Mateck
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Posts posted by Mateck
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Any News Or Update's ? Been quiet for a while..Should he post something just to say there is nothing? Do you think he forgot?
We didn't forgot
We just don't have enough free time to work on it
Here are some WIP screenshots of new textures for M1 (textures by T_Bone).
In new version textures can be changed via script. Mission makers will have opportunity to make unique textures for their missions. We will also release textures templates to make it easier.
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erm.. ive had a go reading the awesome read me pdf document, but how does one select the desert abrams instead of a NATO one?..thanks
What do You mean?
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FCS is not working with current version of m1a1 ha as it work with bis m1a1.
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Does Tank_FCS work with this tank? Near the beginning of this thread someone comments on how nice this addons is with NWD's TANK_FCS, but I've never been able to get FCS working with this tank.Am I doing something wrong? Or does it not work at this point with NWD's mod?
At this point it dosen't have Tank Fire Control System by NonWionderDog included.
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don't know if this is posted yet (did not find it):when turning the maingun backwards-down, it clips with the back hulk of the tank. is there any means to make it "swing" around the "obstacle"?
I'm afraid it's not possible. I think the only way to fix this problem is to lower min elevation of the gun, but I don't think this will be a good solution.
About new sounds. In version 0.9 there was option to use standard sounds. Unfortunately there was some problems with replacement file. In new version I'm planing to separate data files from config files so there will be no problem with adding optional configurations
About FLIR. I'm testing XAM Termic Vision. If there will be no problems in multiplayer I will ask XAM team for permission to use it
BTW. Before someone mention this. I think because of patch 1.14 there is problem with zooming commander optics after using external view.
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I think it is possible by making script that will use removeMagazines and addMagazines commands. Main gun would be empty unless loader add certain ammo to the main gun via addMagazines command.EDIT.
I'm searching for some way to override screen color, like green in NVGs. I want to add FLIR option to M1A1.
I know there is setAperture option that makes screen look black and white but only during night. During day time screen is to bright and with higher setAperture values is no more black and white
I will be grateful for any help on figuring out how ArmA NVGs works.
Loader Position:
Is there any future for the loader position to load the rounds and not the gunner in a future release or would that have to be created/added by us the community?
FLIR:
There is a script somewhere around the forums that talks about that, but I can't find it now. I'll keep looking.
Also is there a time frame for the next update to fix the replacement addon.
Thanks.
I will try to make such script but I want to finish some other things first. Though I don't know if I have enough scripting skills
About FLIR. I've checked Mapfact's FLIR and it's great but it's not working in daytime. I'm wondering if its possible to make screen black and white also during day so it will look like FLIR.
I've fixed replacement file some time ago. I will release it with next M1A1 version.
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@MateckAny possible to have it where when the gunner fires a round the main gun doesn't automatically reload?
So the loaded then has to reload the gun, but selecting either to reload Sabot or Heat. And when he finishes reloading he says which ever one aloud so it is hear that the gun is ready to be fired with whatever type or round he reloaded.
That would just add more the loader position and would be great for those that would like it to be realistic.
I think it is possible by making script that will use removeMagazines and addMagazines commands. Main gun would be empty unless loader add certain ammo to the main gun via addMagazines command.
EDIT.
I'm searching for some way to override screen color, like green in NVGs. I want to add FLIR option to M1A1.
I know there is setAperture option that makes screen look black and white but only during night. During day time screen is to bright and with higher setAperture values is no more black and white
I will be grateful for any help on figuring out how ArmA NVGs works.
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I'm also searching for some way to override screen color, like green in NVGs. I want to add FLIR option to my M1A1.
There is setAperture option that makes screen look black and white but only during night. During day time screen is to bright and with higher setAperture values is no more black and white
EDIT. Sorry didn't noticed that this is OFP topic
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"You cannot play/edit this mission..." error is caused by new ammo and weapons classes used in replacement config. ch_m1a1_replacement and ch_t72_replacement lines are required in mission.sqm under Addons section, but old mission simply don't have them. When creating new mission while using ch_m1a1_replacement and ch_t72_replacement addons, they are automatically added to Addons section in mission file.
I already fixed this problem by using existing ammo and weapons classes i replacement file. Unfortunately because of this ch_m1a1_replacement will be a bit different than ch_m1abrams
@Alex[Dev]72
Thanks for pointing those .rpt errors. That was very helpful
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Mateck, T-Bone first please accept my grats and greets for this nice piece of addon you've made, looking forward for your next releases.Secondly -maybe someone wrote before- (I'm just lazy to read all the posts - ready to take the blame and bury myself ) two little issues I discovered. At first AI loader does not reload his M240 even if I tell him to do so in the command menu. Second is I've put the USMC sign on the back hull and it cuts the image down a little bit - I only see SMC written on the hull on both sides.
Just wanted to let you know , if you ever have the mood to fix minor things like this.
Anyway keep up the good work!
Yes, we have the mood to fix minor things like this
Here is list of small fixes we have made since v0.95 release:
- changed t-72 armor structural from 15 to 14 so 1 Maverick can destroy it
- fixed loaders optics color
- fixed bug with USMC marking
- tweaked green color in NATO camouflage
- fixed shadow artefacts on markings by adding renderFlags[] = {NoZWrite}; to markings material
About that AI problem. Is he turned in? He should be able to reload M240 while turned out. I didn't tested it before so I may be wrong.
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When talking about how realistic it would be for SLA to have a T-80/T-90, remember that there are other islands for ArmA - and the T-80 or T-90 would be a wonderful M1 counterpart on the Schmalfelden map. So even if Russia would never export a T-90 to a small communist country, remember that ArmA is not limited to SahraniExactly.
Sometimes i think the people only see Sahrani and nothing else.
I think everybody is free to do what he want.
Who is talking that T-80 or T-90 shouldn't be made for ArmA? Be patient or if You can't wait, do it by yourself
BIS created T-72M (probably) so it should be T-72M. Creating other tanks is needed but it also takes some time.
There will be no updates on our tanks for some time. After short break we are planing to create old M1/IPM1 and T-72AV as a bonus.
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Looks great to me T Bone. I like the dirt on the skirt. Only thing that looks odd is that God awful US Army on the rear hull.Tigernan
Not as lean, or as mean but always a Marine.
Dirt on the skirt and US Army sign is the same as in v0.95
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One question about the Mateck's additional T-72. As a commander, how can I tell the gunner to switch to different ammo (HEAT, SABOT, etc.) ? Is that a bug?Wow, awesome looking T-72! Will it be compatable with Mateck's M1A1?
I don't know how to change ammo while commanding in original tanks. Probably it's ArmA bug
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just a question..i thought radio chatter will be fixed in this version?because i don't hear radio chatter from ECS mod in Mateck's Abrams.
by the way..GREAT ADDON!
It started to work for me some time ago. After adding CH_M1A1HA and CH_M1A1HA_D to ecs_local.hpp only thing I did was starting ArmA with @ECS disabled. When I enabled @ECS, radio chatter was fixed.
Don't know if that will help, but who knows
Other things, like secondary explosions and fire damage player, are still missing
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@bravo 6
Check Your PM box.
Small info on what I fixed already.
- changed t-72 armor structural from 15 to 14 so 1 Maverick can destroy it
- fixed loaders optics color (adding gunnerOpticsColor[] = {1,1,1,1}; to LoaderTurret did the trick, I was a bit to lazy to check this option before releasing v0.95, sorry)
- fixed bug with USMC marking
No need to release hot fix for that, but anyone can fix those problem by editing config file and USMC texture
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Wait,Are you talking about the ch_m1aaha.intro mission? Didn't see any smiley faces in that but I might be looking in the wrong place.
In your post when you said you added custom textures are you talking about adding them with setObjectTexture? Or selecting existing ones with the CH_Markings_base?
I couldn't get setObjectTexture to work before but will try it again just in case.
Tigernan
Not as lean, or as mean but always a Marine.
In new version I've added new markings that can be displayed by using CH_Markings_base script. In updated ch_m1a1aha.intro mission I've added example for setting user made textures that can be placed in mission folder. In ch_m1a1aha.intro folder there is s1.paa texture file that should be displayed on one of the tanks.
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Howdy,Thanks for the quick update. Though I ran into a small issue. The CH_Markings_base = blah... no longer works on my models. Tried creating a new map and putting in a new tank and using the line to select specific markings but it still doesn't seem to work.
I deleted out the old files and then put the new ones in. And placed the extended event handlers into my arma addons folder.
Figure I am doing something wrong.
Tigernan
Not as lean, or as mean but always a Marine.
Check editor sample mission with original, unmodified addon. All scripts should work. I've added tank with custom textures to that mission. You should see smilies on that tank
If scripts in that mission also don't work then let me know.
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Hi, and the loaders sight still beeing that black box instead use thesame sight than the driver;...
Loaders sight is using tank driver optic model, believe me
Problem is that all gunner sights are black. As I remember there is option to change sight color but nothing else
P.S. There is a bug with replacement files after installation on server. After mission start player is kicked with missing addon error
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Oh and as i asked before any chance of seeing the fake IR/TI script in the next update(dont matter to much i will add it myself if need be)?I will take closer look at this
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Very niceArmedAssault.info Mirror :
News : http://www.armedassault.info/index.p....lang=en
Addon : http://www.armedassault.info/index.p....lang=en
Keep up the great work !
Mirror added to the first post. Thanks
I have small request. Please remove ch_sounds.pbo from Included *.pbo files and update description section with info from first post. I will be very grateful
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Forget to mention...
Before installing new version please remove any previous versions.
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Time for first update
Mateck's M1A1 (HA) v0.95 - http://crazyhussars.arma2.pl/ch_m1a1ha_v0.95.rar
Version history
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v0.95
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- fixed XEH compatibility (Extended Event Handlers required)
- signed addon with new privatekey
- fixed tracks visible through armor
- changed ammo count for M2 and mounted M240
- fixed M240 magazine class so it will not overwrite class from rifles config
- fixed some sound problems (new sounds are now defined in main config file)
- added T-72 with new armor values and fixed hit-points (based on NonWonderDogs Tank FCS)
- added more markings
- added reload sounds for MGs
- tweaked gunner sights so it's easier to shoot targets at 600m range
- updated ReadMe.pdf and editor sample mission
- added markings.jpg that shows all markings available in this addon
v0.9
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- first release
EDIT. Before installing new version please remove any previous versions.
@Alex[Dev]72
Yes, we will add LASE option in future
About replacement compatibility in MP. There is to many changes in config and model to fix those problems. Every player on server needs to use this replacement. Also I think it should be installed on server.
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@Alex[Dev]72
I'm planing to release updated version today, and there will be no lase option, sorry
About engine sound. It's not possible to set separate sounds for inside and outside of the tank via config file and that's bad.
Maybe I will create script, like ECS RC, that will add some additional sounds. Maybe in next major update.
@Rakgitarmen
Tiger205 is working on fictional T-72 modification. Mostly for learning purposes. Maybe we will add this tank to the pack in future releases
In next update there will be T-72 with fixed armor values and hit-points included in the pack
P.S. I decided to change only ammo count for M2 and mounted M240. I will not change ammo count for coaxial M240
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I'm changing ammo count. As Tigernan described, there should be 10,000 rounds for M240 coaxial. To do so i need to change ammo count in magazines. 2000 rounds per magazine will be good?
AimPoint Desert Weapons 1.3
in ARMA - ADDONS & MODS: COMPLETE
Posted
Great pack
Any chance for releasing also non-desert versions?