"; shortNameMagazine="AIM-9L"; count=2; initspeed=15; model = "\AH1W\VFEaim9"; canLock=2; sound[]={Weapons\Missile,db+18,1}; aiRateOfFire=12.000000; aiRateOfFireDistance=2500; }; class VFETOWLauncher: AT3Launcher { //-- scopeWeapon = public; scopeMagazine = public; ammo=VFETOW; displayName="M-220 TOW"; displayNameMagazine="TOW"; shortNameMagazine="TOW"; count=8; reloadTime=0.5; sound[]={"AH1W\TOWfire.wav",db-50,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; aiRateOfFire=13.0; // delay between shots at given distance aiRateOfFireDistance=3000; // at shorter distance delay goes lineary to zero }; class VFE275inchHydraLauncher: AT3Launcher { //-- scopeWeapon = public; scopeMagazine = public; ammo=VFE275inchHydra; displayName="2.75 inch Hydra 70"; displayNameMagazine="2.75 inch Hydra 70"; shortNameMagazine="2.75 inch Hydra 70"; count=38; reloadTime=0.1; aiRateOfFire=0.4; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero sound[]={"AH1W\hydrafire.wav",db-50,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=44; // magazine=4; magazineReloadTime=0.1; autoFire = true; }; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun30: MachineGun7_6 {}; class VFEM197: MachineGun30 { displayName="M197 20mm "; displayNameMagazine="M197 20mm"; shortNameMagazine="M197 20mm"; ammo=VFEM19720mm; count=750; reloadTime=0.070000; initSpeed=2000; sound[]={"Weapons\automatic_cannon",3.162278,1}; soundContinuous=0; flashSize=0.000000; maxLeadSpeed=950; optics=1; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Helicopter: Air {}; class Cobra: Helicopter {}; class AH1W: Cobra { //-- picture=icobra; crew = SoldierWPilot; scope=public; side=TWest; vehicleClass = "Air"; displayName = "AH-1W Supercobra"; model="\AH1W\ah1w.p3d"; nameSound="cobra"; accuracy=0.30; driverAction = ManActAH1Pilot; gunnerAction = ManActAH1Gunner; maxSpeed = 312; //soundEngine[]={Vehicles\ah1cobra,db+10,1}; armor=80; cost=10000000; rotorBig = vrtule_velka; rotorBigBlend = vrtule_velka_bl_; rotorSmall = vrtule_mala; rotorSmallBlend = vrtule_mala_bl; weapons[]={VFEM197, VFETOWLauncher, VFE275inchHydraLauncher, VFEAim9l}; magazines[]={VFEM197, VFETOWLauncher, VFE275inchHydraLauncher, VFEAim9l}; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.3, 1, 1}; class IndicatorAltRadar { // max for this indicator is 1000 feet (i.e. 304m) // note: this is actualy Baro altitude (name is wrong) selection = "alt"; axis = "osa_alt"; angle = -360; min = 0; max = 304; }; class IndicatorAltBaro { // max for this indicator is 200 feet (i.e. 61m) // note: this is actualy Radar altitude (name is wrong) selection = "nm_alt"; axis = "osa_nm_alt"; angle = -180; min = 0; max = 61; }; class IndicatorSpeed { selection = "mph"; axis = "osa_mph"; angle = -320; min = 0; max = 125; }; class IndicatorVertSpeed { selection = "vert_speed"; axis = "osa_vert_speed"; angle = -300; min = -30; max = 30; }; class IndicatorRPM { selection = "rpm"; axis = "osa_rpm"; angle = -320; min = 0; max = 12; }; laserScanner = true; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyVFEAim9 : ProxyWeapon {model = "\AH1W\VFEaim9"; simulation = "maverickweapon";} };
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you never know...
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well if you add an m60 to the handle bars...not so boring
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class CfgWeapons { class Default {}; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun30: MachineGun7_6 {}; class MachineGun30A10: MachineGun30 {}; class KEGKiowaGun: MachineGun30A10 { muzzlePos="p strela"; muzzleEnd="l strela"; displayName="Minigun"; ammo="KEGminigun"; count=4000; initSpeed=2000; sound[]={"\KEGkiowa\mgun.wav",5.162278,2.1}; flashSize=1.100000; soundContinuous=1; dispersion=0.003500; burst=1; multiply=1; optics=1; aiRateOfFire=0.0; // delay between shots at given distance aiRateOfFireDistance=1500; // at shorter distance delay goes lineary to zero reloadTime=0.012; opticsZoomMin=0.08; opticsZoomMax=0.84; }; well thats the .cpp for kegety's minigun which is probably one of the best ive seen so far, so maybe he left something out....
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not our huey, only 3 people have ours...and its us guys making it...
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first off, they are great, ive spent the day shooting hokum's down with them...slight texture problems on top of the helicopter where the rotors come out of... (cant remember what thats called) but they are only minor, the one piece of feedback i could give you is about the xm134, the rate of fire on this is way too low its about 300rpm, the actual gun's rate of fire is a hell of a lot higher... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">GAU-2B/A - Air Force GAU-17/A - Navy M134 - Army The Air Force GAU-2B/A (Army M134) 7.62mm "minigun" was designed to provide a light weight high rate of fire armament package for use on helicopters and light fixed-wing aircraft. The basic M61 Vulcan has been simplified and redesigned to fire percussion primed 7.62mm ammunition. The basic M134 can be readily modified to fire other smaller caliber ammunition, such as the XM214 5.56mm "mini-minigun". The GAU-17/A utilized on the UH-1N, H-3, and H-60 aircraft, is a crew served, electrically driven, 6 barreled, rotary action, percussion fired weapon, with a maxi-mum rate of fire of 6000 rounds per minute. In the current crew served application the rate of fire is selectable at either 2000 or 4000 rounds per minute. In the UH-1N DAS configuration the gun can be fixed forward and remotely fired by the pilot. The components that make up the GAU-17/A gun system consist of a gun control assembly with electrical cables, gun drive motor, a MAU-201/A or a MAU-56 delinking feeder, flexible ammunition feed chutes and an ammunition storage system. The ammunition storage system has a capacity of 4000 rounds of linked 7.62mm percussion primed ammunition. The M134 minigun was used on the M21, M27, XM50, and Emerson MINI-TAT on the UH-1 "Huey", OH-6A Cayuse, and OH-58A Kiowa, XM18E1, M28 series, and XM64 on the AH-1G and MOD AH-1S "Huey" Cobra, XM53 on the AH-56A Cheyenne, and on a wide variety of U.S. Army and U.S. Air Force light fixed-wing aircraft. The M134 is also used on a number U.S. Army special operations aircraft. <span id='postcolor'>
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we are still working hard on them, vixer is working really hard on the huey and ive been modelling the ah-1w(again), i made some amendments to the huey model(mainly nose) and we are doing the textures atm
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yeah ive read all the threads i can, but the thing is theres only one type of missile with a proxy(sidewinder) and the others arent proxies(zuni and tow) they use the l raketa and p raketa memory points, so im still pretty stuck...
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i think you'll find the guys with o2 are pulling together now, the people that have had it for a few months are helping the new guys that got it in the last few days, i know of one team thats already been made of about 6-8 guys(and growing) with o2(mainly because im in it) oh and to the guy that said them only giving o2 out selectively was wrong, i think they made the wisest choice, if they gave it out with resistance the addon sites would be flooded with hundreds and hundreds of addons that add nothing to gameplay, and are a bit of a stick stuck on an m16, the way it is now BIS can at least have some kind of vetting process to half ensure quality addons, the beter the quality the more people will buy the game
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i think you'll find the guys with o2 are pulling together now, the people that have had it for a few months are helping the new guys that got it in the last few days, i know of one team thats already been made of about 6-8 guys(and growing) with o2(mainly because im in it) oh and to the guy that said them only giving o2 out selectively was wrong, i think they made the wisest choice, if they gave it out with resistance the addon sites would be flooded with hundreds and hundreds of addons that add nothing to gameplay, and are a bit of a stick stuck on an m16, the way it is now BIS can at least have some kind of vetting process to half ensure quality addons, the beter the quality the more people will buy the game
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i think you'll find the guys with o2 are pulling together now, the people that have had it for a few months are helping the new guys that got it in the last few days, i know of one team thats already been made of about 6-8 guys(and growing) with o2(mainly because im in it) oh and to the guy that said them only giving o2 out selectively was wrong, i think they made the wisest choice, if they gave it out with resistance the addon sites would be flooded with hundreds and hundreds of addons that add nothing to gameplay, and are a bit of a stick stuck on an m16, the way it is now BIS can at least have some kind of vetting process to half ensure quality addons, the beter the quality the more people will buy the game
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i think you'll find the guys with o2 are pulling together now, the people that have had it for a few months are helping the new guys that got it in the last few days, i know of one team thats already been made of about 6-8 guys(and growing) with o2(mainly because im in it) oh and to the guy that said them only giving o2 out selectively was wrong, i think they made the wisest choice, if they gave it out with resistance the addon sites would be flooded with hundreds and hundreds of addons that add nothing to gameplay, and are a bit of a stick stuck on an m16, the way it is now BIS can at least have some kind of vetting process to half ensure quality addons, the beter the quality the more people will buy the game