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mondkalb

CDLC Developer
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Everything posted by mondkalb

  1. mondkalb

    Cartridge Addon

    The cartridgemodels have 4 lods. 1. - Normal detail 2. - Lower detail 3. - a simple box 4. - Nothing So, the cartridges won't be displayed unless you're ~15m near. I think, this addon won't affect the performace much more than 2 north-sahrani trees do. The big problem with this addon is its "plug-in"capabillity. As soon as you spawn a model/thing, which is located in an addon not listed in the mission.sqm, it will automatically show you an errormessage. I see no possible solution for this problem.
  2. mondkalb

    Grenada (OUF)

    Of course we won't do own US-Soldiers! Why redo excellent work that has been done before? Thats the reason why we split the mod into two parts: The Island, and the campaign. @mpantel I received your pictures, thanks a lot! As you may've seen with your own testings, the island texture is a huge thing of work, I had to make pictures in Virtual Earth from the whole Island (A single picture covered ~ 300x100m of the island) and had to remove each and every house and other nasty things from the texture.
  3. mondkalb

    Cessna 182

    Cessna 182 Hi, I've ported the famous OFP-Cessna to ArmA. Â Click to enlarge Click to enlarge I didn't change much on the outside Model, but've completeley reworked the Cockpit. The result is a retextured Cessna 182 with a high-detail Cockpit (The one before was looking like "Someone made a photo of it, then let it redraw it by a kid, then he scanned it, recompressed it to the very low, and then resized it to 64x64px, and then to the final 256x256px" - $cruffy. But thats ok, since OFP was released in 2001 ). All intruments work. There are no dummies or placeholders. Here's a complete list of the Instruments: Here is a picture: Click to enlarge Also the plane comes with several random aircraft registrations. (And a random gimmick) In addition to that you can place your own ads, or whatever you like, on the plane by simply using the setobjecttexture command. The rest explains this picture: Click to enlarge Known Bugs: -The animations of the passengers are not the best... -I wasted the ShadowLOD -No destructiontextures --------------------------------------- The pack includes two Cessna 182 (One in Green and another in the reworked BIS-Paint) and a sign. Cessna 182 (5MB) (.7Zip) @ Armaholic.com DOWNLOAD (8MB) @ Rapidshare Have Fun! http://img223.imageshack.us/img223/4386/bananaairlinesun2.jpg
  4. mondkalb

    Cessna 182

    I made this over the weekend. But thanks!
  5. Hi there, I'm modelling a ship, so far - so good, but now I want to create the front turret. I made it able to fire, but it's not moveable. I don't have any clue why, and this is the part where you get involved. This is the config-code from cfgVehicles: And this is, what arma.rpt says to this problem: Can anyone explain to me, what this means? In every LOD (Even Memory) of the ship model are selections named "LeichtgeschGUN" and "LeichtgeschTUR". And how important is a cfgModels for this turret? Thanks.
  6. mondkalb

    Ship turret

    I've tried every tip you gave me, thank for that, but it's still not working. This is the part from CfgVehicles.Turrets: so, and this is CfgModels: And this is, how the memoryLOD looks like: Are there some things missing? Are the points case sensitive? ArmA.rpt is still saying the same.
  7. mondkalb

    Ship turret

    Okay, for now I have based the config on a tank's one. But it still tells me that: What does this tell? Where is he looking for "MainGun" and "MainTurret"?
  8. mondkalb

    Ship turret

    Thanks for your help. So, when the arma.rpt says me: It's just some wrong named selections in the model?
  9. mondkalb

    Ship turret

    Combining this with Tank configs crushes everything. Is there a simple thing in my posted config that is blocking the turret? I mean: Where is the error? Inside the cfgModels, CfgSkeletons or cfgVehicles? I just don't get it...
  10. mondkalb

    Ship turret

    The examples are quite confusing. What selection has to be written behind "source"? For now I filled in the following: but still no result. Have you got any working/proper examples?
  11. mondkalb

    Ship turret

    No. I took this from VTE, some parts from their ACH47, and some from their PBR. So, do you mean I should base this turret on a Tank-config?
  12. mondkalb

    Ship turret

    Thanks, I've written the CfgSkeletons, but it's still not working. This is, how it looks:
  13. mondkalb

    HWM - HAC Huey UH-1H

    Memories came up when I saw this. And even the Cockpit is great and hopefully working. I'm looking forward to this!
  14. mondkalb

    MK-77 Napalm

    MK-20 has been released. See first post. (Someone who is able could rename this post to "AT AirWeapons 1.0", with this Subtitle "Mk-77 & Mk-20".)
  15. mondkalb

    MK-77 Napalm

    AT first: This addon is still Beta, so be prepared for a better version. We got it making some fire lines, but these were depending on the angle of flight that the napalm bomb has. So it could happen that your fireline is incredible long and thin. It's some mathematic work, but I think NeoArmageddon can handle it. AI-Viewblock: It will be simple to do that, I think this will be done in next version. Thanks for your suggesion. I dont have any idea how to get the MK-77 tumble.
  16. mondkalb

    MK-77 Napalm

    Mk-20 Rockeye is planned. MOAB... let's see. Someone asked for a Daisy Cutter - since the method of delivery would be a problem in ArmA (BLU-82B dropped by DC-3... nahhh), this wont be made yet. Anyway, the Mk-77 has to work proper in wooden areas, in this version the woods are still intact after fire is out... There's a lot to do...
  17. mondkalb

    first user Island for ArmA

    Is the Radar-Tower shown on your last picture using a destruction anim, so it turns into a wreck, or are these two different models?
  18. mondkalb

    first user Island for ArmA

    Nice to other people making islands with custom objects.
  19. mondkalb

    MK-77 Napalm

    The MK-77 is a Dumb Bomb, I think I've disabled the IRLock abillity in the config...
  20. mondkalb

    MK-77 Napalm

    The performance is quite good. I've only got an average computer. (Geforce7600GT, Athlon 64bit 3500+, 1280MB RAM) and it wasn't creating any performance losses. But I have also to say that I've only tested the Napalm on an nearly empty Sahrani... It's not busting your system.
  21. Update: Release! I've finished my Island today. When you download it, please note that this island is only playable with a viewdistance under 1000m (depending on the system) Also I told that this Island will come with some missions/campaign, but due to some private time related reasons this won't happen soon. Same for support and bugfixes. Download (Armedassault.info) Download (Rapidshare) Combat-Prison.net You need this: Jungle Pack by Linker Split Note: This Island is filling your arma.rpt. So, if you're whining when something fills the arma.rpt, then just don't download it... Here are some new pictures: Map of Vietnam In the Jungle Some of Nui Pek: http://home.arcor.de/armed.tactics/NewNuiPek1.jpg http://home.arcor.de/armed.tactics/NewNuiPek2.jpg http://home.arcor.de/armed.tactics/NewNuiPek3.jpg http://home.arcor.de/armed.tactics/NewNuiPek4.jpg http://home.arcor.de/armed.tactics/NewNuiPek5.jpg Here you'll find some other - really old - pictures.
  22. mondkalb

    Vietnam Island

    Yes Units: Vilas' newest Vietnam units (Get them in his thread) Weapons: Vilas' Vietnam weapons (Use his Rocketlaunchers) Skaven's Racs (M14, M16 and M60)
  23. mondkalb

    Vietnam Island

    The mapboard was working last week, but I've wasted the config. The thing you tried is working with setobjecttexture. Insider tip: Try to fill an ammobox with this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">This addmagazinecargo ["MBG_Ricebag",1] You can carry a ricebag. I made this for a mission, maybe, but only maybe, this mission will be made this weekend. The buildings are not visible in editor. I'm looking forward to Linker Split's new Junglepack!
  24. mondkalb

    Vietnam Island

    Release: See first Post.
  25. mondkalb

    Vietnam Island

    I solved the problem in using "setviewdistance 500". You don't need to see in a deep Jungle very far. Atleast since you can't. For now i think i'll finish the last part of the island sometime later. The areas I finished today are ready to use. And that's what I'm doing right now - Starting the campaign.
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