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nzdfcrash

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Posts posted by nzdfcrash


  1. About 8months ago a group of us decided to organise+/create a mod which represents the New Zealand Defence Force of today.

    Current projects:

    NZDF Troops Desert(Snoutmaster)

    NZDF Troops DPMs(SNoutmaster)

    V8 Landrover(TBA)

    LOVs (Light Operating vehicles)

    NH-90 Helicopter(TBA)

    UH-1 Helicopter (Ritter+CRASH) 99%

    LAVs (Light Armoured vehicles) John 80%

    M113(TBA)

    Unimog (Snoutmaster+CRASH) 99%

    C130 Hercules (Rocket+textures by CRASH)

    P3 Orion(CRASH)

    HMNZS Canterbury(CRASH+Ritter)

    HMNZS Tekaha + TeMana (CRASH+Ritter+ADF Rico)

    RNZAF Sioux (CRASH+Ritter)

    SH-2 Seasprite by Nigel Booth and ported to arma by CheyennyeAH56,(sound changed by CRASH)

    NZDF Humwvs (CRASH+ADF Rico)

    Also we are looking for people who can config, model and texture to help the NZDF mod come along faster

    WIP Screens

    tekaha1.jpg

    TeKaha3.jpg

    30.jpg

    31.jpg

    32.jpg

    more shots to come soon...


  2. What I would like to see in ArmAII is samekind of point/rank system  like in Battlefield. Of course this sounds like utopia but this is my suggestion and dont take it personally. huh.gif

    Evolution mp missions are good example what i seek but in larger scale. It would be more than nice to get new weapons when going up in ranks etc.

    Of course this kind of global ranking system would need a lot of resources and manpower, but personally it could bring something more to the mp. At least thats the only reason why i ever (quite seldom) play BF.

    In my vision there is one or more mp missions made by BIS that are "ranked". From other missions you wont get any "official" points. After every match all the points are saved in some database which is accesable to all to see.

    Maybe this kind of a system can be developed by group of ArmA community?

    kindly yours -SR- yay.gif

    wow....hello!!! wake up! missions are made by the community in 99% of the cases. I don't want not to be able to restrict some weapons, or to allow them all based one what i want to achieve. Plus all this kind of gimmicks do feck up the team-play, and you got kids running around score-whoring for that "nice looking GOLD Svd"....

    I prefer servers with no kill messages, and no score boards

    Very valid point totally agree with you as it just loses all sense of realism when u see whos been killed or a rank based on number of kills.


  3. Howdy guys

    Ritter whom is working on a uh1h for the nzdf mod has come across a problem with his model which im unable to help with for his query.

    the model has an exterior and an interior, when you look from the outside through the windows the interior has parts that done show up and you can see the ground on the other side,

    does anyone know how to fix this??

    problem.jpg

    it only happens when you view from the outside.


  4. Howdy all

    Am working on a NZDF Hummwv for arma and get a large amount of config errors such as base class not defined etc etc, bear in mind this is my first attempt at configs.

    here is the config

    class CfgPatches

    {

    class NZDF_vehicles

    {

    Units[]= {

    "NZDF_hmmwv50",

    "NZDF_hmmwvTOW",

    "NZDF_hmmwvMK",

    "NZDF_hmmwv",

    };

    weapons[]= {};

    requiredVersion = 1.000000;

    requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

    };

    };

    class Rotation;

    class CfgSkeletons

    {

    class NZDF_hmmwv: HMMWVSkeleton

    {

    isDiscrete=1;

    skeletonInherit="Car";

    skeletonBones[]=

    {

    "ammo_belt",

    "OtocHlaven"

    };

    };

    class CfgModels

    {

    class Vehicle;

    class Car: Vehicle

    {

    sectionsInherit="Vehicle";

    sections[]=

    {

    "ammo",

    "sklo predni p",

    "sklo predni l",

    "zadni svetlo",

    "brzdove svetlo",

    "spz",

    "karoserie",

    "motor",

    "zbran",

    "vez",

    "zbytek",

    "levy predni",

    "levy prostredni",

    "levy zadni",

    "pravy predni",

    "pravy prostredni",

    "pravy zadni",

    "clan",

    "clan_sign",

    "zasleh",

    "P svetlo",

    "L svetlo",

    "palivo"

    };

    skeletonName="Car";

    class Animations

    {

    class damageHide

    {

    type="hide";

    source="damage";

    selection="damageHide";

    };

    class IndicatorSpeed

    {

    animPeriod=0;

    type="rotation";

    source="speed";

    selection="ukaz_rychlo";

    axis="osa_rychlo";

    memory=0;

    minValue=0.000000;

    maxValue=16.670000;

    angle0=0.000000;

    angle1=2.879793;

    };

    class IndicatorSpeed2

    {

    type="rotation";

    source="speed";

    selection="ukaz_rychlo2";

    axis="osa_rychlo2";

    memory="false";

    animPeriod=0;

    minValue=0;

    maxValue=16.670000;

    angle0=0;

    angle1="rad -240";

    };

    class IndicatorRPM

    {

    animPeriod=0;

    type="rotation";

    source="rpm";

    selection="ukaz_rpm";

    axis="osa_rpm";

    memory=0;

    minValue=0.000000;

    maxValue=1.000000;

    angle0=0.000000;

    angle1=2.967060;

    };

    class DrivingWheel

    {

    type="rotation";

    source="drivingWheel";

    selection="volant";

    begin="osaVolantZac";

    end="osaVolantKon";

    memory="false";

    animPeriod=0;

    minValue=-1;

    maxValue=1;

    angle0=-8;

    angle1=8;

    };

    class TurnFrontWheelR

    {

    type="rotationY";

    source="drivingWheel";

    selection="pravy predni zatoc";

    axis="pravy predni";

    memory="false";

    animPeriod=0;

    sourceAddress="loop";

    minValue="rad -180";

    maxValue="rad +180";

    angle0="rad +90";

    angle1="rad -90";

    };

    class TurnFrontWheelL: TurnFrontWheelR

    {

    selection="levy predni zatoc";

    axis="levy predni";

    };

    class TurnFrontWheelR2: TurnFrontWheelR

    {

    selection="pravy dalsi zatoc ";

    axis="pravy dalsi";

    };

    class TurnFrontWheelL2: TurnFrontWheelR

    {

    selection="levy dalsi zatoc ";

    axis="levy dalsi";

    };

    class FrontWheelR

    {

    type="rotationX";

    source="wheel";

    selection="pravy predni";

    axis="";

    memory="true";

    animPeriod=0;

    sourceAddress="loop";

    minValue=0;

    maxValue=1;

    angle0=0;

    angle1="rad -360";

    };

    class FrontWheel2R: FrontWheelR

    {

    selection="pravy dalsi";

    };

    class BackWheelR: FrontWheelR

    {

    selection="pravy zadni";

    };

    class BackWheel2R: FrontWheelR

    {

    selection="pravy prostredni";

    };

    class FrontWheelL: FrontWheelR

    {

    selection="levy predni";

    };

    class FrontWheel2L: FrontWheelR

    {

    selection="levy dalsi";

    };

    class BackWheelL: FrontWheelR

    {

    selection="levy zadni";

    };

    class BackWheel2L: FrontWheelR

    {

    selection="levy prostredni";

    };

    class FrontWheelDamperR

    {

    type="translationY";

    source="damper";

    selection="pravy predni tlumic";

    axis="";

    animPeriod=0;

    minValue=-1000;

    maxValue=1000;

    };

    class FrontWheelDamper2R: FrontWheelDamperR

    {

    selection="pravy dalsi tlumic";

    };

    class BackWheelDamperR: FrontWheelDamperR

    {

    selection="pravy zadni tlumic";

    };

    class BackWheelDamper2R: FrontWheelDamperR

    {

    selection="pravy prostredni tlumic";

    };

    class FrontWheelDamperL: FrontWheelDamperR

    {

    selection="levy predni tlumic";

    };

    class FrontWheelDamper2L: FrontWheelDamperR

    {

    selection="levy dalsi tlumic";

    };

    class BackWheelDamperL: FrontWheelDamperR

    {

    selection="levy zadni tlumic";

    };

    class BackWheelDamper2L: FrontWheelDamperR

    {

    selection="levy prostredni tlumic";

    };

    class damageVez: damageHide

    {

    selection="damageVez";

    };

    class damageHlaven: damageHide

    {

    selection="damageHlaven";

    };

    };

    };

    class NZDF_hmmwv: hmmwv50

    {

    class Animations: Animations

    {

    class IndicatorSpeed: IndicatorSpeed

    {

    maxValue=16.670000;

    angle0=-0.174533;

    angle1=3.141593;

    };

    class IndicatorRPM: IndicatorRPM

    {

    angle0=0.000000;

    angle1=1.483530;

    };

    class fuel

    {

    type="rotation";

    source="fuel";

    selection="fuel_1";

    axis="fuel_1_axis";

    memory=0;

    minValue=0.000000;

    maxValue=1.000000;

    angle0=-0.087266;

    angle1=-1.658063;

    };

    class prop_01

    {

    type="rotation";

    source="rpm";

    selection="prop_01";

    axis="prop_01_axis";

    memory=0;

    minValue=0.000000;

    maxValue=0.360000;

    angle0=1.396263;

    angle1=0.000000;

    };

    class prop_02

    {

    type="rotation";

    source="rpm";

    selection="prop_02";

    axis="prop_02_axis";

    memory=0;

    minValue=0.000000;

    maxValue=0.640000;

    angle0=0.349066;

    angle1=-0.349066;

    };

    };

    };

    class NZDF_hmmwv50: HMMWVSkeleton

    {

    skeletonName="HMMWVSkeleton";

    class Animations: Animations

    {

    class ammo_belt_rotation

    {

    type="rotationZ";

    source="belt_rotation";

    selection="ammo_belt";

    axis="ammo_belt_axis";

    memory=1;

    sourceAddress="loop";

    minValue=0.000000;

    maxValue=0.010000;

    angle0=0.000000;

    angle1=-0.209440;

    };

    class MainTurret

    {

    type="rotationY";

    source="mainTurret";

    selection="OtocVez";

    axis="OsaVeze";

    animPeriod=0;

    minValue="rad -360";

    maxValue="rad +360";

    angle0="rad -360";

    angle1="rad +360";

    };

    class MainGun: MainTurret

    {

    type="rotationX";

    source="mainGun";

    selection="OtocHlaven";

    axis="OsaHlavne";

    };

    class damageHlaven: damageHide

    {

    selection="damageHlaven";

    };

    class damageAmmobelt: damageHide

    {

    selection="ammo_belt";

    };

    };

    };

    class NZDF_hmmwvMK: HMMWVSkeleton

    {

    skeletonName="HMMWVSkeleton";

    class Animations: Animations

    {

    class ammo_belt_rotation

    {

    type="rotationZ";

    source="belt_rotation";

    selection="ammo_belt";

    axis="ammo_belt_axis";

    memory=1;

    sourceAddress="loop";

    minValue=0.000000;

    maxValue=0.020000;

    angle0=0.000000;

    angle1=-0.383972;

    };

    };

    };

    class NZDF_hmmwvTOW: HMMWVSkeleton

    };

    };

    class CfgVehicleClasses

    {

    class NZDF_vehicles

    {

    displayName = "Vehicles (NZDF)";

    };

    };

    class CfgVehicles

    {

    /*extern*/ class HMMWV50;

    /*extern*/ class HMMWVTOW;

    /*extern*/ class HMMWVMK;

    /*extern*/ class HMMWV;

    class NZDF_hmmwv50: HMMWV50

    {

    vehicleClass = "NZDF_vehicles";

    displayName="(D) Hmmwv (M2)";

    model="\NZDF_hmmwv\HMMWV50.p3d";

    };

    class NZDF_hmmwvTOW: HMMWVTOW

    {

    vehicleClass = "NZDF_vehicles";

    displayName="(D) Hmmwv (TOW)";

    model="\NZDF_hmmwv\HMMWVTOW.p3d";

    };

    class NZDF_hmmwvMK: HMMWVMK

    {

    vehicleClass = "NZDF_vehicles";

    displayName="(D) Hmmwv (Mk19)";

    model="\NZDF_hmmwv\HMMWVmk19.p3d";

    };

    class NZDF_hmmwv: HMMWV

    {

    vehicleClass = "NZDF_vehicles";

    displayName="(D) Hmmwv";

    model="\NZDF_hmmwv\HMMWV.p3d";

    };

    };


  5. VMA is New Zealand's Premier Armed Assault clan.Our members comprise of current & ex service personal as well as experience mature FPS/Simulation enthusiast's. We incorporate proper military tactics and training on custom missions but also have alot of fun along the way. We are always looking for like minded individuals to join our ranks.

    Requirements-

    1. Contact us here

    2. Give us your player ID and name and you will get you on our clan squad.xml which displys the Kiwi NZ Emblem on uniform & vehicles. This is the same emblem worn by all NZDF personal!

    3. Download Teamspeak here

    4. MSN Messenger -We may need to contact you for Training etc.

    5.Post in the VMA Forums , we'll make you a VMA signature file.

    Recruitment-Just contact us with your Player ID number and also your Avatars Name. Then we will load you onto our Squad.Xml and you will be officially recruited into VMA.

    Rank-Their are 2 forms of Rank one for in game based on NZDF doctrine and another is based on how many posts you submit to the VMA website. All recruits start as Private and progress onto Corporal,Sergeant etc.

    Comms-Teamspeak is essential you need to be able to communicate your intentions whilst on the battlefield. If you can't communicate, you are to slow to react in combat.

    We are currently have our own Clan Teamspeak server @ this address

    IP: 67.228.238.5 :8788

    We operate two public clan server that operate different MP mission such as

    *Warfare

    *Domination

    Heres a couple promo videos VMA member Kiwidog has created

    We are also developing the NZDF mod which will eventually comprise of all the vehicles in which the real NZDF use.

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