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Mateck

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Posts posted by Mateck


  1. New mission added to the first post:

    CH co10 Allah Fist (ACE,DAC) by T_Bone

    CH co10 Salvage (ACE,DAC) by Mateck

    Also old missions have been updated:

    CH co14 Hazar Bagh Road (ACE) by Mateck

    - tweaked enemy positions in buildings

    - other minor tweaks

    CH co14 Ride by Dawn (ACE,DAC) by Mateck

    - tweaked enemy positions in buildings

    - other minor tweaks

    CH co14 Taking the Field (ACE,DAC) by Mateck

    - fixed day or night parameter not working on dedicated servers

    - attempt to fix game freezes when viewing weapon boxes on dedicated servers


  2. I've hotfixed CH co14 Ride by Dawn (ACE,DAC) mission. It was not ending :banghead:

    Changes:

    - fixed: missing "End mission" action

    - reduced AA threats

    - replaced Chernarus civilians by Takistan civilians in DAC config

    download (right click and 'save as')

    On a side note. We hope that the Apache from Arrowhead will get proper FCS in ACE2 very soon ;)


  3. hussars_256x256.png

    Here are some of the missions that me and my teammates are playing on our 14 slots dedicated server.

    We hope that you will enjoy them as much as we did.

    Play as a team or die trying!

    CH co14 Hazar Bagh Road (ACE) by Mateck

    ---------------------------------------

    loading screen

    Map: Takistan

    Faction: US Army

    Requirements:

    - ArmA2 Combined Operations (A2 + OA)

    - ACE2 v1.5 Beta or above

    download (right click and 'save as')

    ---------------------------------------

    CH co14 Ride by Dawn (ACE,DAC) by Mateck

    ---------------------------------------

    loading screen

    Map: Takistan

    Faction: US Army

    Requirements:

    - ArmA2 Combined Operations (A2 + OA)

    - ACE2 v1.5 Beta or above

    - DAC v3

    download (right click and 'save as')

    ---------------------------------------

    CH co14 Taking the Field (ACE,DAC) by Mateck

    ---------------------------------------

    loading screen

    Map: Takistan

    Faction: Takistan Army

    Requirements:

    - ArmA2 Combined Operations (A2 + OA)

    - ACE2 v1.5 Beta or above

    - DAC v3

    download (right click and 'save as')

    ---------------------------------------

    CH co10 Salvage (ACE,DAC) by Mateck NEW

    ---------------------------------------

    loading screen

    Map: Desert

    Faction: US Army - Delta Force

    Requirements:

    - ArmA2 Combined Operations (A2 + OA)

    - ACE2 v1.5 Beta or above

    - DAC v3

    download (right click and 'save as')

    ---------------------------------------

    CH co10 Allah Fist (ACE,DAC) by T_Bone NEW

    ---------------------------------------

    loading screen

    Map: Takistan

    Faction: Takistan Army

    Requirements:

    - ArmA2 Combined Operations (A2 + OA)

    - ACE2 v1.5 Beta or above

    - DAC v3

    download (right click and 'save as')

    ---------------------------------------

    MORE COMING SOON

    Armaholic mirrors:

    - Hazar Bagh Road Co-14 (@)

    - Ride by Dawn Co-14 (@)

    - Taking the Field Co-14 (@)

    - Allah Fist Co-10 (@)

    - Salvage Co-10 (@)


  4. I've noticed strange bug when using BWMod and ACE. Sorry if this was posted already.

    ACE units that are using some sort of hidden selection to hide their original backpacks have them still visible when BWMod is enabled. Also backpacks have strange, dark texture. I'm not sure if this is ACE or BWMod bug.

    ACE units without BWMod enabled

    Same units with BWMod enabled

    I'm using ArmA 1.05 (without beta patches), ACE 1.1 stable release and BWMod 1.6. My graphics card is Radeon HD 4890 1GB DDR5, Catalyst version 9.11.

    BTW. Great mod :)


  5. I've updated my M1Abrams Pack to version 1.2. This is very small and probably last update of this pack.

    Changes in version 1.2:

    - addon binarized with official ArmA 2 tools

    - added super shaders to materials

    - fixed loaders M240 rate of fire

    - FLIR will work only when looking through sights

    - some other small fixes

    CH M1Abrams Pack v1.2:

    Crazy Hussars FTP right click and 'save as'

    And of course I'm releasing updated MLOD's for the community.

    MLODs:

    Crazy Hussars FTP right click and 'save as'

    Thanks in advance for the mirrors :)


  6. chm1abrams11.jpg

    Description:

    --------------------------------------------------------------------------

    This addon contains M1A1HC (Heavy Common) and M1 in several paint schemes

    converted from ArmA 1 to ArmA 2. All models are based on ArmA 1 sample

    models released by BIS.

    M1A1HC paint shames - NATO, Desert

    M1 paint shames - Green, MERDC, REFORGER 83, RACS

    Latest changes:

    --------------------------------------------------------------------------

    - addon binarized with official ArmA 2 tools

    - added super shaders to materials

    - fixed loaders M240 rate of fire

    - FLIR will work only when looking through sights

    - some other small fixes

    Required addons:

    --------------------------------------------------------------------------

    Extended Eventhandlers from Community Base Addons pack.

    BI Forums topic - http://forums.bistudio.com/showthread.php?t=78622

    Download links:

    --------------------------------------------------------------------------

    CH M1Abrams Pack v1.2:

    Armaholic

    Crazy Hussars FTP right click and 'save as'

    MLODs:

    Armaholic

    Crazy Hussars FTP right click and 'save as'

    Credits:

    --------------------------------------------------------------------------

    People mainly responsible for this addon:

    Mateck - model tweaks, textures, configs

    T_Bone - textures

    Crazy Hussars Team - beta testers

    Special thanks to:

    Gachopin - for his FLIR script for ArmA 2

    RobertHammer - for M240s and M2 sounds

    Apache-Cobra - for IFF panel model

    NonWonderDog - for great resource of ammo and armor values

    Xeno - for smoke screen script

    XAM Team - for the idea of FLIR script

    BIS - for ArmA itself and for releasing sample models

    ...and many other community members for help and support


  7. Crazy Hussars Coop Pack 1.0

    ======================

    Here is small coop pack that me and my teammates are playing on our 10 slot ArmA server.

    download link - http://www.armaholic.com/page.php?id=5840 thanks to Armaholic

    Author: Mateck

    List of missions:

    - Veles Battle

    - Hit and Run

    - Hideouts

    - Welcome to Arcadia

    - Road to Morton

    Required addons:

    - A.C.E. - Advanced Combat Environment 1.09

    - FDF Podaga (part of the FDF Mod)

    - Afghan Village 1.0

    - Queen's Gambit

    - SAP Everon

    Used scripts:

    - Dynamic AI Creator by Silola

    - Team Status Dialog by Dr Eyeball (modified)

    - some scripts are based on scripts from Evolution by KilJoy

    Missions were tested on ArmA 1.16 BETA.


  8. You mean that the code that is after waitUntil {time == 0}; is causing "control lag"? This is only condition and it cannot cause any lags when used alone.

    Don't use waitUntil {time != 0}; because this condition is always true and will execute code that is below all over again and it surely will cause lags.

    As I described it earlier, the time value is reset after mission load. In other words waitUntil {time == 0}; will be true only when mission is loaded.


  9. Shouldnt it be more like this: waitUntil {time != 0}; ??

    T_D - According to the ArmA wiki the time value is the time elapsed since mission started (in seconds). Value of time is not saved when the mission is saved and so will be reset to zero when a mission is restarted from a saved position (posted by hardrock).

    In other words when time is equal to 0 after mission start it means that the saved game was loaded. Thanks to that we know when to execute code that is not working properly after savegame load.

    hamis - I still don't know what You mean by saying that this code breaks ECS and GDTmodhdr functionality. You mean In whole game, in CH t72 or just in modified Smurfc t72?


  10. I'm a bit confused. When You posted in CH Addons topic You meant that You have problem with original CH T72 or Smurf T72 when You tried to implement setObjectTexture fix?

    About that setObjectTexture fix. At the end of the smurf script You need to put the following code:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 0.1;

    waitUntil {time == 0};

    Those two lines will detect if game was loaded. Under those two lines You need to execute once more the whole script. You can do that by pasting the code that originally executed this script (probably it's in config.cpp under event handlers) or by  using breakTo command:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">scopeName "Shtora";

    _tank = _this select 0;

    _engineon = _this select 1;

    sleep 1;

    if (_engineon) then

    {

    _tank setObjectTexture [0,"\smurfc_era\data\t72_2_RED_co.paa"];

    _tank setObjectTexture [1,"\smurfc_era\data\t72_2_RED_co.paa"];

    if !(local _tank) exitwith {};

    sleep 1;

    if !(isengineon _tank) exitwith {};

    _tank vehiclechat "Shtora system ONline";

    } else {

    _tank setObjectTexture [0,"\smurfc_era\data\t72_2_co.paa"];

    _tank setObjectTexture [1,"\smurfc_era\data\t72_2_co.paa"];

    if !(local _tank) exitwith {};

    sleep 2;

    if (isengineon _tank) exitwith {};

    _tank vehiclechat "Shtora system OFFline";

    };

    //the following code is here to fix a bug with setObjectTexture command in singleplayer games

    sleep 0.1;

    waitUntil {time == 0};

    breakTo "Shtora";

    note: I didn't tested the above script so it may not work properly wink_o.gif


  11. I have serious problems with T72.If i select one of them in editor,ECS doesn't load(with your M1A1 it does)and they are missing hull and textures.Tried XEH you provided also,but no change. crazy_o.gif

    Try to run ArmA with only CH T72 and XEH 1.9 installed, if You haven't done so already. Most important make sure that You don't have any previous version of CH Addons and XEH installed. then report back here.

    @Cole.cz: Yes, it's possible to create T72 replacements wink_o.gif


  12. I've updated all CH Addons. This is very small update and it only fixes problem with invisible textures after mission load in singleplayer.

    <span style='font-size:11pt;line-height:100%'><span style='color:red'>CH M1Abrams Pack V1.01</span></span>

    <span style='font-size:10pt;line-height:100%'><span style='color:blue'>Download links:</span></span>

      Crazy Hussars FTP - http://crazyhussars.arma2.pl/ch_m1abrams_v1.01.7z

    <span style='font-size:11pt;line-height:100%'><span style='color:red'>CH T72 Pack V0.91</span></span>

    <span style='font-size:10pt;line-height:100%'><span style='color:blue'>Download links:</span></span>

      Crazy Hussars FTP - http://crazyhussars.arma2.pl/ch_t72_v0.91.7z

    <span style='font-size:11pt;line-height:100%'><span style='color:red'>CH M1A1 Replacement V1.01</span></span>

    <span style='font-size:10pt;line-height:100%'><span style='color:blue'>Download links:</span></span>

      Crazy Hussars FTP - http://crazyhussars.arma2.pl/ch_m1a1_replacement_v1.01.7z

    I've also updated source files.

    <span style='font-size:11pt;line-height:100%'><span style='color:red'>Source files</span></span>

    MLOD's - http://crazyhussars.arma2.pl/ch_source.7z

    I've modified only textures and markings scripts to fix setObjectTexture bug in singleplayer game.


  13. Hi, as the M1's & M1A1's go taking damage... you can see the tank

    getting darker, but this don't happens on the M2HB & M240B mounts;

    i think that also don't happens on the MG's itself, but i should check

    it again.

    Yes, thats true. The reason is that they cannot be damaged. There was some problems when defining damage for those turrets. Maybe I will work on this for next release. Meanwhile I decided to leave it as it is to not confuse people that may think those MG's are not operational because they are dark.

    BTW.

    There is a major bug when playing single player game. When saved game is loaded tank texture will disappear. This is a bug with setObjectTexture command.


  14. jakethesnake245 --> Remove all previous versions of the CH addon (ch_***). Check all your modfolders. markings_base.sqf was in old version and it's not present in new one. Also check your XEH because if is something wrong with it texture script may not work properly.

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