Rastavovich
BI Developer-
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Everything posted by Rastavovich
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Addon released, head to our page to grab it.
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· Engine start-up/shutdown sequence · Damage system/Damage warning system · 2 barrel firing (on 23mm) · Working Heads Up Display · Missile warning with direction indicator · Moving Dampers and FLIR (Forward Looking Infra Red) · Crash models · Crash resistant cell · Switchable MFD (in A version) · Dimmable HUD/MFDs · Automatic ECM/CM system · New downwash effect (based on Vektorboson’s) · Weapon smoke when firing · Emergency equipment for pilots And maybe some stuff I forget about.
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We proudly present our Mi-28 N. It is still beta, but we need some feedback and especially bugreports. The chopper features should all work in SP, in MP they might not work. Please report all issues you have in this topic or on our forums. Known stuff: -Damage doesnt save in MP. -Sometimes engines shut down when chopper is empty, but engines should run (in MP). -Gunner cockpit isn't completed -shutting down engine when over 10 meters high will result in 0.99 damage -cargo bay needs some magazines (to read) Features: there are some, but find out for yourself:) Btw: before someone asks: "click my sig"!! Mirror: www.ofp.at
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Good to know, can you record a file where it says in russian "Mayday, Mayday, we're going in"? Not that someone blames us for that;) BTW, that sound is from "Gunship!"
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No, since it would require model changes for that, but if BIS gives us the original models we might build it in there:)
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Short info for missionmakers and testers:), there is a way to disable the long engine startup: initializes somewhere the variable DKMM_choppers_shortstart ie with a: DKMM_choppers_shortstart = true; publicvariable "DKMM_choppers_shortstart" in initline of an unit on map
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At the moment the dusterscript of Mi is only called when the DKMM_choppers_nodust variable is not initialized. Comanche initialize that variable by default. If you write somewhere: "DKMM_choppers_nodust = false","DKMM_choppers_nodust = true" or even "DKMM_choppers_nodust = 12" the variable is also initialized and the downwash wont show up. I fixed that allready in the scripts that will be in final version.
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The missing downwasheffect is caused by the Comanche, as long as you have both in one mission it will turn of the downwash of Mi-28. Thanx for reporting, Â it will be sorted out in final version.
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The ECM isn't missing, it is just turned to "auto", so it will kick in as soon as a missile is fired on you. If you want to use the Jammer select "Switch ECM/CM Mode" once, then the jammer action appears in menu.
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well the crashscript isnt perfect, but a crash has nothing to do with autorotation (at least not directly). Also crashresistant cells cant take any impact power and save the pilot. Even the 30/50 values are allready high. But i will definitly put more work into that scripts, since it is buggy anyway.
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The crash script should allready be in, but it doesn't run when you are flying to fast (< 50) or to high (<30). Crash resistant cells wont take anything. The script kicks in as soon as engines turn off midair. Deactivating downwash uses same variable as Comanche, write: DKMM_choppers_nodust = true in initline
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Does everyone has that white boxes or only some ppl?
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Akm74 released beta of bmd3,btr80,bmp3
Rastavovich replied to Viriato's topic in ADDONS & MODS: COMPLETE
Problem is, that optics on cars don't move with the turret. -
Akm74 released beta of bmd3,btr80,bmp3
Rastavovich replied to Viriato's topic in ADDONS & MODS: COMPLETE
The arena system is no "perfect" defense system,alsothat an intercepted missile can still do some damage. Since it uses "incoming missile" eventhandler it will not work on missiles that are fired unlocked (game engine limitiation), RPG/LAWs are not locked in veteran mode, so cannot be intercepted. -
Akm74 released beta of bmd3,btr80,bmp3
Rastavovich replied to Viriato's topic in ADDONS & MODS: COMPLETE
AKM74 asked me if I can explain short how the arena system will work ingame. Well Arena will intercept every (locked) incoming missile that is fired on the APC. But to not make it completly "missile proof" there are limitiations. The arena system has 8 (I know irl it has 21) charges which protect a certain area of the tank. If a charge blows off to intercept a missile, this are will not be protected by Arena anymore, since there is no more interceptioncharge. So a 2nd missile on the same spot will hit. (As it would irl). At the moment the system is not reloadable, but I will maybe implement that feature. -
Question about the laserdesignator
Rastavovich replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
Normally the Laser target should appear after a few seconds, even in MP. But it can take some time untill it appears on all clients. -
Use the compass on the HUD
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Map display only works on original BIS islands. The gear problem is new to me, can you explain the circumstances, was it on MP game, if yes, was it a dedicated server?
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Update is not out yet, so relax:) We will let you know when it is ready for download.
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I planned an update of the Comanche and especially the scripts, cause we invented some funny stuff here I really want to have also in Comanche. But since we have at the moment more then enough things to do, I can't say when I start overworking the whole thing.
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best thing would be 1 little script with @ statement and one or two .sqf files (which are really fast in processing).
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Ehhm, yes you are right (early in the morning...) Well, that is exactly what he does here, he tells here that for the hunterr it should use hunterr model, instead of hunter model. So he could still try to take the CfgNonAiVehicles out of the CfgVehicles
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I m 99% sure you can solve you problem, when you name the model for the hunter correctly. your line is: model="\RAFhunter\hunterr.p3d"; shouldn't it be: model="\RAFhunter\hunter.p3d"; Another thing: CfgNonAIVehicles schould not be in CfgVehicles class Oh and of course you have no CfgModels section at all, which is not the cause for crashing.
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dont you have to place for that simply a missions and a mpmissions folder within the mod folder?
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Gun sound belongs to CfgWeapons/yourgun/sound[]= {soundpath&name,db0,1}; Engine sound belongs to CfgVehicles/yourchopper/soundengine[]= {soundpath&name, db0,1};


