FN-FAL
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Everything posted by FN-FAL
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What kind of help do you need?. I was using NonWonderDog and Q1184 work to make a private ballistics set for my community. I can help you with these tasks, but configure 3d models and so on isn't my speciality. PM me if you wish.
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SightAdjustment (windage+elevation)
FN-FAL replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
Good news for all those miss the sight adjustment possibility in the sniper rifles (I'm included). Thank you ColonelSandersLite for your efforts. -
@Kremator: I'm not saying anything about be forced to use this addon, in fact I'm saying that I and my Community won't use the TonyRanger addon but any other that seems or be based on it. I'm sad because TonyRanger did a great job with this addon, but due to a lack of flexibility I (and many people) will choose not to use it as is. For sure the "Fight For Nogova" campaign will rock.
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@Miles: Tony has stated in a few previous posts that all the limitations presents in the addon are necessary for the campaign "Fight For Nogova". This addon was developed to be used in these campaign, not for stand alone use. I'm sad to be forced to use an AI enhancement addon "based on TonyRanger work", and not the one developed for TonyRanger. But I've no chance to do anything else, because the original addon isn't flexible enough to cover my Community needs about gameplay and realism. Â (Sorry for my bad english).
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This addon makes a big difference and adds a lot more realism to any battle, congratulations. But I've some problems between your addon and my Community's official addons: we're using weapons with adjusted ballistics and recoils based on NWD and Q1184 addons, those weapons have their own dispersion and power, and we must to deal with it. We don't need a rank limitation to modify something important like the weapons dispersion. And our current way to play doesn't support to have a squad full of colonels. IMHO: put any features you want, but give the freedom to configure what to enable/disable.
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TonyRanger: you have a PM
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Very impressive TonyRanger, congratulations, right now the AI will never be the same dumbasses then before. Any news about MP compatibility?. I remember early versions don't work fine in dedicated servers.
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Excellent work. I've only an amateur question: It's not supposed the hellfire trajectory is parabolic and reaches the target from above?. Maybe it's impossible to simulate this in ArmA keeping a good balance between gameplay and realism. I think. Anyway this addon is very useful. Thank you Heinbloed.
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Is this script fully MP (dedicated server) compatible? Sorry if this question was already answered, but I can't find anything related on the precedent 4 pages.
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I'm very happy to read this news, I had been waiting this feature for a long time ago. Thank you very much DMarkWick and Xeno... the coop missions will be different after the v5.21.
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Even the smoke grenades launched by the "throw" action (not the "fire" action) will have the viewblock functionality enabled?.
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Only a question, sorry if was answered before... is this smokeffects v5.1 blocking the AI view?. Thanks.
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Same vehicle, different land and sea speed.
FN-FAL posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hi, I was looking in this forum section about the properties to change in an addon config to set a different speed in land and sea. The vehicle I'm working on it's amphibious and tracked, used to transport troops from a ship to the coast, disembark and escort it in the land. I'm talking about an AAV7. The in-land max velocity is right, but when in water is reduced to a 5%... the passengers will prefer get out and swim to the shore . There is some parameter in the config to set an independent water speed max?. Thanks in advance. -
Same vehicle, different land and sea speed.
FN-FAL replied to FN-FAL's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Can you give me some details about this?. How can I "script movements"?. There is any example to see or test?. Thank you. -
I was testing the MapFact smoke grenades, but I prefer the DMarkwick grenades. If the next release will include the MP compatibility without any dependence and replaces the vanilla smoke shells, then I'll wait. ¿There is a temptative release date for the next version?.
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Thank you Ike_fin. I was reading the Mapfact DAC 2.0 forum thread... and it's too much complex to me. I'll wait to DMarkWick releases an independent DMSmokeGrenadeVB addon that works without the DAC scripts, or only with a minimum portion of it.
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I've tested both addons, the 4.3a and the 4.3b, not simultaneously. Hmm... really the SP behaviour isn't so important but the MP one for me. It's possible to "fire" a smoke hand grenade using some script?, maybe with an "addaction" order or something?. Isn't possible to "intercept" a throw action and replace it with a fire one in the server?. Isn´t really a problem to use menu actions instead the fire button in the mouse if it fixes the "throw vs. fire" bug. My english is terrible, sorry. I misunderstand the information. Now I know the only grenades with AI viewblock capabilities are the M203 fired. Right?. I was testing the "smokeshell" type hand-throw grenades in MP environment.
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There is any progress regarding this issue? I've problems, the block AI view feature both in dedicated server and SP doesn't work for me. I'm using the v4.3a to affect hand smoke grenades only, with the Extended_Init_Eventhandlers and Extended_Fired_Eventhandlers included in your pack. Well, I`m using some Relikki's retextured units and the Johnny's Marines too, but I think the problem isn't related to those units addons. I was testing a very simple mission in the dedicated server, I put a SLA soldier, 50mt away a playable US unit and a pair of walls between. Initially, the enemy line of sight is blocked by a wall, then I launch a smokegrenade prior to pass walking to the next wall located 10mt away and in-front the enemy. No matters how much smoke grenades I throw, the enemy ever spots and fires me. Any idea?.
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Excellent work. There is any chance to modify the dropped ammo crate content?.
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Ok, thank you Bracken Today I am a little less ignorant one.
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Hi Vilas, I've a question you can answer for sure. I'm using your VIBI addon and I'm trying to use a script to issue the fire order to a Gvozdik self-propelled artillery unit. The target isn't within the visual field of the gunner so I need to force fire with a "DoTarget" and a "Fire" command, but this last needs some parameters that I've not found: Can you give me this information?. I was looking at this thread but... 80 pages is too much and the forum search engine requires some improvements. Congratulations, your addons are simply superb! Thanks in advance.
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Nice to see you here, Benoist. The forum rules don't give me clearance to use my normal nick "Mandinga", can you believe it? I'm a new post-writer but an aged post-reader. I've just finished reading the 14 pages precedents... what I can say?... I'm pleasantly surprised about the care and dedication put on this addon by NWD, their efforts does greats and necessary improvements to the ArmA's mechanized units. I hope the 0.3 version will come fast with more good news for all the realistic fans. I saw he's doing a great job, the smokescreen, the commander functions upgrade and the modernized op-for tanks can wait till the FCS little bugs are corrected. I'll track this topic and I am going to celebrate the next release.
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Excellent work, the NWD-FCS addon it's a "must" in my community, just like the Ballistic Addon and the related ones. Only a question or two: Have you planned to include this FCS in other tank models like the Vilas' PT91, M2 Bradley or T72-ERA?. Have you planned include in this addon the ability to deploy smoke-screens?. The actions availables by default to the Tank Commander is a great limitation, have you seen the improvements to this position in the XAM mod?. What about do something similar?. Thank you for your time and efforts NWD trying to bring us a far complete ArmA experience.
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Well done Fromz. I'm administrator in the Check Your Six forum (spanish simulation community) and we're evaluating your mod to use it as a replace for the SLA troops in all our missions. In a very short time (before Xmas) your mod will be included in the Cy6 Official pack. ¿Are you planning add chinese crewmembers, pilots, officers and snipers in ghillie suit to your mod?.