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Minon

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Everything posted by Minon

  1. Required mod(s) -6thSense Mod 1.24 Required version -1.09 beta Required addons: -"GMC famas" (http://www.armaholic.com/page.php?id=2758&a=dl) -"RHS AK and Pistol Pack" (http://www.armaholic.com/page.php?id=2456&a=dl) -"Hamas" (http://www.armaholic.com/page.php?id=2308&a=dl) -"cmcd_usa_1id_infantry" (http://www.armaholic.com/page.php?id=1185&a=dl) -"Jonny Marines" (http://www.armaholic.com/page.php?id=1094) Single mission with intro,outro,ending etc. English text is checked for 85% sorry. Briefing: Sergeant,you are required to arrive in Mobile Support Squad in sector 9A with you'r Oren squad,and provide in conformity with your instructions,effective defence for further advance to Iran border.On arrival,you meet Coyote squad and lead this unit,until Mobile Support Squad reach the border. -Dynamic objectives -Music -from 20 to 30 minutes team action file [pbo in rar] http://www.uploadfree.org/864624 Bug's -Ending scene is not always work  -Gear selection is not work (description file is ok,i dont figured out why it dont work) my first mission Â
  2. Minon

    Dead Ambush [Single][V.1.0]

    Thanks I try to explain some mission aspects and answer on critic -about famas - there is an another rebel model in gmc pack (not using fa-mas) (in gmc pack are included some new rebel models) and i used it like captain of artillery -yep,about location of spotter i make a mistake -about spotter sniper - well ... agree,it's not better idea to put gnille sniper on tower (i'll fix it)
  3. Minon

    Conditions

    I figured it out .. thanks
  4. Hello I need set condition - "1" objstatus "Done" in trigger - but it dont work. How correctly set it in condition ? Big thanks
  5. Minon

    Conditions

    Well i try to explain again .. I need set condition for trigger activation - "1" objstatus "Done" But if i wrote "1" objstatus "Done" in condition field - it's wont work...
  6. Minon

    Conditions

    I dont need this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"1" objStatus "Done"; "2" objstatus "active"; "Your 2nd marker" setmarkertype "objective"; "2" setMarkerTypeLocal "Dot"; deleteMarkerLocal "1" I need to put IN condition field of my trigger only one condition ("1" objStatus "Done") and i need correct it,because - "1" objStatus "Done" - do not work.
  7. Minon

    ArmA 2 Press Coverage

    So..what's about 3D-Editor ? We can only preview and saving or just preview ?
  8. Minon

    Gear loadout

    I have a weird problem in my mission (with description) gear not show up! And unit name in star/briefing screen is empty and i can't choose gear ...
  9. Hi again I have a weird problem After i create,testing,modify,my mission - i laucnh if few times - and for second time (i modife some stuff in mission description) i have a message (tha's reaaaaly piss me off (and now my neighbors)) nwd_tankballistics and this message also contains "you dont have this addon and you cant play or modify this mission" What the hell is this ?! Â Â
  10. I have  a very stupid problem ... custom faces dont work .... I put face37.jpg in C:\Documents and Settings\Admin\My Docs\ArmA Other Profiles\Jaguar And .. nothing  getting angry tell me step by step please,how to do it work
  11. It's now only for 1.09 beta  ? now on launch i get "RUG_DSAI need 1.09 version ..." and Error compiling pixel shader PSNormal DXTA ----UPDATE----- Sorry,problem solved thaks for mod Sickboy
  12. Minon

    RealTimeEditorV3

    i think IF people Want normanl RTE like in VBS2 (not this "Real" time editor) they did it along time ago ... this thing,is not real time editor ... just shell
  13. This path is correct ? arma.exe -window -nosplash -mod=dbe1;@6thSenseMisc;@6thSenseMod;@6thSenseQG;@SIX_Pack2;@SIX_Pack1
  14. Awesome conversion! But i got some problem,that make me crazy I install 6thSense mod on 1.08 version and on launch i get this: Please help me with this ..
  15. Someone,please help! How i can do model with many objects united ? I need monolit model,without pieces. Using 3DMax (5)
  16. Working on tactical vest - Tarzan M32 Current status - untextured,85% done,not optimized.
  17. Minon

    IMWM

    Awesome!
  18. Minon

    Jamming weapons

    I get some ideas.. 1.Condition to jamming: a)If you fire in auto mode at least 2-3 clips one after   another b)thinking 2.I belive it would be good,to have a popu-up contex menu,with two options if you got jamming: a)Immidiate unjamming (you got 50% probability success,but you got the real chance,to get second jaming with prolonged unjamming operations. And you need to repeat to unjamm. And it's double time. +add+ If you choose Immidiate unjamming and have three times failure to unjamm - you get only Weapon Examination with Double time to exam and Double time to Fix b)Weapon examination (after examination (5 seconds or more) you discover cause of jamming and you get additional context option "Completle Unjamm Weapon" with 90% success.
  19. Minon

    My Navy Seals

    again... another 2143523 retexturing .... booooooring
  20. Minon

    cfgFaces

    I think i get it,i mean why faces dont work... i found in data folder hhl_22_co.paa - this is a face,that always work...but if i remove it,the whole head and hands are untextured. And if i just replace it with need one,it just for ONE soldier...
  21. Minon

    cfgFaces

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BISoldier: SoldierWB { model="\Fox_Unit\BIsoldier.p3d"; moves="BI_PeopleMoves"; accuracy=5; displayName= "Fox Unit CQB"; nameSound = "specNas"; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {M4A1SD,M9SD,"Throw","Put","Binocular",}; magazines[] = {"30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","HandGrenade","HandGrenade","TimeBomb","TimeBomb",}; camouflage=0.5; facetype = "Masked"; vehicleClass = "BISoldier"; threat[] = {1, 0.1, 0.1}; class Wounds{ <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgFaces // CfgFaces Starts here { class Masked{ class Default { name = "MyFaces Default"; texture = "\ca\characters\hhl\hhl_33_CO.paa"; east = true; west = true; // racs.. }; class Face1 { name = "MyFaces 1"; texture = "\Fox_Unit\hhl\face8.paa"; east = true; west = true; // racs... }; class Face2 { name = "MyFaces 2"; texture = "\Fox_Unit\hhl\face16.paa"; east = true; west = true; }; // … }; }; // CfgFaces Ends here Nothing changes damn it ....
  22. Minon

    cfgFaces

    Can you help me to integrate cfg Faces to my config please ? class CfgPatches { class BISoldier { units[]={"Fox Unit"}; weapons[]={}; requiredVersion = 1.05; requiredAddons[]={}; }; }; class CfgVehicleClasses { class BISoldier { displayName="Fox Unit"; }; }; class CfgSkeletons { class Default; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] ={"neck","","neck1","neck","head","n eck1","lBrow","head","mBrow","head","rBr ow","head","lMouth","head","mMouth","hea d","rMouth","head","eyelids","head","LLi p","head"}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; skeletonBones[] = {"weapon","","launcher","","Camera",&quo t;","Spine","","Spine1","","Spine2" ,"","Spine3","","Pelvis","","LeftSh oulder","","LeftArm","","LeftArmRoll","& quot;,"LeftForeArm","","LeftForeArmRoll",""," LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHan dRing2","","LeftHandRing3","","LeftHandPinky1&quot ;,"","LeftHandPinky2","","LeftHandPinky3","&q uot;,"LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","Lef tHandIndex2","","LeftHandIndex3","","LeftHandThumb 1","","LeftHandThumb2","","LeftHandThumb3",&q uot;","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightFor eArmRoll","","RightHand","","RightHandRing",& quot;","RightHandRing1","","RightHandRing2","&quot ;,"RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","Ri ghtHandMiddle1","","RightHandMiddle2","","RightHan dMiddle3","","RightHandIndex1","","RightHandIndex2 ","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","Ri ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&qu ot;,"","LeftLeg","","LeftLegRoll","",&qu ot;LeftFoot","","LeftToeBase","","RightUpLeg" ,"", "RightUpLegRoll","","RightLeg","","RightLegRo ll","","RightFoot","","RightToeBase","&q uot;}; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = {"stozar","","vlajka",""}; }; }; class CfgMovesMaleSdr; class BI_PeopleMoves : CfgMovesMaleSdr { skeletonName = "OFP2_ManSkeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgModels { class Default; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { skeletonName = "Head"; sections[] = {"swap_hhl","hide_eyewear"}; sectionsInherit=""; }; class BISoldier: Default { skeletonName = "OFP2_ManSkeleton"; sectionsInherit="Head"; sections[] = {"weapon","","launcher","","Camera",&quo t;","Spine","","Spine1","","Spine2" ,"","Spine3","","Pelvis","","LeftSh oulder","","LeftArm","","LeftArmRoll","& quot;,"LeftForeArm","","LeftForeArmRoll",""," LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHan dRing2","","LeftHandRing3","","LeftHandPinky1&quot ;,"","LeftHandPinky2","","LeftHandPinky3","&q uot;,"LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","Lef tHandIndex2","","LeftHandIndex3","","LeftHandThumb 1","","LeftHandThumb2","","LeftHandThumb3",&q uot;","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightFor eArmRoll","","RightHand","","RightHandRing",& quot;","RightHandRing1","","RightHandRing2","&quot ;,"RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","Ri ghtHandMiddle1","","RightHandMiddle2","","RightHan dMiddle3","","RightHandIndex1","","RightHandIndex2 ","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","Ri ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&qu ot;,"","LeftLeg","","LeftLegRoll","",&qu ot;LeftFoot","","LeftToeBase","","RightUpLeg" ,"", "RightUpLegRoll","","RightLeg","","RightLegRo ll","","RightFoot","","RightToeBase","&q uot;}; }; class OFP2_ManSkeleton: BISoldier{}; }; class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase; class SoldierWB; class BISoldier: SoldierWB { model="\Fox_Unit\BIsoldier.p3d"; moves="BI_PeopleMoves"; accuracy=5; displayName= "Fox Unit CQB"; nameSound = "specNas"; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {M4A1SD,M9SD,"Throw","Put","Binocular",}; magazines[] = {"30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_Sta nagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rn d_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD&quot ;,"15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD",&quo t;15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rn d_9x19_M9SD","HandGrenade","HandGrenade","TimeBomb",&qu ot;TimeBomb",}; camouflage=0.5; vehicleClass = "BISoldier"; threat[] = {1, 0.1, 0.1}; class Wounds{ tex[]={}; mat[] = {"Fox_Unit\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "Fox_Unit\data\us_soldier_body.rvmat", "Fox_Unit\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat","Fox_Unit\data\us_soldier_equip.rvmat","Fox_Unit\data\us_hhl.rvmat"}; }; }; };
  23. Minon

    BIS MODEL INTO GAME

    Thanks a lot! I solve this problem  I want to made some CQB Unit modification,but it my first addon,so dont punch My goal - unit with maximum ammunition for long stand alone operations Maybe.. I thinking about made hellcat vest
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