flaber
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Everything posted by flaber
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No fixes, it's part of the mod, extracted the pbo, checked dependencies, repacked and uploaded. FAMET pbo could run alone (well need some addons from misc pack).
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Well, I have upload the next pack, this one take me a bit longer, my apologies. but this one is bigger than the others, it's nearly a mod itself. in fact is half of the ffaa mod. (300Mb aprox) The pack represents the Ejercito de Tierra, equivalent to U.S. Army (I think) next packs will be Armada (Navy), y Ejercito del Aire (Air Forces). this one includes: - FAMET (Fuerzas AeroMoviles del Ejercito de Tierra) the choppers - MOE (special ops) - BRILAT - Wheeled vehicles (vamtac, vec, iveco), and some tanks needs the misc-pack (weapons and faces). Enjoy it. download from www.ffaa.es
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As someone said (i think firefox1) it seems to be some textures. I'm waiting an answer from the guy who make this addon to see if textures can be normalized.
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which version of the game are you playing ? did you try with 1.12 ? Anyway, we will see if any texture is not 2^n. if you use 1.09 or above, don't use maxmem.
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First of all: Thanks for the mirrors. About the name... I could say to you that we don't want to offend any one. (in ofp the mod has as opforces serbian units). I will try to upload today one or two more packs, and I supose you prefer the one has most choppers ? The "huey" it's an AB-212. GD Mast: I take note of the bugs. Thank you.
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Firefox1: Do you remove the main folder of the mod (not only addons folder) if not, dta folder from versión 3.1 could give you some errors. Do you load any other addon? maybe in game default addons folder ?. I test the mod in a clean install of ArmA + QG + 1.08 (also tested with 1.12) and runs ok. More things, this morning I've removed the insurgent pack because it was incomplete. (hurries are bad). Now is uploaded again. It was my fault, because i have uploaded only insurgents with no readmes etc etc... New upload: Arabian pack: - ffaa_terroristas.pbo (knew as insurgents pack) no other addon required. - ffaa_moros.pbo (I think is translated as moroco army). requires ffaa_armas.pbo in misc pack. Misc pack: - ffaa_caras.pbo (faces). - ffaa_armas.pbo (weapons). - ffaa_consola.pbo (new ingame console) optional. - ffaa_reemplaza.pbo (replacement pack) optional, because replace original u.s. units ingame for spanish ones. requires full ffaa mod. Readmes in spanish and english in both packs. In www.ffaa.es you can download the packs. I edit the new in the web so english speakers can understand which pack want to download. My apologies for any inconvenience caused. Enjoy it.
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No class names included, is one of the things we should do. About insurgents, I`ve uploaded the pack without readme, so i'm fixing this, and tonight will be a new pack, sorry for the inconvenience. (Link removed until fixed)
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I have released the first pack, "Insurgents", it has two pbos, ffaa_terrorista.pbo and ffaa_caras.pbo. It's a 23.8Mb download. Visit the web for download. (Click on "Descargar" under the first picture.) Web FFAA
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at least 1.08, of course you could use any higher version of the game.
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This weekend we will release small packs (Terrorists, Weapons, Armada.....) so you can download the one you like it more. .... One note, you have to rename or delete older ffaa mod folder, due to changes in pbos (now config and models goes in one pbo). You also need QG to run the mod. version 1.08 required.
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Hello, we expect to release the new versión of the mod first week of May. Our mission editors are already downloading the final packs so we could release the mod with some missions.
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Yes, we are working on it.
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no.. it's not only you, we haven't time to finish the script for the siren, the sound is not in ogg (i've 3 diferents sounds effects to choose in my pc) and the lights only turns once, and you can only see them by night. Anyway there are some bugs already fixed, and i think we will release a patch this month.
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the dta is only the User Interface, with comes with a logo of the mod, so it's not necesary, could be removed. The "Infanteria de Marina" (IM) comes in two versions in the mod. One version (installed by default in addons folder) are models made from scratch, and the second version (in "otros" folder) are retexturized soldiers from the game. in both cases the class names are the same, so you could replace them with out loosing your missions, the diference is that retexturized soldiers are lighter than the new ones, and fps rates are higher, thats all. if you want higher fps, use the ones from "otros" folder, replace them in addons.(make a backup of the originals). voice.pbo is not going to be removed from the zip, or the install exe, because are the voices in spanish and part from the mod. if you don't like them, just remove it, no matter. We know we are not perfects, so any bug you encounter, report here (or by p.m. me) so we could track it and fix it for the next release. or patch. Thank you.
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full mod folder, as the installer, but half size. The installer is mainly for all the players who doens't know how to install the mod.
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Hi, I'm making the 7-zip compresion of the month, It will be available in less than an hour.. the dta folder contains the U.I. and it seems that in some resolutions give those errors that make the game CTD, you could rename it, or delete it. voice.pbo can also be removed, as are only the spanish translations of the original voices of the game, as it doesn't come fully translated from the box. there is also a light version of the IM in a folder inside the mod folder (otros). replace them if you have a lower spec pc. Edit: here is the 7-zip file. notice that you need this program to unzip the file. mod ffaa 3.1.02 (7z) -468 Mb Aprox.
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The problem with the rappel is that the file with the script was not published. ffaa_scripts.pbo, the script it's not done, and we forgot to remove the action.. sorry for the inconvenience. The people from the mod we will continue working fixing all the bugs you find.
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Helicopter's flight parameters
flaber replied to RN Malboeuf's topic in ARMA : CONFIGS AND SCRIPTING (addons)
unless you told me that the blades from the geometry lod, need to be renamed in a diferent way than componentxx, i think they are animated. but I'm not an expert , so it's probably that lot of things are not being doing the right way. -
Helicopter's flight parameters
flaber replied to RN Malboeuf's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Ok, I've been made more test (this time, i've set up 2 independent blades in geometry lod, don't know before that arma "needs" independent blades), and i have reach 240 km/h with out vibrations in the tail. but again I can make a side loop in a few meters (like if it was a plane). Blades were pointing to the nose and tail respectively. so i turn them 90 degress, and ... no more lateral loopings, (adding weight to the blades). I suppose that tail vibrations comes when cofg is no centered. and for stabilize the helicopter needs weight on the sides, far from the main structure, (ends of blades or something like that). but this is a supossition from my tests. -
Helicopter's flight parameters
flaber replied to RN Malboeuf's topic in ARMA : CONFIGS AND SCRIPTING (addons)
I will post a picture, but i remember have this vibrations, but the were produced by the lack of weight in the nose of the chopper. if you put to much weight in the rotor zone (motor, blades....) and not in the nose, then, when you run so fast, seems that the nose has no strength to face the friction with the air, and start, how you say, wobbles ? and the only thing that prevents the helicopter to make a 180º turn, is the tail. about having two blades.. well, in the geometry lod, is only a cilinder, no really blades... (look the picture) I have to try the envelop... -
Helicopter's flight parameters
flaber replied to RN Malboeuf's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hi again, I have made a test, i have set up the mass of the helicopter to 25000 kg, (to much I know), and top speed has about 330km/h and no vibrations. The only thing i have seen, is that when you go to fast to the ground, or turn in a very high angle, the chopper needs more time to recover... have a lot of inertia. (like the cobra) -
Helicopter's flight parameters
flaber replied to RN Malboeuf's topic in ARMA : CONFIGS AND SCRIPTING (addons)
The speed i have reached is 165 (and no vibrations). -
Thanks for your help, but, don't know why, it only works using "P Strela" and "L Strela" ¿¿¿¿ is working now.. thanks for your answers.. "P Raketa" and "L Raketa" maybe is for airplanes... I have also defined de memory points in cfgvehicles: memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; a picture of the chopper firing the rockets: http://www.ffaa.es/archivos/media/fotos/FFAA-ArmA-13.jpg
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We have made a new chopper, and we have added FFAR rockets. The problem I have is that the rockets are not launched from the rocketpods, (one in each side) they are launched from the center of the helicopter. I have added in Memory Lod this points: L Raketa and P Raketa, and i have also defined this points as Rocket_1 and Rocket_2. In the config... well take a look: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FFAA_Armada_AB212: FFAA_Armada_SH60 { displayName="(Arm) AB-212"; simulation = "helicopter"; crew="FFAA_FAMET_Piloto"; model="\FFAA_Armada\AB-212\FFAA_Armada_AB212.p3d"; maxSpeed = 196; weapons[]={FFARLauncher}; magazines[]={38Rnd_FFAR}; transportSoldier=5; transportVehiclesMass = 5000; hasGunner = 0; hiddenSelections[] = {"rappel","flotadores"}; class Turrets {}; class reflectors {}; class AnimationSources { class PuertaIzquierda { source = "user"; animPeriod = 2; initPhase=0; }; class PuertaDerecha { source = "user"; animPeriod = 2; initPhase=0; }; }; class UserActions { class AbrirPuertaIzquierda // action to open the door { displayName="Abrir puerta izq"; // string that's displayed in the action menu position="pizq"; // name of the 'action point' radius=4.5; // how close the player has to be see this action condition="this animationPhase ""PuertaIzq"" < 0.5"; // check whether the door has moved already statement="this animate[""PuertaIzq"",1]"; // and if not, then start the animation onlyforplayer = true; // requirement by ArmA - presumably defines if AI can/cannot open doors etc }; class CerrarPuertaIzquierda // action to open the door { displayName="Cerrar puerta izq"; // string that's displayed in the action menu position="pizq"; // name of the 'action point' radius=4.5; // how close the player has to be see this action condition="this animationPhase ""PuertaIzq"" > 0.5"; // check whether the door has moved already statement="this animate[""PuertaIzq"",0]"; // and if not, then start the animation onlyforplayer = true; // requirement by ArmA - presumably defines if AI can/cannot open doors etc }; class AbrirPuertaDerecha // action to open the door { displayName="Abrir puerta der"; // string that's displayed in the action menu position="pder"; // name of the 'action point' radius=4.5; // how close the player has to be see this action condition="this animationPhase ""PuertaDer"" < 0.5"; // check whether the door has moved already statement="this animate[""PuertaDer"",1]"; // and if not, then start the animation onlyforplayer = true; // requirement by ArmA - presumably defines if AI can/cannot open doors etc }; class CerrarPuertaDerecha // action to open the door { displayName="Cerrar puerta der"; // string that's displayed in the action menu position="pder"; // name of the 'action point' radius=4.5; // how close the player has to be see this action condition="this animationPhase ""PuertaDer"" > 0.5"; // check whether the door has moved already statement="this animate[""PuertaDer"",0]"; // and if not, then start the animation onlyforplayer = true; // requirement by ArmA - presumably defines if AI can/cannot open doors etc }; }; } FFAA_Armada_SH60 inherits from UH60 -> FFAA_Armada_SH60: UH60 I have to define something else in another class like cfgskeletons or cfgmodels ?
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Hy, this chopper is modeled by Anulomax, textures are from San Segal, and config by me. (some of the FFAA mod members ) We are on beta testing stage with this chopper, and some other vehicles. We will release and updated version of the mod in a few weeks. Oficial site: www.ffaa.es