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granQ

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Everything posted by granQ

  1. yeah thats sadly a problem.. we got our own flashbangs and you just simply can't have both. We are working on ours to make sure they are really cool and all. this addmagazine "sfp_flashbang"; Latest time I checked they had a "hint" that our developer "head" forgot to take out (again!).. but it will be fixed in next version. Also.. we are saving up some for the next release. I already showed the helicopter but the ucav is new :)
  2. addons, acre gives realistic radio. SFP is "swedish forces pack" that gives you both swedish, african inspired soldiers, new vehicles and weapons.
  3. We (Swedish players at Anrop) are playing a coop campaign as UN soldiers. As things have progressed we are looking to get 1-5 military police guys. (No real skills needed, just some role playing) Preferably from some other squad out there, we got one case for you and rest of the coop that night will be to monitor the swedish troops, staying behind but within visual range. Perhaps also other jobs. What we require: * 1-5 people, * That runs arma3 + acre and SFP. * On sunday between 20.00-22.00 CET. (GMT+1 i think?) * Speaks English or Swedish. What we offer: * Great fun with some serious, yet laid back Swedish guys. * Newest version of Swedish forces pack not yet released to the public (includes a new bo105 helicopter + a stealth uav bomber) * Depending where you from, small possibility of me making some addons for your country/group (like a custom uniform.. time is a factor here, so no promise) If this sounds good, please contact me.. the earlier we can confirm, the more time we have to set up something specific for your group.
  4. granQ

    Skeldar V-200 WIP

    hey sent you a PM. Anyway, many pictures on the internet are of the "v150" and early models/prototypes, the v200 is slightly bigger and got some added "details" here is pictures of real ones.. http://www.militaryfactory.com/aircraft/imgs/saab-skeldar-uav.jpg Notice the side lights and the little antenna in the front (not sure if thats standard or not, but seems to be on the pictures on the one that the spanish navy uses) http://csp.picsearch.com/img/l/Z/u/d/image_lZudxmAHyuJa6flDnPrzcQ/2.jpg On this one notice the "exhaust" pipe
  5. hey for sensors, missiles.. we would be happy to share this: Its bit boring having nothing to kill with our boats, so looking forward to see yours ingame, please code them on the opfor side ;)
  6. personally i would say thats very grey area.. its like selling a pen for 50 euro but "you get the mod for free".. if you use the standard bis tools. But if you first comes with terms with BIS to get a commerical licenses.. but its getting there sooner or later, sometimes (not always) but sometimes i feel bad that people are making serious cash showing off addons on youtube while the addon maker that spent weeks on making it gets zero.. but thats a different discussion.
  7. haven't thought about it, but you tried wamako island? (in our swedish forces pack). Quite a lot of roads, but don't know if Ai use them.
  8. granQ

    Making a new vehicle?

    You need: a config.cpp (just a textfile) a model.p3d (import to oxygen, bis tools) and pack it to a .pbo (with bis tools, binpbo.exe) So since you got the model and tools, all you seem to need is the config. Create a new text file, rename to config.cpp Inside, put this code.
  9. The bis helicopter got some neat internal weapons bay animations. When looking at their model.cfg I see this. class RightHoldster { type="rotation"; source="maxHoldsterValue"; memory = 1;//by default animPeriod = 0;//Unknown selection="poklop_w_r"; axis="";//"poklop_w_r_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; }; source="maxHoldsterValue"; <- this one I don't find any information about?
  10. just tested it, apparently it doesn't work on UAV plane class but it seems to work fine on helicopter class. So frustrating bis does things like this :/
  11. Done with structures_f_mil (except the placement ingame), will send it to you ZeroG. starting with the industry.pbo, do we want the ruins too?
  12. ok, i will start with structures_f_mil tonight.
  13. I can help, give me a list of 100 objects and I will fix it this weekend, love your work so why not help out some :)
  14. granQ

    TMR Modular Realism

    sounds good.. Swedish Forces Pack is at the cross road right now considering.. 1) Make nothing special.. so its just addons 2) Make our own functions (which we already did, backblast, suicidebelts, weapon resting) 3) Adjust our mod to TMR and remove our functions, more or less make TMR a requirment 4) Take TMR ideas and implementate in our mod, so its "stand alone".. this is what I would prefer. In theory, i guess nr 3 is awesome, since we could focus on swedish stuff and someone else focus on adding more realism, adjusting bis stuff.. but sooner or later it becomes like the alpha/beta phase in which you need to release updates and hot fixes not because you done anything wrong but the "background" (classnames, functions, variables) have changed.. so i prefer 4 or 2. If I understand you correctly, you are ok with nr 4? In other words we might "steal" your guidance for the NLAW (with credits) without our models becomes GPL?
  15. from my experience (Swedish mod have made airplanes, helicopters, cars, boats) is the following: Cars can be made very nice with physx and binarized without the physx lod (just the memory updates for the wheels). Boats needs the physx lod in order to float, so they can't be be binarized. Helicopters and planes works great without physx lod. Now, the "limitations" and our reasoning. Cars works great, really good.. but we suspect it causes physx to crash which results in bluescreen for some players, it never happend to me but in bigger (20-30 people) coops with our custom vehicles it always happens to at least 50% of the people, often the same people. Without our vehicles only a few people crashes even after several hours of gaming. So something is going on there, we can't however confirm it. Boats, works really good... but often we don't use it very much so hard to say. We don't binarize them and I know many modmakers want to do that to "protect the models", but as many of us know. There are several programs to unpack the models anyway... Helicopters, haven't noticed anything but guess same apply as to cars. Tanks.. we haven't had any success with, yet ;) Anyway, your mod looks like the best upcoming to ArmA (except ours of course ;), so keep up the good work :)
  16. granQ

    Norwegian forces WIP

    I think Denmark and Norway shares so many similar systems right? So better to coordinate some. Perhaps the CV9035 could be done "jointly" as we done many times before.. since back in OFP days and norway might get the F35 from BIS. So just need a jeep or something?
  17. Oh, i Will check that for next release which I don't think is that far away.
  18. Using a script but seems like the driver doesn't get in? Do we need something special to board the uav rather than a pilot?
  19. granQ

    Refined Vehicles

    RedPhoenix, awesome work! In SFP we make "tons" of addons, got serveral new vehicles and more to come and sadly haven't had time to even try to understand this new config stuff. Looking forward to see your excel sheets and hopefully they easy enough for me to implementate on our vehicles.. otherwise,if you looking for a job we need a car mechanic guy in our team ;)
  20. I got a helicopter that you can "clearly" see if a person is running behind it which isn't a wanted effect. I tried so far: Remove rvmats, didn't work. Converted the texture (both as 32 bit, with a white alpha channel and as 24 bits without) with texview and buldozer. Didn't work. Checked the view geomtry. Looks good. Checked the shadow geomtry. Looks good. Any suggestions? :/
  21. Found out it was the rotorblur texture .ca.. i made it into a proxy and that fixed the last problem of the hkp9! Thanks all :)
  22. hey, this gets me excited. Very rare with people who actually do stuff :) Like Sakura I been trying to code our submarine without any luck.. but I think its doable, its just a matter of fully understand what does what. Should be able to increase the engine and such. So I am very excited about a working submarine.. The main problem as I see it is to get rid of the water from the interior view...
  23. First I want to say, I will contribute as well, however got this idea while at work so thats why I will not post anything just yet. Anyway, we all do different satelite textures of course but we often have same need for nice looking ground textures. So was thinking, why we don't share.. concrete, mud, fields, jungle, snow.. share your files. Please put up: Example.jpg Download link (including picture, rvmat file) I will update this post to put in everything here, please also share if you got good advice on how to make the files. My best resource for ground textures is this: http://www.cgtextures.com/
  24. it inspired by the Hägglunds way of paiting their "future" vehicles.. So we will try add some vehicles like that, or it can be used at winter missions ;) http://upload.wikimedia.org/wikipedia/commons/a/a1/BaE_sep.jpg also, as a update we got permission from sxp2high to include the wirecutters, and from bad benson we got a weapon resting script. Together with our backblast, flashbangs and more stuff that is in the pipeline I am hoping that SFP soon will be a "ace light" contender ;)
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