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mr_centipede

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Everything posted by mr_centipede

  1. mr_centipede

    My First Attempt on Retex

    released download link Malaysian Infantry Retex
  2. mr_centipede

    My First Attempt on Retex

    my very simple opfor... a CT (communist terrorist) or bandits as the brits used to call them and my troops in action **update** the wound texture is fixed and soldiers in banana leaves camo are now much darker (greener) than seen in pics. i think i'll release it next week for public consumption Â
  3. mr_centipede

    ArmA Photography I - No images over 100kb.

    Last pic of the series.. Mission Accomplished
  4. mr_centipede

    ArmA Photography I - No images over 100kb.

    The Enemy (my custom OPFOR - communist terrorist) Moving into position Contact! Aftermath... Search and Destroy addon/mods - my malaysian infantry and opfor
  5. mr_centipede

    N00b questions, calling out enemies & squad manage

    That is a very good point frederf... and you to captain. maybe you guys should write a whole FM for future to be squad commander. setup a training mission maybe... bis squad leader training mission is kinda tip of the iceberg... officers should have a thorough training to keep their men alive
  6. mr_centipede

    BISoldier Model Tutorial

    JB, have you manage to fix the wound texture? i also had on the same prob with my retex troops, then benxcore hinted me on this: -- Added this line to the Unit Config: Code Sample class Wounds { tex[] = {}; mat[] = {"ca\characters\data\us_hhl.rvmat", "ca\characters\data\us_hhl_wound1.rvmat", "ca\characters\data\us_hhl_wound2.rvmat", "ca\characters\data\us_soldier_sabass_body.rvmat", "ca\characters\data\us_soldier_sabass_body_wound1.rvmat", "ca\characters\data\us_soldier_sabass_body_wound2.rvmat"}; }; The wounds correspond to the units side. Since this is the Seals, there is us_hhl.rvmat, had it been resistance, it would be res_hhl.rvmat. Then the body rvmat's correspond to the model, and since I used the Sabass body, I used the wound textures for it. Search through the characters.pbo for the right names for the textures as I don't know them all. -- and now it works. Hope it will for you. cheers mate
  7. mr_centipede

    VeloX Units

    thanx alot benxcore... it works now
  8. mr_centipede

    DMSmokeGrenadeVB v1.0

    okey.. no problem... i think i can live with it. hehe
  9. mr_centipede

    DMSmokeGrenadeVB v1.0

    thank you for your hard work DM... though im not really fond of your grenade explosion anim... how can i disable it? i just want to use the smoke grenade only
  10. mr_centipede

    DMSmokeEffects Beta 4

    thanks a lot DM.. will test it ASAP good job
  11. mr_centipede

    DMSmokeEffects Beta 4

    i only wish you could release it as seperated addon.. say a "viewblock smoke grenade". so i can use it with default arma or madmatt's effects. but decision is yours... good job DM
  12. mr_centipede

    N00b questions, calling out enemies & squad manage

    hi... you call out enemies by aim at them and right click on them. this will made your squad mates aware of that target. as for commanding, i really dont have any suggestions. just that as a commander, you should be commanding, not fighting. let the ai fight for you. how to do it effectively needs training and experience. hence why do you think officer train longer than regular grunt? fire up the editor and create some kind of scenario for you to practice
  13. mr_centipede

    Information from Digitex!

    i would like to give my 2cents on ragdoll: well, ragdoll does kinda look cool... but since ravenshield, i dont like it much, mainly because of no more blood decal on the bodies, like rogue spear.. ie no gore effects (yeah im sick... hehe ) i dont know if it related to the ragdoll, but it seems linked. graw with ragdoll also dont have blood decals just my 2 cents and on blood decals, i think rogue spear was the best... you can see where you bullet hit the tangos... not predefined as in arma or ofp... and guess what, rogue spear also use death anim. so ragdoll and blood decal probably linked? maybe arma2 can incorporate dynamic blood decal ala R6:Rogue Spear
  14. mr_centipede

    VeloX Units

    if you manage to fix the missing blood texture, would you mind posting of what you did to actually fix it? thanks
  15. mr_centipede

    My First Attempt on Retex

    thank you for your kind words gents. i am currently having trouble with missing wound texture... i try to put class wounds { tex[]={} mat[]={bla bla bla} } but nothing happens... what am i missing? any help would be appreciated note: i may release a beta.. gathering feedbacks on what i could improve...
  16. mr_centipede

    Vilas' addons

    are you going to update your steyr aug? i mean, before the tools came out, the weapons dont have shadows. now since the tools already here,maybe you can update your weapons to have shadows on them... cheers
  17. it seems ofp bushes and trees block ai view much better than ARMA ones.. i am not sure if that is good or not, but i think its good... now i can hide in bushes and not be spotted. will test further... maybe this will go along very well with true range mod
  18. what about wound texture? are they covered it the config also?
  19. mr_centipede

    AI kept shooting at static weapon

    well, as the title says... why does AI kept shooting at the static weapon even it is not manned any longer? it's not like they going to shoot back. is it a bug or a feature? my men just wasting ammo trying to destroy that thing
  20. im figuring to make ai to spread their formation if they are under fire, or reach certain waypoint for an eventual assault. besides, ARMA formation right now kina tight right? what functions can i use?
  21. mr_centipede

    BISoldier Model Tutorial

    god bless you
  22. mr_centipede

    AI kept shooting at static weapon

    in a way.. it does make sense to totally destroy the gun.. but i think the execution is flawed imho... while it does make sense to destroy it, it doesnt make sense to keep shooting at it in a middle of a firefight.. when its clearly seen the gun no longer pose a significant threat (unmanned).. besides, wouldnt satchels be much more effective than bullets? much smaller bang than the satchels ofcourse.. dont want to overkill
  23. mr_centipede

    enableAttack

    anyone use this? i surely never seen it before. all this time people will suggest to use disableAi "move" to so that the ai wll not move/engage the enemy. good for assault/defence kind of mission now i found this - group enableAttack false i think it is better than the disableAI method. the AI will not engage, and will stay in group. they only move around to find cover (behind trees/bushes etc) i only found it just now, so my testing was not extensive. so if anyone of you already used it, whats your thought about it?
  24. mr_centipede

    enableAttack

    i ran another test and found that second's suppression script disable the enableAttack. here's what happened. two teams running into each other, open fire and both team suppressed. till now, enableAttack false still runs fine.. until the units recover from suppression, then enableAttack seems to change from false to true. guess needs to edit 2nd suppression script
  25. mr_centipede

    CoC Command Engine X

    may i request one thing? i like squads in your command wont send out his troop to engage the enemy (the 2, engage that somthing thingy). but right now, squads will engage the enemy and dispersing your forces considerably, plus not good for defensive mission. so lets make a squad property so that it will open fire on the enemy, but not engage them. maybe you can use <group enableAttack false> command. on ofpec comref it says the leader will not issue attack command (i guess the engage thing). if tested it out, i think it works perfect.. the ai will only move to find cover (behind bushes/trees/etc) hope it can enhanced CEX more...
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