major woody
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Everything posted by major woody
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Simple Patrol Script
major woody replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As did I - but that's not the fact - It would be very sweet to have both Motorized and Mechanized units embarking their vehicles before they move on... -
Simple Patrol Script
major woody replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is indeed a very nice script - however I try to make mechInf units board the vehicle before moving, but with no luck, the group just stops and freezes :( - any idea what's wrong...? -
High Command - Custom GroupSize
major woody replied to major woody's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I stumbled upon this on my google search: http://community.bistudio.com/wiki/setVariable I don't know what it does or how to use it properly - but has this something to do with my above mentioned...? -
I've managed to change the Icon on my high command unit (group this) setvariable [""MARTA_customIcon"",[""n_mech_inf""]]; Unlike Arma2 will it be possible to set the GroupSize this time...? :)
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High Command - Custom GroupSize
major woody replied to major woody's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone...? -
Prevent my howitzer shooting aircrafts
major woody posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I'm playing along with Vilas public Mlods (the 2S1)... - when I views it ingame I've noticed that it targets (and fires at) aircrafts... - when it locks on an aircraft it starts chasing the chopper/plane all over the map, constantly shooting at it - quite amusing, but rather useless... - how can I prevent it from that behaviour...? My Config: class CfgVehicles { class Land; // External class reference class LandVehicle : Land { class NewTurret; // External class reference class ViewOptics; // External class reference }; class Tank : LandVehicle { class HitPoints; // External class reference class Turrets { class MainTurret : NewTurret { class Turrets { class CommanderOptics : NewTurret {}; }; }; }; class AnimationSources; class ViewOptics : ViewOptics {}; }; class Tracked_APC : Tank {}; class BMP2_Base : Tracked_APC { class HitPoints : HitPoints { class HitEngine; }; class Damage; }; class mjw_cdf_mrr_2s1: BMP2_Base { htMin = 60; htMax = 1800; afMax = 200; mfMax = 100; mFact = 1; tBody = 250; scope = 2; ARTY_IsArtyVehicle = 0; artilleryScanner = 1; crew = "CDF_Soldier_Crew"; faction = CDF; side = 1; displayName = "2S1"; accuracy = 0.3; picture="\mjw_cdf_mrr\ico\pic_2s1_ca.paa"; Icon="\mjw_cdf_mrr\ico\icomap_2s1_ca.paa"; mapSize=6.500000; model="\mjw_cdf_mrr\mjw_cdf_mrr_2s1"; armor = 320; maxSpeed = 60; supplyRadius = 1.7; cost = 200000; threat[] = {0.8, 0.5, 0}; canFloat = 0; nameSound = "cannon"; class TransportMagazines {}; driverAction = "BMP2_Driver"; driverInAction = "BMP2_Driver"; driverOpticsModel = "\ca\Tracked\optika_tank_driver"; cargoAction[] = {"Stryker_Cargo01"}; driverForceOptics = 1; forceHideDriver = 1; class Turrets : Turrets { class MainTurret : MainTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; weapons[]={"D30"}; magazines[]={"30Rnd_122mmHE_D30"}; soundServo[]={"\ca\Weapons\Data\Sound\gun_elevate",0.001000,1.100000}; maxHorizontalRotSpeed = 0.555; maxVerticalRotSpeed = 0.222; minElev = -2; maxelev = 70; minTurn = -360; maxTurn = 360; gunnerAction = "T72_GunnerOut"; gunnerInAction = "T72_Gunner"; gunnerGetInAction = "GetInLow"; gunnerGetOutAction = "GetOutLow"; forceHideGunner = 1; gunnerOpticsModel="\ca\weapons\2Dscope_D30"; gunnerForceOptics = 1; class Turrets : Turrets { class CommanderOptics : CommanderOptics { body = "ObsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; gunnerOpticsModel = "\ca\Tracked\optika_t72_commander"; weapons[] = {}; magazines[] = {}; animationSourceHatch = "hatchCommander"; minElev = -10; maxElev = 30; minTurn = -360; maxTurn = 360; forceHideGunner = 1; gunnerGetInAction = "GetInLow"; gunnerGetOutAction = "GetOutLow"; outGunnerMayFire = 1; inGunnerMayFire = 1; class ViewOptics : ViewOptics { initFov = 0.40; minFov = 0.111; maxFov = 0.5; }; }; }; }; }; class Damage { tex[] = {}; mat[] = {}; }; class Library { libTextDesc = "The 2S1 M-1974 Gvodzika 122-mm Self-Propelled Howitzer is found in the howitzer battalion of BMP-equipped motorized rifle regiments and some tank regiments. Since it is tracked and amphibious, it has the cross-country capability necessary to keep pace with supported BMPs and tanks. It has a maximum range of 15,300 meters and is also used extensively in a direct fire role against armored vehicles or to breach minefields and other obstacles."; }; class AnimationSources: AnimationSources { class recoil_source { source="reload"; weapon="D30"; animPeriod=5.000000; }; }; }; }; -
Start in vehicle as commander, not driver
major woody replied to major woody's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It had a commanders position - BUT on load the editor picked a commandvehicle by default (obviously without a commanders position) - which meant that when I picked my custom vehicle it keeped the drivers position... - simple explanation - problem solved... :) -
Start in vehicle as commander, not driver
major woody posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I'm playing along with Vilas mlod vehicles... - something bothers me, and that is in the editor I always start in my vehicle as driver - is there somehow I can change it so that I start as commander instead...? - It's properly just a simple setting in the config, I just don't know how to set it... :| I'm very sry if this has been answered a billion times - just cound'nt finde any info about this... :) -
How goes with the 2S1... - will we see that in a near update/next patch...? Have you considered theese babies in the pack as well...? - looks pretty straight forward to include... Cdf pchela-1t UAVs and Pchela Fix
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MARTA icon override
major woody replied to gc8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Acuelly I'll take that back - I created a new thread on this issue http://forums.bistudio.com/showthread.php?142275-Custom-GroupSize-on-High-Command-Icons&p=2248776#post2248776 -
Custom GroupSize on High-Command Icons
major woody posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I would like to provide the opportunity to add custom groupSize to my Extended Markers http://forums.bistudio.com/showthread.php?94590-Extented-Markers-and-Icons As I wrote in this thread there's this script: \modules\Marta\data\scripts\fnc_getSize.sqf which defines the groupSize. Being able to define a fixed groupSilike this would be nice: (group this) setVariable ["MARTA_customicon", ["b_recon","4"]] - where "4" defines a 'Company' Size... - how would that be possible...? -
MARTA icon override
major woody replied to gc8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What I try to achive is to give a unit a custom size - as you see when using custom icons there's no size shown: By custom size I also mean to change a groups size from 'group' to fx. 'company' without having to group 60+ units together... ;) -
MARTA icon override
major woody replied to gc8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope - addons is not an option - what I need is a scripted solution... - there must be a way... :/ -
MARTA icon override
major woody replied to gc8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
*bump* :( -
MARTA icon override
major woody replied to gc8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would really like to know how to do this as well... - the file mentioned in the above thread (fnc_getSize.sgf) looks like this: Knowing how to override this would be real need... :) P.S I'm very sorry for bringing this OLD thread to live again - but it has never beed solved and I'm struggling with the very same thing... :-| -
FSM Support Systems
major woody replied to Desrat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found yet another bug: When I put additionals gunners in any transport choppers the chopper won't RTB after disembark... :confused: Nevermind... - it turned out that I had to defined the pilots elsewhere: and here: -
FSM Support Systems
major woody replied to Desrat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Niice script, really love it... :-) - However, I can only make A10 do CAS, I cannot make AV8B, F35, SU25/39 of SU34 do CAS, only Bombruns... - any ideas why...?:confused: -
High Command - Weapon Teams Command Script (control MG and Mortar Teams)
major woody replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wonder - would it be possible having the groups deployed their wepons when the game begins (which means that the player/commander does'nt have to deploy by HC at the beginning) - like caling the 'DeployWeapon.sqf' file by init line...? -
Red Hammer Studios: Armed Forces of the Russian Federation - WIP
major woody replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think tins photo pretty much narrows down what is awesome... - among many others of course... ;) -
I made a script for OWP BM-21 Grad (Which you need, off course ) BM21 script ATM the Rocket Launchers only works as stationary objects, but it is still very effective. It's NOT Coc UA quality but it works. Larger image Larger image By the way! Please read the ReadMe Â
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That sounds very good, indeed... :) - by the way - I guess making a CDF BRDM2-HQ would be the same procedure...? *hint hint* :o
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The UAZ SP9 would be sweet for CDF - have you considred to make groups for theese addons as well...? - I can provide you all the help you need with groups if you like - just PM me... - the reason I ask for groups is that theese new addons would be seweet for the Ambient Combat Manager :)
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Extented Markers and Icons
major woody replied to major woody's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Warzaw Pact Markers are back - check out the first post - perfect for Vilas P85 mod... :) ClassNames: mjw_wapa_mainbattletank mjw_wapa_amoredpersonelcarrier mjw_wapa_armoredvehiclelauncherbrigde mjw_wapa_launchpad mjw_wapa_heavyrocketlauncher mjw_wapa_lightrocketlauncher mjw_wapa_selfpropelledatrocket mjw_wapa_selfpropelledatcannon mjw_wapa_selfpropelledaacannon mjw_wapa_mediumaacannon mjw_wapa_lightaacannon mjw_wapa_aagun mjw_wapa_lightcannon mjw_wapa_mediumcannon mjw_wapa_heavycannon mjw_wapa_selfpropelledhowitzer mjw_wapa_lightmortar mjw_wapa_mediummortar mjw_wapa_heavymortar mjw_wapa_lightmachinegun mjw_wapa_heavymachinegun mjw_wapa_platooncolumn mjw_wapa_companycolumn mjw_wapa_batallioncolumn mjw_wapa_regimentalcolumn mjw_wapa_platoonattack mjw_wapa_companyattack mjw_wapa_batallionattack mjw_wapa_regimentalattack mjw_wapa_attackdiection mjw_wapa_firstenemycontact mjw_wapa_stormline mjw_wapa_1echelonattack mjw_wapa_2echelonattack mjw_wapa_contaminatedareanuclear mjw_wapa_contaminatedareacemical mjw_wapa_artillerybrigadehq mjw_wapa_regimentalhq mjw_wapa_batallionhq mjw_wapa_patrol mjw_wapa_footpatrol mjw_wapa_armoredpatrol mjw_wapa_tankpatrol1 mjw_wapa_tankpatrol2 mjw_wapa_stealthpatrol mjw_wapa_artilleryobserver mjw_wapa_artilleryposistion mjw_wapa_tankposistion Grab the markers here: Extented_MarkersWAPA.zip -
A2OA: Lee-Enfield No.4 the best weapon available?
major woody replied to colosseum's topic in ARMA 2 & OA - GENERAL
FN-Fal for me... :) -
Create BTR60 and T55 for CDF
major woody posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How is it possible to reskin the Taki BTR60 and T55...? - I've tried the 'SetObjectTexture' in all kind of variations that I've found in this thread using the Search button with no luck. On the other hand I've had no trouble teskinning other Taki vehicles - both armored and cars - so has anybody successfully reskinned theese two vehicles (BTR/T55)...? Woody