mechastalin
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Everything posted by mechastalin
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Secondary Ops Manager Module Discussion
mechastalin replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still unsure of how to actually run the scripting DnA gave me. :confused: -
First Aid Module
mechastalin replied to usmc123's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I find the first aid system works fine without the action module and just the simulation and evac modules. -
Secondary Ops Manager Module Discussion
mechastalin replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks a lot, but I'm a bit new to the in depth side of mission editing, how exactly would I run that code? Secondary Operations Module, its what generates the little side missions in the campaign, but of course, if you run it on an empty map you essentially have a random mission generator. To use it, place the module then synchronize it with the player. -
Secondary Ops Manager Module Discussion
mechastalin replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
With the Random Civillians module you can adjust parameters in order to make it function a lot differently, is it possible to do the same with the SOM? I'd like to set it so it makes the missions further away from you, and creates them more rapidly, maybe only 1-2 minutes after the previous one, in order to create a a sort of constant random mission generator. Edit:I meant SOM in the title. :) -
deleting a "guarded by" trigger
mechastalin replied to tykimies's topic in ARMA - MISSION EDITING & SCRIPTING
This isn't exactly what you want, but it could be a decent work around, what about synchronizing all the guard waypoints to the trigger thats controlling the event you want to delete the guarded by trigger, and instead making the units drive to new places or leave the area? -
Making all OPFOR move to one area on a trigger.
mechastalin posted a topic in ARMA - MISSION EDITING & SCRIPTING
In my mission I have all sorts of randomly generated OPFOR roaming about, is it possible to make it so that when a trigger is activated, all the units on the OPFOR side are given a waypoint to move to the location of a certain trigger, object, or marker? That way all patrolling forces will come to the aid of the objective currently under attack. -
This is a release of my BTR-70 pack finally in an AS IS state, anybody is welcome to clean it up and finish it and use it in their mod work etc, just give me a heads up. Versions Included: BTR-70 - Standard version BTR-70 (BPPU) - Version with improved BPPU turret mounting 2A42 gun. There is a version of the standard BTR-70 with a beat up and rusty texture set for the independent side, it is crashing the game for whatever reason and is probably an easy fix, but I just can't be bother right now. Its not included in the pack but if you have fixed the other versions and would like to finish it as well I can send it to you. Known Problems: Steering wheel does not turn properly Vehicle Floats too high As far as I know, you cannot disable individual wheels, gun etc. Damage textures do not work, They ARE in the PBOs just not configged, I had them working but that version got lost in an HD crash. Will only cross bridges slowly. Exterior cargo proxies are less than perfect None of these except for maybe the bridge problem effect the vehicles usability, and its done for the most part, so enjoy! mech_btrs.rar - 6.54MB http://i12.photobucket.com/albums/a248/Autozam/New/70M3.jpg
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BTR-70 Pack, BETA Release
mechastalin replied to mechastalin's topic in ARMA - ADDONS & MODS: COMPLETE
I think as long as the bugs I listed are fixed everything would be great. -
BTR-70 Pack, BETA Release
mechastalin replied to mechastalin's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah, I'm quite happy with how it ended up driving. What problems did you fix exactly? Or did you get all of them? -
Russian Airborne Armour Project
mechastalin replied to soul_assassin's topic in ARMA - ADDONS & MODS: DISCUSSION
Amazing work on the variable suspension there. -
Making a marker move to a random spawning object.
mechastalin posted a topic in ARMA - MISSION EDITING & SCRIPTING
Simple question but I've forgotten how and can't remember damnit. I have a crashed chopper that randomly spawns with a spawn radius, how do I make a marker and trigger move to its position in the init.sqs? Thanks. -
A.C.E. Advanced Combat Environment Public Release!
mechastalin replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Is there a list of classnames of ACE units anywhere? Would be handy for missions using the CO-OP essentials pack. -
A.C.E. Advanced Combat Environment Public Release!
mechastalin replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Brilliant mod, hopefully in the next releases we'll see OPFOR and IND fleshed out to the level that BLUFOR is at, one problem though, I've been trying to run this with addons for OPFOR infantry troops but they no longer show up on the list, I can place them as a group though but when I double click them to set them as a player they turn to a different unit, any idea what could be causing this? -
Russian Airborne Armour Project
mechastalin replied to soul_assassin's topic in ARMA - ADDONS & MODS: DISCUSSION
I approve of a new BMD to replace my old OFP conversion, it was good but showed its age in some well and still was never 100% configged as well as I wanted. One thing I tried very hard to get working but gave up on was making multiple gunner positions for the firing ports. BMD-1s officially have a crew of 2 who were usually much better trained than typical armor troops because of the unique situations of the vehicle and lack of the commander, I imagine though that in some situations the squad leader of the squad being transported would act as a commander, and thats probably why there are multiple hatches up front. -
Is there any way for civillians to buy the Czech made scopes and mounting equipment for the VZ-58 rifles? I was going to buy a CZ-858 up here in Canada and it would be cool to have a proper optic for it.
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Hi, heres my latest project a BTR-70. The base model and textures are taken from STALKER which I want to make VERY VERY clear. I in no way take credit for them those belong to GSC. Luckily, GSC Game World allows models from there games to be used in other games provided they are free of charge and proper credit is given. So this conversion is 100% legal. I'm also planning on a few variants like 2S14 "Stinger" tank killer with 85mm gun. Only one screenshot for now, I'll get more later of the interior etc.
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Off the top of my head - The vehicle wont cross bridges There MAY have been problems with the AI engaging but I dont think so. In the 3d interior view the hatches are closed and cant be opened, but you can hit V to view through the slit. The PKT and 30MM cannon fire through the same barrel on the new turret and this looks a bit odd. I dont think I defined the damage textures for the standard version but they exist. You couldnt disable the wheels/turret etc. That was it as far as I know.
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If I can't get the versions from ACE soon I'm willing to RAR up all the BTR-70 stuff I have sitting on my hard drive and pass it on to anybody willing to finish it up in the next week or so, as long as at least the BTR-70 with the upgraded turret finds its way out quickly.
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I'll see what I can do to get this thing out the door.
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Vehicle refuses to cross bridges.
mechastalin posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hi, my car class vehicle will not cross bridges and sinks into the ground a bit when on them making it unable to move. My dampers are configured correctly so what could be the problem? -
Please, please, please, do some narrow cliffside roads on the map (not wide enough or just barely wide enough for an MBT) so we can recreate the sort of ambushes that happened in the Russian-Afghanistan war.
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I have some free time and am trying to get in contact with ACE again, but they switched to Skype and its proving tricky. if I dont get in touch in a few days I'll just PBO up what I have on my HDD and upload it for the community to finish.
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Heres my latest project, its based off of the unused SPG-9 model found in weapons.pbo. The gun and ammo will be able to be broken down and carried by its crew and you will be able to load it into the backs of vehicles. screenshot http://i12.photobucket.com/albums/a248/Autozam/SPG92.jpg I'm having a problem with it though, I cannot get it to rotate and elevate at all, I have all the selections setup and cfgskeletons.h setup as far as I can see and it will not respond to mouse movements, I can hear the servo going back and forth and even reaching the end of its rotation but nothing moves, If anybody wants to take a look at a super early version and try to fix it or knows where I should look for this problem please tell me.
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I need to get the fixed versions from ACE. But I've been very busy. Once they've done that I can release what I have done so far.
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Heres the latest project of mine, I originally posted some shots in the BMD thread but I think its time for its own thread, especially since I imagine not everybody was actively following the old BMD thread. It is pretty much done except for a few things, I'm going to touch up the textures and make them more accurate to a Russian federation style pattern and generally try and clean them up a bit. The screenshot shows it without normal and material maps, I'd like to create some new ones but I'm not sure how. Does anybody have the ability to generate me some in the style of the ones in the default models? Configging is pretty much complete, it can fire HEAT, HE, and Flechette ammo currently and I plan to include a shell that is guided by a laser designator target.