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Martin_BM

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Everything posted by Martin_BM

  1. Add mags first then weapons
  2. Martin_BM

    Making addon mp compatible

    Hi I would like to make my addon MP compatible. I created bikey and biprivatekey , i created pbo using BinPBO with biprivatekey selected in options and i don't know what next . I don't know how to create bisign file and i don't know what files need to be placed in archiwe to make my addony MP playable... Please help someone
  3. Hi I can't run Bis halo script with newest CBA. Please somebody help. I have Arma 1.07 without OA
  4. Hi I can't run genuine halo script with newest XEH. Please somebody help
  5. I have Arma2 1.07 without OA. Script works fine when i'm not using CBA, with CBA nothing happens
  6. Yes, my mistake. I have newest CBA
  7. Hi I made parts of the head as a hidden selection, when i want this selection to be visible i have weird bug. Is there another way to make hidden selection visible than using _unit SetObjectTexture [0, "blabla.paa"] ? Screens : When selections is hidden : http://img241.imageshack.us/img241/4638/hiddenselectionsfg2.jpg When i use SetObjectTexture : http://img519.imageshack.us/img519/6130/hiddenbugvp9.jpg Please help me
  8. Martin_BM

    Static animations

    I would like to crate some custom static animations for proxies but i dont know with tool and how
  9. Martin_BM

    Problem with hidden selection

    I added correct face texture but i dont know how to make my hidden selection works like "oblice" because rest of the head have bis's random face.
  10. Martin_BM

    Arma feedback thread - based on 1.12

    Its great that "rocket jumps" with ags17 and mk19 are fixed . But please make losing weapons in water choseble
  11. Martin_BM

    F/A-18E/F Super Hornet

    Yes they where. I checked today and some times its works fine but other time one bomb is visble, i think its because my low pc
  12. Martin_BM

    F/A-18E/F Super Hornet

    Hi, little proxy bug. When in this configuration, after all mk83 are dropped one is still visible ...
  13. Martin_BM

    F/A-18E/F Super Hornet

    This fully-dynamic weapon loadouts is very nice but hp11 and hp01 are switched. There is no targeting modes for long range weapons in action menu. Btw this weapon loadouts should be added to other planes like A10 or AV8
  14. Martin_BM

    Arma feedback thread - based on 1.11

    Is that really a bug, or intentional? It's been in the game for a long time... I had always assumed that you get to a point where you've been in the water so long that you are far too tired to carry your equipment AND tread water, so you drop your equipment to survive. Yes but this intention is killing amphibious operations. Whole swiming system is used only when you must be in water (eg. ejection from a plane ). It easier and much more realistically to kill soldier or remove weapons using scripts than using scripts to prevent such "nice" intention .
  15. Martin_BM

    Arma feedback thread - based on 1.11

    Patch works for me ok, but ther is two things that really piss me off : 1. Mk19 and AGS recoil making vehicles to perform rocket jumps 2. Loosing weapons and dying in water after long swim.
  16. Martin_BM

    RtmToolbox V2.2.1 beta

    Great news, now i need good tutorial for this tool
  17. Nice scripts, especially SADARM. Any chance for super precise laser guaided bombs from spamed aircraft like in "on map click" script ?
  18. Martin_BM

    What kind of AH-6?

    Officially Soar is using AH6 J variant. AH6J can be equipped with AESOP, this flir can be used to designate targets like Kiowa's one. All info that you will need
  19. Martin_BM

    Addon Research Topic

    Hi I am looking for Mark V SOC blueprints in good quality
  20. Martin_BM

    H&k mk23 1.2

    HK MK23 mod 0 v1.20 changelog : - changed laser pointer efect - added more detailed shadows - merged textures - added rvmats instead of config entries - added MP compatibility (thx Jman2704) Mirror from Rapidshare [iMPORTANT] Original creators from CS Model: The Lama Unwrap: The Lama Texture: Stoke Map choppage: HellSpike Animations: TS Team Sounds: Vunsunta Original (CZ) Compile: Sober Huge thanks for their hard work
  21. Martin_BM

    H&k mk23 1.2

    Credits are in readme.txt in archive. "My" credits ? No as You can read in eula in readme file in spit of i put a lot of work in this addon i'am not taking any credits for my work. Credits goes to orginal CS artists and peoples from this comiunity for helping me.
  22. Martin_BM

    H&k mk23 1.2

    I know about this, i also included civ version because i wanted to create complited pack. And I wanted to show that ther was a interesting prototype and show differences between this what H&K made and final US-made attachments . In upcoming Seal addon i will include only final version
  23. Martin_BM

    H&K MK23 1.0

    H&K MK23 0.9 For details and credits see "readme" file Weapons : Mk23 Mk23 SD (KAC suppressor) Mk23 LAM (H&K LAM)MK23 LAM SD (H&K LAM and H&K suppressor) MK23 LAM (AN/PEQ-6) MK23 LAM SD (AN/PEQ-6 and KAC suppressor) Mark23 (civ version of MK23) DOWNLOAD Mirrors : http://www.filecloud.com/files/file.php?user_file_id=552831 (thx Mabes) http://www.armaholic.com/page.php?id=1821 mirror from Armaholic HK MK23 1.0 (FINAL) fixed : bugs mentioned by wipman bug in readme (mag name) added : new sounds thanks to RobertHammer DOWNLOAD 1.0 Mirror by Armed Assault info Mirror by Armaholic Mirror by Combat-Prison.net
  24. Martin_BM

    Making addon mp compatible

    Great thanks !
  25. Anyone have hummer with TOW ? Please Please Please
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