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icewindo

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Everything posted by icewindo

  1. I dunno if all ArmA2 units have this but some units had clan tags atleast since ArmA1 (maybe even ofp?) . See the "clan" selection here. http://www.pixentral.com/pics/1zyLKvmcQEfO1TfuU1QSncF1m24J1.jpg So it should work in theory allready, I never paid much attention on that though so I really have no idea. Well you could always just check the right arm of players who have a squad.xml :) .
  2. yep even shouldered weapons like rpgs will block bullets.
  3. icewindo

    [SP] Civil War in Chernarus

    Thanks for the mission, Arigato, I'm playing the first one in the series now and I really like the rpg feel. Also nice gothic music (from the old mine) at the start :) . I'd definitely like more of these missions and who knows, maybe someday when it's finished, there'll be an rpg mission for the medieval mod I work on ;) ?
  4. Let this be a release/discussion thread for all more or less "serious addons" ;) . That's one thing we're missing from OFP imo. To start, here's my take on a new top secret US aircraft: DL: http://www.mediafire.com/?jvfp69nwozngmd1 Screens: http://i290.photobucket.com/albums/ll246/bla212/arma2oa2011-04-3012-53-26-61.jpg http://i290.photobucket.com/albums/ll246/bla212/arma2oa2011-04-3012-53-11-02.jpg Video: This new aircraft is powered by two micro A-10 engines and is armed with 6 AIM-13X Rabbit rockets. You can find it under West -> Serious Stuff It fits one pilot and has the equipment to turn the tide of war in Takistan and Chernarus! It's flight model is abit unstable, but hey it's a prototype. Credits: BIS: AIM-13X Rabbit -> ArmA1 mlods A10 parts -> ArmA1 mlods Cow -> ArmA2 proxy Icewindo
  5. I really like the sound of this mission and will try it out for sure, thanks for the mission. There's definitely a need for a apocalyptic theme and I released some apocalyptic unit addons myself to help the cause ;) .
  6. icewindo

    Stalker Units 0.5a

    @Sumrak Thanks alot :) @Kyle_K_ski Glad you like my post apocalypse units, I'll see if I can add some of these stalker models to the next version, here's a quick texture I threw together (still with intact eye): http://www.pixentral.com/pics/1eVpd8Wof2kJdAEcK20DQ8Nh8gYXo0.jpg With a changed normalmap and some bullet impacts/better blood this would look pretty good. Also I'll leave civilization end of the week for a norway trip to the middle of nowhere so don't worry if there'll not be much news.
  7. icewindo

    Stalker Units 0.5a

    No, not yet. As I've done it for other units I can add that too though, it's not that hard or too time-consuming. The shimmering on the arms or what do you mean? Not in 0.6a, I've found the fault today, the units used the scientist smdi so the arms shimmered as they used the wrong smdi texture.
  8. icewindo

    Stalker Units 0.5a

    Thanks for the comments guys :bounce3:, I've fixed some more stuff in a possible 0.7a version: - own normalmaps for every stalker model now, before I was lazy and used one normalmap for all stalker models - the normal/free stalker model was missing the new arms - fixed hands of scientists in 1st person (they were still using skin and not gloves) As for proper faction entries, I could add that to the next version too. For compability reasons I would leave in the old factions and units and create new entries. However I really dunno what would be the best way to mix the factions, as there are only 3 factions ingame and there are far more in the original stalker. My thoughts: Military -> West Monolith -> East Duty -> East?? Freedom -> Independent Free Stalker -> Independent Scientists -> Independent or Civilian
  9. icewindo

    Stalker Units 0.5a

    Hey dudes, here's an updated release of the units : :bounce3: http://www.mediafire.com/?47919dgh7y9xhqt V 0.6a (needs Combined Operations) - replaced Stalker and military hand models with BIS ArmA2 arms so the arms should animate better now, legs will strech though as I didn't change them - added glass rvmats to the scientist, military and stalker models for nicer look (see pics) http://www.pixentral.com/pics/1r2Yjf95uIGeCqo5Pt7GlrOJeoR1.jpg http://www.pixentral.com/pics/1PuWUeAIEkFjha7HkZTQ7fdBxLJ1Z50.jpg
  10. Here's a new updated archive, the earth elementar should move now (I also dumbed down the animations to just one animation) : http://www.mediafire.com/?v8etlxm3u38gub8 Still not all movement sounds are gone i think it's the turret. I also added in the WIP orc with weapon, shield and armor (face normalmaps and eyes will be adjusted, currently no other LODs so he's heavy on performance).
  11. icewindo

    Crusades/Medieval Mod

    Yep setting a low percentage might be a good way to do it, this way the effect wouldn't eat all the resources. -- Hail Richard and his french friends :bounce3: http://www.pixentral.com/pics/1odIcrO6dtKIze9Fva4xsiQKTJ6Owz0.jpg Some progress here and there between work and stuff, lately I've moved the sword, dagger and flail to the backpack item so weapons can be easily switched out. This also helps reducing the number of needed models. Shields won't block any arrows though. No luck with that. Also worked on small but atmosphere stuff like icons and an intro mission: http://www.pixentral.com/pics/115XsLXvLKVmQDPRuWtxOLpBAWCUG1.jpg I'm also creating some custom loading screens, it probably makes more sense to not just fix the theme to the crusades so I call this mod "The Dark Ages" for now. http://www.pixentral.com/pics/1afiZhmZMS8VPErM1kcBrefEFX9D4.jpg I have my stuff saved at dropbox so if they don't smoke up and one of my 3 HDDs dies the files should be safe :rolleyes: . In the meantime I might throw in some hobby horses like in Monty Python ;) . @sfaqwerty Maybe that was abit unclear, I threw a date into the first post.
  12. You're welcome :) Also had a creative try on the ArmA2 example head: http://www.pixentral.com/pics/11uyDDijrJywVyuNTbITL7sgh4HE1.jpg
  13. Ok here's an updated file: http://www.mediafire.com/?tonb3n9gpg67yyn - removed tracers from weapon config - set delay between firing to 6s the claw and mouth animation is kinda broken though now, will have to fix it again since I accidently deleted their axis They are not more triggerhappy I think, will have to experiment with some more values. Also if you check out the dragons on the west side in the editor you might find a new unit under "Earth elemental" :p . It's pretty basic (some stones at different size) but with some smoke particle effects thrown it might look good I think. I used this script to animate the elemental: while {alive a2} do { a2 animate ["small", 1]; a2 animate ["small2", 1]; sleep 0.1; a2 animate ["medium", 1]; sleep 0.1; a2 animate ["large", 1]; sleep 0.2; a2 animate ["small", 0]; a2 animate ["small2", 0]; sleep 0.1; a2 animate ["medium", 0]; sleep 0.1; a2 animate ["large",0]; sleep 0.2; }; Yep definitely nice to see this :bounce3:
  14. I don't know why or how but I've just checked my videos and YT enabled my vanilla ArmA2 videos that were previously disabled for monetization. Still I've send you an email Placebo and I'll sent YT the updated license then. But ... yeah... really dunno what made them do it.
  15. Hey sure here's the unbinarized version so you can edit the config directly: http://www.mediafire.com/?bgcda6ecg7f7ki1 I added 2 more dragon configs to both sides, one with no wings.sqf active by default and one with no weapons/rockets+no wings.sqf - moving the axis: should be possible, I think I just have to move the "machinegun" selection in the memory lod - fire sound: I'll have a look at it, I guess it will work if the weapon uses bursts as you suggested but yep probably better to control over script - weapon interval: that's easy to tweak (I'll add a new ammo based on the helo gun ammo) , the sound length is 3.5 seconds adjust the interval to 6s would fit? - more aggressive AI - hm I think I remember a script/addon that changed some values to make the helicopters more aggressive I'll see if I can find it again Thanks, yep I'm quite surprised I managed some basic anims that fast, ofc I didn't have to create the model but it took me alot more tries to get the anims right for my bows in the medieval mod.
  16. Thanks yep I redid the texture, fits in better I think http://i290.photobucket.com/albums/ll246/bla212/bd3.jpg As for the unusual modding, I've been modding "weird stuff" since I started modding (legionaires, crusaders for arma1 and later on Stargate with some realistic addons in between) and there definitely were alot more mind-like modders in Operation Flashpoint so it's nice to see other modders reliving a little Renaissance of non standard mods. And here's the link if you want to check out the dragon . Since Rydgyier helped me out so much with the creation of the melee scripts the least I can do is add a dragon to the game :bounce3: . http://www.mediafire.com/?azktaav9qwvhqa7 edit: fixed rvmats linking to wrong path for "tomen_as.paa" I even threw some wing movement in, it's pretty basic but it gets the job done. The east side has a red dragon, the west side a green dragon. You can also close the dragon mouth abit and move the claws (although the anims aren't the best): this animate ["mouth", 1]; this animate ["claws", 1];
  17. Hehe, glad you like it :) Different colors right here - I also created my own skin texture so there's nothing in the way of releasing the dragon. I'll see if I can come up with a first package soon, just need to put in the credits and whatnot. http://www.pixentral.com/pics/1RE6baiLY4sTU8ZHQYDUhuEnxEMU7.jpg http://www.pixentral.com/pics/1TD1UoFXDy4Lj0Vv3xb6pJOwIKGY0.jpg I've also shortly experimentated with animating the model and generally it would work, might have some basic wing movement in some time.
  18. Ok, that shouldn't be too hard, the actual texture swapping is easy, I'd just need to create a new folder and change all the paths from crumod_units to a new tag, like fant_units or sth. . Well what about that ? :p http://www.pixentral.com/pics/1Y9PkPlwgloBbbJq0C3aRzsx.jpg http://www.pixentral.com/pics/1NpTnIb0VPeXKGHKAYb3OUCY7MVeF1.jpg No anims, just the basic model put into game with rvmats and textures. The model originally was 55k polys and I let O2 merge it down to 15k which altered the uv mapping a bit, most noticeable in the head area. Still it looks pretty nice imo. The model was released under a CC-BY license so there'd be no problem in using it for a mod. http://www.blendswap.com/blends/animals/dragon-rig-and-textures/ The texture would have to be changed though out as I don't see a permission to redistribute it: http://deadmansdust.deviantart.com/art/Snake-Skin-2-74117530
  19. Hmm I dunno if you allready have this map but for the stargate mod I created a map which has different "planets" / islands and the northwestern island was kinda inspired by Oblivion. It's a green island with some castle ruins and stone roads so it might suit some fantasy/medieval action. http://www.mediafire.com/?xbys99ibnxven (multi part archive) This release was a WIP release though and I have recently picked the map up again to release a more polished version. As for a technology clash scenario, would a mix of modern and medieval gear help? It would not be difficult for me to merge my model parts like helmets, hoods etc. with modern equipment. E.g. like this: http://i290.photobucket.com/albums/ll246/bla212/rus-mage2.jpg http://i290.photobucket.com/albums/ll246/bla212/rus-cru.jpg
  20. icewindo

    Crusades/Medieval Mod

    Sounds great Thromp, and take your time, no worries. This mod slept for 2 years so the knights can wait for their horses :) Thanks, and thanks agan to Rydgyier, he played a good part in modding this further. Without his scripts fighting wouldn't be even half as fun. :) --------- In the last days I've experimated with a new feature in a testing stage that is pretty gory (as in cutting body parts of in combat): (yay! I scripted something that works) I don't think this will be added to the units in general though, more like keeping it optional for cutscenes. Can probably be used to replay this part of Monty Python and the Holy Grail:
  21. I've also read that but in this specific case we have a clear answer from Youtube for MacScottie about the grounds. Atleast if BIS renews the license with the information YT says that's missing or youtube sorts it out this will hopefully resolve.
  22. icewindo

    Crusades/Medieval Mod

    Created this dude today in an hour of O2, I'm happy with the result :) 1200 polys, the chain takes away most of them. Also the units will display arrows now when they're hit, it's done the same as in the VVV mod. All the arrows use an alpha texture by default and on a eventhandler hit a random arrow will get textured. I also fixed the UV layout of the knights and lost 60 sections that way. That will also make it easier to include other skins which then can be added using hidden selections. I made some of the arrows go all the way through, looks even more nasty in game :D http://i290.photobucket.com/albums/ll246/bla212/arrows2.jpg
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