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nzdfcrash

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Everything posted by nzdfcrash

  1. nzdfcrash

    NZDF Mod

    Thanks STGN suggestions noted and Dean for the mlods and kind comments, if you are keen i will email you the links for the finished results after ive completed some troubleshooting and also porting to arma2.
  2. nzdfcrash

    NZDF Mod

    Hey all just a quick not on what ive done recently and to clear up on some people's views. I have done a complete new dpm pattern for the troops getting rid of the british colours snout had based the troops off and now more realistic i hope. Any suggestions needed in order to improve the textures will be taken aboard and implemented if possible. Ive also done a new paint scheem on the rnzaf c130h invalidating the poor loooking blueish colour and now making it similar in colour to its realife equivalent as well as now being ace compatibe with flares and all. Recently we attained permission from team kbt and cheyenne to use and modify the p3 orion into the rnzaf p3k with anti-sub,CAS and surveilance varients (dont laugh on occaision NZ does use the P3 on our bombing ranges as we no longer use any fast movers) Once a couple of us get Arma2 we will try focus on making it work as it does in aa1, also just to clear this up we arent affiliated with VMA. (Map used is Padoga for the screenshots) Big thanks goes to Cheyenne,Rocket,wld427 and last but not least mankyle.
  3. nzdfcrash

    NZDF Mod

    Update on the NZLAVIII Also we have been tirelessly working on the ANZAC Class Frigates and also the Uh1H and C130H. Also a short vid demonsrtating the Angel flares on the C130H a big thanks to Loki and Deanos,srry for the audio had ts running during the recording of the video
  4. nzdfcrash

    NZDF Mod

    yea man that'd be awesome, also need to have a chat to you about rvmats on some certain ships
  5. nzdfcrash

    NZDF Mod

    As its been a while since the last update due to real life commitments the team thought it be best to show what we will be offering for air support,Col.Klink 's a4 ported from ofp by southy and retro-fitted by me. as you will of probably noticed is that the textures need some tweaking here and there. Hopefully if all goes well we will have a alpha nzdf mod release soon
  6. nzdfcrash

    OH-58 Kiowa Warrior

    Awesome job Southy you have improved the kiowa to a high standard, its awesome to finally see the kiowa in arma
  7. nzdfcrash

    Addon Research Topic

    Dont spose anyone would have some high resolution or average quality side on photos of the anzac class frigates or meko class frigates?
  8. nzdfcrash

    NZDF Mod

    Speaking of the Hueys we have done a new paint, added realistic sounds and added 2 gun versions, 1 with mag58s and the other one with the C9 Minimis. by the way does anyone when looking from the external view know how to fix a problem where the guns appear to be flashing? (I plan to get a video up soon of the hueys to demonstrate the new sounds lebrun and me have integrated into the uh1hs)
  9. hey all we have encountered a small problem on the laviii with the main gun ie doesnt have ammocount or fire surprisingly. the config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 #define WeaponSlotPrimary 1 #define WeaponSlotSecondary 16 #define WeaponSlotItem 256 #define WeaponSlotBinocular 4096 #define WeaponHardMounted 65536 class CfgPatches { class NZDF_NZLAV Â { units[] = {"NZDF_NZLAV"}; weapons[] = {}; requiredVersion = 1.14; requiredAddons[] = {"CAData","CACharacters","CAWeapons","CAWeapons3","CAWheeled","CAWheeled3","CATracked","CA_Anims_Char"}; }; }; #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} #define DefaultWestMagazines(x) \ class TransportMagazines \ { \ mag_xx(30Rnd_556x45_Stanag,30*x); \ mag_xx(200Rnd_556x45_M249,5*x); \ mag_xx(HandGrenadeTimed,10*x); \ mag_xx(5Rnd_762x51_M24,10*x); \ mag_xx(15rnd_9x19_M9,15*x); \ mag_xx(10Rnd_127x99_m107,10*x); \ mag_xx(M136,3*x); \ mag_xx(1Rnd_HE_M203,3*x); \ mag_xx(FlareWhite_M203,3*x); \ mag_xx(FlareGreen_M203,3*x); \ mag_xx(FlareRed_M203,3*x); \ mag_xx(FlareYellow_M203,3*x); \ mag_xx(SmokeShell,3*x); \ mag_xx(SmokeShellRed,3*x); \ mag_xx(SmokeShellGreen,3*x); \ }; class CfgVehicleClasses { class NZDF_Armored { displayName = "NZDF: Armored"; }; }; class CfgVehicles { class Land; class LandVehicle : Land { class NewTurret; class ViewOptics; class ViewPilot; }; class Car: LandVehicle { // class PlateInfos {name="spz"; /*font<=fontPlate;*/ color[]={0,0,0,0.75};} class HitEngine {armor=0.4;material=60;name="motor";visual="motor";passThrough=1;}; class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;}; class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;}; class HitBody {armor=1;material=51;name="NEkaroserie";visual="karoserie";passThrough=1;}; //disabled points from models class HitFuel {armor=0.3;material=51;name="palivo";passThrough=1;}; class HitLFWheel {armor=0.15;material=-1;name="Levy predni tlumic";visual="Levy predni";passThrough=0;}; class HitRFWheel {armor=0.15;material=-1;name="Pravy predni tlumic";visual="Pravy predni";passThrough=0;}; class HitLF2Wheel {armor=0.15;material=-1;name="Levy dalsi tlumic";visual="Levy dalsi";passThrough=0;}; class HitRF2Wheel {armor=0.15;material=-1;name="Pravy dalsi tlumic";visual="Pravy dalsi";passThrough=0;}; class HitLMWheel {armor=0.15;material=-1;name="Levy prostredni tlumic";visual="Levy prostredni";passThrough=0;}; class HitRMWheel {armor=0.15;material=-1;name="Pravy prostredni tlumic";visual="Pravy prostredni";passThrough=0;}; class HitLBWheel {armor=0.15;material=-1;name="Levy zadni tlumic";visual="Levy zadni";passThrough=0;}; class HitRBWheel {armor=0.15;material=-1;name="Pravy zadni tlumic";visual="Pravy zadni";passThrough=0;}; dammageHalf[]= { "\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa" }; dammageFull[]= { "\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa" }; getInAction = GetInMedium; getOutAction = GetOutMedium; weapons[]={CarHorn}; hasGunner = 0; gunnerHasFlares = false; class Turrets { class MainTurret : NewTurret { outGunnerMayFire = 1; memoryPointGun = "machinegun"; body = ""; gun = ""; gunnerAction = "ManActTestDriverOut"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; soundServo[]={\ca\wheeled\Data\Sound\servo3, db-50, 1.0}; minElev = -5; maxElev = +40; minTurn = -360; maxTurn = +360; gunnerOpticsModel = "\ca\weapons\optika_empty"; hasGunner= 0; gunnerForceOptics = 0; startEngine = 0; class HitTurret {armor=0.8;material=51;name="vez";visual="vez";passThrough=0;}; class HitGun {armor=0.4;material=52;name="zbran";visual="zbran";passThrough=0;}; castGunnerShadow = false; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.42; minFov=0.22; maxFov=0.64; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.42; minFov=0.22; maxFov=0.95; }; }; }; soundEngine[] = {"\ca\wheeled\Data\Sound\mediumcar", db-60, 2.0}; soundEnviron[] = {"\ca\wheeled\Data\Sound\noise", db-65, 0.25}; soundCrash[] = {"\ca\wheeled\Data\Sound\crash2", db-10, 1}; soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-75, 1}; supplyRadius = 1.2; driverAction = "ManActTestDriver"; cargoAction[]= {"ManActTestDriver"}; hideUnitInfo=false; class Exhausts; castDriverShadow = false; Â Â castCargoShadow = false; }; class LAVIIIBase: Car { scope = 0; model = "\NZDF_NZLAV\NZDF_NZLAV"; displayName = $STR_DN_LAVIII; picture="\NZDF_NZLAV\data\ico\lav_ca.paa"; Icon="\NZDF_NZLAV\data\map_ico\icomap_lav_ca.paa"; mapSize = 10; vehicleClass = "NZDF_Armored"; nameSound="stryker"; commanderCanSee = 31; Â Â gunnerCanSee = 31; Â Â driverOpticsModel = "\ca\Wheeled\optika_stryker_driver"; commanderOpticsModel = "NZDF_NZLAV\optika_laviii_gunner"; soundEngine[]={\ca\wheeled\Data\Sound\Stryker_ICV_engine,db-10,0.8}; soundGear[]={\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[]={\ca\wheeled\Data\Sound\M151A1_door_v1,db-45,1}; SoundGetOut[]={\ca\wheeled\Data\Sound\M151A1_door_v1,db-50,1}; memoryPointsGetInDriver = "pos_driver"; memoryPointsGetInDriverDir = "pos_driver_dir"; memoryPointsGetInCommander = "pos_commander"; memoryPointsGetInCommanderDir = "pos_commander_dir"; // memoryPointsGetInGunner = "pos_gunner"; // memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointsGetInCargo = "pos_cargo"; memoryPointsGetInCargoDir = "pos_cargo_dir"; memoryPointsGetInCoDriver = "pos_codriver"; memoryPointsGetInCoDriverDir = "pos_codriver_dir"; memoryPointSupply = "supply"; selectionFireAnim = "zasleh"; Â selectionBrakeLights = "light_brake"; selectionBackLights = "light_back"; memoryPointExhaust = "exhaust_start"; memoryPointExhaustDir = "exhaust_end"; memoryPointTrackFLL = "tyreTrack_1_1l"; // front left track, left offset memoryPointTrackFLR = "tyreTrack_1_1r"; // front left track, right offset memoryPointTrackBLL = "tyreTrack_1_2l"; // back left track, left offset memoryPointTrackBLR = "tyreTrack_1_2r"; // back left track, right offset memoryPointTrackFRL = "tyreTrack_2_1l"; // front right track, left offset memoryPointTrackFRR = "tyreTrack_2_1r"; // front right track, right offset memoryPointTrackBRL = "tyreTrack_2_2l"; // back right track, left offset memoryPointTrackBRR = "tyreTrack_2_2r"; // back right track, right offset damperSize = .1; damperForce = 1; turnCoef=4.0; steerAheadSimul=0.6; steerAheadPlan=0.5; //predictTurnSimul=1.5; // brake before turns //predictTurnPlan=1.5; enableGPS = true; transportSoldier = 7; side = 1; //West. crew = "SoldierWB"; fuelCapacity = 246; armor = 180; damageResistance = 0.01199; crewVulnerable = false; maxSpeed = 100; threat[] = {0.5, 0.5, 0.5}; viewCargoShadow = true; viewCargoShadowDiff = 0.05; viewDriverShadowDiff = 0.05; viewGunnerShadowDiff = 0.05; hideProxyInCombat = 1; driverIsCommander = 0; weapons[]={}; magazines[]={}; hasGunner = true; driverAction = Stryker_DriverOut; driverInAction = Stryker_Driver; cargoAction[] = {Stryker_Cargo01}; unitInfoType=UnitInfoShip; typicalCargo[]={SoldierWB, SoldierWB, SoldierWAT, SoldierWAT}; gunnerHasFlares = true; class Turrets: Turrets { class MainTurret: MainTurret { weapons[] = {M242, M240_veh}; magazines[] = {150Rnd_25mmHE_M242, 150Rnd_25mmHE_M242, 60Rnd_25mmAP_M242, 60Rnd_25mmAP_M242, 2400Rnd_7.62x51mm_M240 }; body = "mainTurret"; gun = "mainGun"; gunnerAction = "Stryker_GunnerOut"; gunnerInAction = "Stryker_Gunner"; gunBeg = "gun_muzzle"; gunEnd = "gun_chamber"; memoryPointsGetInGunner = "pos_gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGun = "machinegun"; selectionFireAnim = "zasleh"; gunnerForceOptics = ture; outGunnerMayFire = false; primaryGunner = 0; memoryPointGunnerOptics= "gunnerview"; gunnerOpticsModel = "\NZDF_NZLAV\optika_laviii_gunner"; memoryPointGunnerOutOptics= ""; gunnerOutOpticsModel = ""; hasGunner = true; castGunnerShadow = true; minElev = -7.58; maxElev = +58; minTurn = -360; maxTurn = +360; gunnerFireAlsoInInternalCamera = false; class Turrets: Turrets { class CommanderOptics: NewTurret { proxyType = CPCommander; proxyIndex = 1; gunnerName = $STR_POSITION_COMMANDER; primaryGunner = 1; primaryObserver = 1; body = "mainTurret"; gun = "mainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; animationSourceHatch = "hatchCommander"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; gunnerAction = "Stryker_CommanderOut"; gunnerInAction = "Stryker_Commander"; minElev=-7.58; maxElev=+58; initElev=0; minTurn=-360; maxTurn=+360; initTurn=0; commanding = 2; outGunnerMayFire = true; inGunnerMayFire = false; viewGunnerInExternal = 0; gunnerOpticsModel = "\NZDF_NZLAV\optika_laviii_gunner"; gunnerOutOpticsModel = \ca\Weapons\optika_empty; gunnerOutOpticsColor[] = {0, 0, 0, 1}; gunnerOutForceOptics = false; gunnerOutOpticsShowCursor = ture; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics= "gunnerview"; memoryPointsGetInGunner= "pos_commander"; memoryPointsGetInGunnerDir= "pos_commander_dir"; memoryPointGun = "gun_muzzle"; selectionFireAnim = "zasleh_1"; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.42; minFov=0.22; maxFov=0.64; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.42; minFov=0.22; maxFov=0.64; }; }; }; class ViewGunner: ViewGunner { minAngleY=-100; maxAngleY=100; initFov=0.42; minFov=0.22; maxFov=0.64; }; class ViewOptics: ViewOptics { initFov=0.42; minFov=0.22; maxFov=0.64; }; }; }; class ViewPilot: ViewPilot { initFov=0.75; minFov=0.75; maxFov=0.75; }; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "Light_1_1_source"; direction = "Light_1_1_target"; hitpoint = "Light_1_1"; selection = "Light_1_1"; size = 0.5; brightness =0.5; }; class Right { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "Light_1_2_source"; direction = "Light_1_2_target"; hitpoint = "Light_1_2"; selection = "Light_1_2"; size = 0.5; brightness = 0.5; }; }; class HitLFWheel {armor=0.2;material=-1;name="Levy predni tlumic";visual="Levy predni";passThrough=0;}; class HitRFWheel {armor=0.2;material=-1;name="Pravy predni tlumic";visual="Pravy predni";passThrough=0;}; class HitLF2Wheel {armor=0.2;material=-1;name="Levy dalsi tlumic";visual="Levy dalsi";passThrough=0;}; class HitRF2Wheel {armor=0.2;material=-1;name="Pravy dalsi tlumic";visual="Pravy dalsi";passThrough=0;}; class HitLMWheel {armor=0.2;material=-1;name="Levy prostredni tlumic";visual="Levy prostredni";passThrough=0;}; class HitRMWheel {armor=0.2;material=-1;name="Pravy prostredni tlumic";visual="Pravy prostredni";passThrough=0;}; class HitLBWheel {armor=0.2;material=-1;name="Levy zadni tlumic";visual="Levy zadni";passThrough=0;}; class HitRBWheel {armor=0.2;material=-1;name="Pravy zadni tlumic";visual="Pravy zadni";passThrough=0;}; class Library { Â libTextDesc = $STR_LIB_LAVIII; }; }; class NZDF_NZLAV_WoodLand: LAVIIIBase { scope = 2; //public displayName = "NZLAV(W)"; class Damage { tex[]={}; mat[]= { "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_icv.rvmat", "ca\wheeled\data\detailmapy\stryker_icv.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body1.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body1.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body1_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_alfa.rvmat", "ca\wheeled\data\detailmapy\stryker_alfa.rvmat", "ca\wheeled\data\detailmapy\stryker_alfa_destruct.rvmat" }; }; }; }; class CfgDestroy { access = ReadAndCreate; class EngineHit { sound[]={\ca\wheeled\Data\Sound\fuel_explosion,db20,1}; }; }; class CfgNonAIVehicles { class ProxyFlag; class ProxyWeapon; class ProxyFlag_Auto: ProxyFlag {model = "\ca\wheeled\flag_auto";} class ProxyFlag_Alone: ProxyFlag {model = "\ca\wheeled\flag_Alone";} }; cfg magazines <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMagazines { class Default; class CA_Magazine : Default { scope = protected; value = 1; Â //Magazine With Small Value Will Faster Disepear On The Ground displayName = ""; //Displayed In Action Menu model="\ca\weapons\mag_univ.p3d"; //Model Of Magazine On Ground picture="";//"\ca\Weapons\Data\m_m16"; //Picture In Gear? modelSpecial = ""; Â //Model Of Special Magazine Like A Mortar useAction = false; useActionTitle = ""; Â //Displayed In Action Menu reloadAction = ManActReloadMagazine; Â //Animation Of Magazine Reloading ammo = ""; Â //Name Of Ammo From CFGAmmo count = 30; //Count Of Bullets In One Magazine type = WeaponSlotItem; //How Many Slots Magazine Takes (In Gear) initSpeed = 900; Â //Initional speed of bullet selectionFireAnim = "zasleh"; //ToDo: wrong place? nameSound=""; //Sound In Radio (Commander in tank) maxLeadSpeed = 23; Â //ToDo: wrong place? }; class VehicleMagazine: CA_Magazine { type = WeaponNoSlot; reloadAction = ""; maxLeadSpeed=100; }; class 2400Rnd_762x51mm_m240: VehicleMagazine { scope = public; displayName = "M240_Coaxial"; ammo = "B_762x51_Ball"; count = 2400; initSpeed = 900; maxLeadSpeed = 200; }; class 150Rnd_25mmHE_M242: VehicleMagazine { scope = public; displayName = "M792_HEI-T"; ammo = "LAVIII_B_25mm_HE"; count = 150; initSpeed = 960; maxLeadSpeed = 200; }; class 60Rnd_25mmAP_M242: VehicleMagazine { scope = public displaname = "PMB090_APFSDS-T"; count = 60; ammo = "LAVIII_B_25mm_AP"; initSpeed = 960; maxLeadSpeed = 200; }; }; and cfgammo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TRACERSWEST tracerColor[]={0.8,0.1,0.1,0.04};tracerColorR[]={0.8,0.1,0.1,0.04}; #define TRACERSEAST tracerColor[]={0.2,0.8,0.1,0.04};tracerColorR[]={0.2,0.8,0.1,0.04}; #define TRACERSWEST_VIRT tracerColor[]={0.8,0.1,0.1,0.04};tracerColorR[]={0,0,0,0}; #define TRACERSEAST_VIRT tracerColor[]={0.2,0.8,0.1,0.04};tracerColorR[]={0,0,0,0}; #define TRACERNO tracerColor[]={0,0,0,0};tracerColorR[]={0,0,0,0}; class CfgAmmo { class Default; class TimeBombCore; class MineCore; class BulletCore; class BulletBase : BulletCore { hit=8;indirectHit=0;indirectHitRange=0; model= \ca\Weapons\shell; soundFly[]={\ca\Weapons\Data\Sound\bulletnoise1,db-19,1.2}; soundHit1[]={\ca\Weapons\Data\Sound\bullet_ricochet_01,db-40,1}; soundHit2[]={\ca\Weapons\Data\Sound\bullet_ricochet_02,db-30,1}; soundHit3[]={\ca\Weapons\Data\Sound\bullet_ricochet_03,db-40,1}; soundHit4[]={\ca\Weapons\Data\Sound\bullet_ricochet_04,db-30,1}; soundHit5[]={\ca\Weapons\Data\Sound\bullet_ricochet_05,db-40,1}; soundHit6[]={\ca\Weapons\Data\Sound\bullet_ricochet_06,db-40,1}; soundHit7[]={\ca\Weapons\Data\Sound\bullet_ricochet_07,db-40,1}; soundHit8[]={\ca\Weapons\Data\Sound\bullet_ricochet_08,db-30,1}; soundHit9[]={\ca\Weapons\Data\Sound\bullet_ricochet_09,db-35,1}; soundHit10[]={\ca\Weapons\Data\Sound\bullet_ricochet_10,db-40,1}; soundHit11[]={\ca\Weapons\Data\Sound\bullet_ricochet_13,db-30,1}; soundHit12[]={\ca\Weapons\Data\Sound\bullet_ricochet_16,db-40,1}; soundHitMan1[]={\ca\Weapons\Data\Sound\bullet_man_hit_01,db-10,1}; soundHitMan2[]={\ca\Weapons\Data\Sound\bullet_man_hit_02,db-10,1}; soundHitMan3[]={\ca\Weapons\Data\Sound\bullet_man_hit_03,db-10,1}; soundHitMan4[]={\ca\Weapons\Data\Sound\bullet_man_hit_04,db-10,1}; soundHitMan5[]={\ca\Weapons\Data\Sound\bullet_man_hit_05,db-10,1}; soundHitMan6[]={\ca\Weapons\Data\Sound\bullet_man_hit_06,db-10,1}; soundHitMan7[]={\ca\Weapons\Data\Sound\bullet_man_hit_07,db-10,1}; soundHitArmor1[]={\ca\Weapons\Data\Sound\bullet_armor_hit_01,db-20,1}; soundHitArmor2[]={\ca\Weapons\Data\Sound\bullet_armor_hit_02,db-20,1}; soundHitArmor3[]={\ca\Weapons\Data\Sound\bullet_armor_hit_03,db-20,1}; soundHitArmor4[]={\ca\Weapons\Data\Sound\bullet_armor_hit_04,db-20,1}; soundHitArmor5[]={\ca\Weapons\Data\Sound\bullet_armor_hit_05,db-20,1}; soundHitArmor6[]={\ca\Weapons\Data\Sound\bullet_armor_hit_06,db-20,1}; soundHitArmor7[]={\ca\Weapons\Data\Sound\bullet_armor_hit_07,db-20,1}; soundHitArmor8[]={\ca\Weapons\Data\Sound\bullet_armor_hit_08,db-20,1}; soundHitArmor9[]={\ca\Weapons\Data\Sound\bullet_armor_hit_09,db-20,1}; soundHitArmor10[]={\ca\Weapons\Data\Sound\bullet_armor_hit_10,db-20,1}; soundHitArmor11[]={\ca\Weapons\Data\Sound\bullet_armor_hit_11,db-20,1}; soundHitArmor12[]={\ca\Weapons\Data\Sound\bullet_armor_hit_12,db-20,1}; soundHitArmor13[]={\ca\Weapons\Data\Sound\bullet_armor_hit_13,db-20,1}; soundHitArmor14[]={\ca\Weapons\Data\Sound\bullet_armor_hit_14,db-20,1}; soundHitBuilding1[]={\ca\Weapons\Data\Sound\bullet_ricochet_02,db-35,1}; soundHitBuilding2[]={\ca\Weapons\Data\Sound\bullet_ricochet_04,db-35,1}; soundHitBuilding3[]={\ca\Weapons\Data\Sound\bullet_ricochet_10,db-35,1}; soundHitBuilding4[]={\ca\Weapons\Data\Sound\bullet_ricochet_12,db-35,1}; soundHitBuilding5[]={\ca\Weapons\Data\Sound\bullet_ricochet_13,db-45,1}; soundHitBuilding6[]={\ca\Weapons\Data\Sound\bullet_ricochet_14,db-35,1}; soundHitBuilding7[]={\ca\Weapons\Data\Sound\bullet_ricochet_15,db-35,1}; soundHitBuilding8[]={\ca\Weapons\Data\Sound\bullet_ricochet_16,db-35,1}; supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1}; supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1}; hitGround[]={soundHit1,0.083,soundHit2,0.083,soundHit3,0.083,soundHit4,0.083,soundHit5,0.083,soundHit6 ,0.083,soundHit7,0.083,soundHit8,0.083,soundHit9,0.083,soundHit10,0.083,soundHit11,0.083,s oundHit12,0.083}; hitMan[]={soundHitMan1,0.143,soundHitMan2,0.143,soundHitMan3,0.143,soundHitMan4,0.143,soundHitMan5, 0.143,soundHitMan6,0.143,soundHitMan7,0.143}; hitArmor[]={soundHitArmor1,0.071, soundHitArmor2, 0.071,soundHitArmor3,0.071, soundHitArmor4, 0.071,soundHitArmor5,0.071, soundHitArmor6, 0.071,soundHitArmor7,0.071, soundHitArmor8, 0.071,soundHitArmor9,0.071, soundHitArmor10, 0.071,soundHitArmor11,0.071, soundHitArmor12, 0.071,soundHitArmor13,0.071, soundHitArmor14, 0.071}; hitBuilding[]={soundHitBuilding1,0.125,soundHitBuilding2,0.125,soundHitBuilding3,0.125,soundHitBuilding4 ,0.125,soundHitBuilding5,0.125,soundHitBuilding6,0.125,soundHitBuilding7,0.125,soundHitBui lding8,0.125}; cartridge="FxCartridge"; cost = 0.7; deflecting=10; TRACERNO }; class LAVIII_B_25mm_HE: BulletBase { hit=124;indirectHit=30;indirectHitRange=0.75; visibleFire=32; audibleFire=32; visibleFireTime=4; explosive = 0.7; cost = 40; maxSpeed = 1100; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; TRACERSWEST }; class LAVIII_B_25mm_AP: BulletBase { hit=150;indirectHit=0;indirectHitRange=0; visibleFire=32; audibleFire=32; visibleFireTime=3; cost = 50; maxSpeed = 1385; TRACERSWEST }; any help provided will be greatly appreciated
  10. nzdfcrash

    Armed Assault videos

    nice
  11. nzdfcrash

    main gun not working?

    sorry to double post but wld427 came up with the solution of changing a nameclass of one config to cfgWeapons which has hopefully solved the problem.
  12. nzdfcrash

    NZDF Mod

    AfrographX's nh90 reskinned in RNZAF colours. Back in 2005 the NZ govt decided to replace the rnzaf's ageing fleet of UH1H choppers selecting the NH90 TTH to succeed the hueys. Am currently working on getting the gear and cargo animations operational.
  13. nzdfcrash

    Project RACS

    i see some arma sea wars erupting with this baby lol
  14. Man do those Tigers look mint
  15. nzdfcrash

    NZDF Mod

    Heres some new WIP shots of the NZLAVIII Interior of the LAVIII Hopefully we will have some new screenshots of progress soon
  16. nzdfcrash

    Muzzle flash on cannons

    ok will have a tinker with the scripts a post results
  17. nzdfcrash

    Muzzle flash on cannons

    Hey guys am kinda working on the anzac class frigates and have animations working etc am just stuck on how to add/+edit a muzzle flash and smoke like this... http://en.wikipedia.org/wiki/Image:5-54-Mark-45-firing_edit.jpg
  18. nzdfcrash

    want you a Trex dino ?

    sheep would be nice lol
  19. nzdfcrash

    ArmA Addon request thread

    It would be convenient if someone could do or has done a Pinzgauer/LOV
  20. nzdfcrash

    NZDF Mod

    lol yea you could hear it from the otherside of the map as if it was right beside you
  21. nzdfcrash

    AH-6 littlebird "mo'guns"

    Nice work dude
  22. nzdfcrash

    The Unsung Vietnam war MOD

    Any chance of a map of Dien Bien Phu (1954) with the French Union forces and the VietMinh or is this mod only in the Second Indo-China war with NVA,VietCong and America?
  23. nzdfcrash

    NZDF Mod

    A quick edition to the NZDF WIP The NZ army troops by snoutmaster RNZAF pilot soon to bee updated 1NZSAS Sniper NZ Army Crewman NZ Army Officer... 1NZSAS Sabateur
  24. nzdfcrash

    NZDF Mod

    Ritter made them (the UH1 that is)
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