Jaksa.
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Posts posted by Jaksa.
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here you go:
http://www.sendspace.com/file/3yyuxh part1
http://www.sendspace.com/file/sdphht part2
http://www.sendspace.com/file/tfwery part3
http://www.sendspace.com/file/byue3d part4
it's ACSRmod + w39mod together
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Well, good job Oyman  keep the good work!
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it works thanks a lot!!
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how can i force AI to use specific rifle (antitank rifle, like PTRS, PzB39, wz.35 or Boys) against armoured enemy? AI use rifle class against soft target only. threat[] = {0.3, 0.9, 0.1}; in cfgvehicles doesnt work - AI refuses engage armours with rifle. Thanks in advance.
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Thanks Belgerot. Our target is, that one can feel the atmosfere. And we've got no any pilots right now. It will be done in nearest future.
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right now BF 110 has two weapons (accept bombs): one mg with 4x faster rate of fire - it "plays" four mg, and the second one "plays" 2x20mm on the same way. One can not fire both at the same time.
A rear gunner- not now, maybe later...
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Quote[/b] ]But is good to know that a game licensed by Codemasters and developed by BIS belongs to the licenser and not to who did it.As far, as i know, You are wrong. The name "Operation Flashpoint" belongs to Codemaster, the game (engine, models and all the stuff) belongs to BIS. Thats why we have ArmA, not a OFP2. So, it's strange, that one says Arma is complitely new game.
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no. 1st post says, that OFP and Arma becomes completely different games. That becomes more than a year, after release. You cant put ANY ofp content into Arma. If i have a permission to use something in OFP, it can't be used in Arma.
And it says more: if i cant use official mlods (because it's broken), and i cant use illegaly upacked mlods- i cant do anything. Officialy- i shouldn't know, how it works!
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if i unpack the BIS *.pbo, if i unrap the config, to see the scripts, classnames, it's reverse engeneering, am i right?
If every addonmakers will ask BIS for permissions, the BIS will need few more workers, only to writing letters and testing a community addons. As i remember, there was about 3-5 releases per day for OFP (sometimes 100- 300mb or bigger).
No community works in that way.
Addonmakers work = more copys sold. Who will earn more money? Not the addonmaker, i suppose. If the community will be killed, i will have my job still...
One more thing: why Arma becomes completly new game recently? Everybody know, it's patched OFP. What's the point?
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thanks for comments Belgerot. I'll double check the collars. We've got 2cm flak38 and mg34 on AA tripod already. I know, You wish 8.8 Unfortunately we'll not planing that right now. it's very complicated object (as all guns) for proper modelling. Maybe later. Flak38 and mg34 should be enaugh, i hope.
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well, i'ts very early WIP screens. Models and textures are similar right now, but not the same. I'ts not my fault, that german and polish uniforms looks similar, but look at the pockets. There will be much more differences later. The TKS is early WIP also.
Textures- we used one or two files, as it should be. But why there are missed textures- it's Markek's manufacture secrets
@ Belgerot - waist will be reworked- thanks for that.
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and recon tank TKS (with normal mapping)
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now we would like to present the infantry:
Polish field pattern:
Polish training pattern (used by some reserve units)
german first "welle" infantry:
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and btw mercenaries are not any good at all they are just cold blooded killers...WTF??
Have you ever seen any mercenaries?? Could you imagine, that many of them are protecting civilian workers in Iraq and other places? Do you know, how many of them was KILLED in action saveing civilian lives?
Let you go play Sims.
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Addons are made not only by modteams, but we have standalone ones as well. As a player, i was really upset seeing nice tank, wchitch can be killed by few rifle shots. Or undestroyable one...
the response is not so big... But, for small arms is a simple quest (i hope so). It need just ammo and mags classnames, and so on. The bigger problem is an armour.
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There is more and more ww2 mods. Every one has his own ammo and armour value for the same stuff. I would like to propose an unification. Something like jam for ofp. What do you think about it?
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Thanks for ansver. It's bad news...
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How can I make turrets for planes? If helicopters has turrets, a planes should have too. Config for my plane is ok, when i changed the mother class for heli, it was working. The engine doesn't support a heli with "simulate=plane". I was trying to intoduce a new plane class with turret section, but it doesnt work as well. Any ideas are very welcome.
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and now- the PZL- 37 Los, polish medium bomber.
Me 109 goes as next...
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And the birds on Rahmadi sky:
P-11c:
P-23 Karas
next pictures comes soon. stey tuned.
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It's very useful tutorial. Thanks for that
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_as.paa is for shadows, isn't it?,
_ca.paa is for glases
_ns.paa - what for is it?
and the most important - how to do that textures? Can i do it by txtview2 with any filter, or how?
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if i understend, you need this:
1. select all faces with choosen texture in texture library (ctrl+mouse)
2. In Face Properties (that from your post):
- texture- there is a path to colour (base) tex (_co.paa),
- enable texture merging - marked v- like in your post
- material - here you have to write the path to rvmat.
make shure that you have correct paths to _nohq, _smdi and others in the rvmat file. To do so you can edit the file in the notepad.
The effect is here:
http://www.flashpoint1985.com/cgi-bin....t=67835
does it help?
damageResistance.
in ARMA : CONFIGS AND SCRIPTING (addons)
Posted
Bi wiki:
You can calculate it from vehicle armor and hit value of weapon that should be able to harm the vehicle. tgtRadius is radius of virtual bounding sphere calculated in vehicle geometry.
damageResistance = (HIT*HIT)/Armor*((0.27/tgtRadius)*(0.27/tgtRadius))
is tgtRadius means the radius of a biggest sphere, which can be put into the vehicle body in geometry LOD (= 50% the smallest measure: Height/Length/Width)?
If yes, i've got completely different results, that in oryginal config...
How should it be calculated?