Snake Man
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Everything posted by Snake Man
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Try to make LandContact LOD to the model, then place few points there where it should stick to ground... Not sure about that one, but RPT suggests something like this. So far I havent found a solution for the floating 50m forest blocks. Edit: but it works, as I explained above... it works. Now the most annoying bug in VTE has been solved. Thank you Q & the-f!
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aiDispersionCoefX , aiDispersionCoefY
Snake Man replied to madmedic's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hi madmedic. I believe what you need is to setup different fire "modes" for humans and AI, where humans have one type of dispersion and AI has another. Here is example for you:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> modes[] = {"Manual_Single","Manual_Automatic","AI_Single","AI_Automatic"}; class Manual_Single : Base_Manual_Single { displayName = "5.56x45 Semi"; reloadTime = 0.09; sound[] = {"\VTE_Sounds\Weapons\M16_fire.wss", 10, 1.1}; recoil = "VTE_m16"; recoilProne = "VTE_m16Prone"; dispersion = 0.005 * VTE_DispersionCoeff; }; class Manual_Automatic: Base_Manual_Automatic { displayName = "5.56x45 Auto"; reloadTime = 0.075; sound[] = {"\VTE_Sounds\Weapons\M16_fire.wss", 10, 1.1}; recoil = "VTE_m16"; recoilProne = "VTE_m16Prone"; dispersion = 0.005 * VTE_DispersionCoeff; }; class AI_Single : Base_AI_Single { reloadTime = 0.09; sound[] = {"\VTE_Sounds\Weapons\M16_fire.wss", 10, 1.1}; recoil = "VTE_m16"; recoilProne = "VTE_m16Prone"; dispersion = 0.005 * VTE_AIDispersionCoeff; minRange = 0.1; minRangeProbab = 0.1; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.03; }; class AI_Automatic : Base_AI_Automatic { reloadTime = 0.08; sound[] = {"\VTE_Sounds\Weapons\M16_fire.wss", 10, 1.1}; recoil = "VTE_m16"; recoilProne = "VTE_m16Prone"; dispersion = 0.005 * VTE_AIDispersionCoeff; minRange = 0.1; minRangeProbab = 0.1; midRange = 100; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.03; }; There is no aiDispersionCoefX and Y listed and I dont have example at hand. But you could use the class cfgmovesmalesdr, like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMovesMaleSdr: CfgMovesBasic { class AmovPercMwlkSrasWrflDf : AmovPercMstpSrasWrflDnon  { aimPrecision = VTE_AimPrecisionHigh; Only related lines added to this example. Sorry this post is not exhaustive tutorial for the matter, but I hope this steers you to the right direction. -
It was totally awesome. As I wrote to PMC Tactical VTE ArmA multiplayer topic: Source. It was especially cool when we approached the fist village target, M48 was rolling ahead of us infantry, the tank stopped and opened fire to the village while I was leaning over the tank watching how the tracers found their way to the target. Oh man it was just like in Full Metal Jacket! Very cool. Big thanks for the Kellys Heros team for organizing this VTE event!
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Okay two things; 1) its not even a beta, its PRE-alpha. 2) The link is for the official VTE OFP page. I know I know, we dont have page yet for VTE ArmA, its only available through the official VTE ArmA forum area which you can find here: PMC Tactical - Vietnam: The Experience (ArmA) forum area. If someone is looking for an account to PMC Tactical forums, please send me a private message (PM) to me here and I'll create one for you.
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Excellent, cant wait. Please get registered on the official VTE forum too so you can post there to keep the hardcore crowd updated. Just PM me with login/pass/email details and I'll get account created for you (that is, if you already dont have one).
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Mando Bombs and Mando Air Support Console
Snake Man replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
I took a look at mando_airsupportdlg.h and its class MandoAirSupportDlgSetUp, but I have never in my OFP and ArmA history done any of that UI stuff so its completely gibberish to me. Any tips of how to begin? Perhaps we move into private messages and then I'll post the editing results for VTE bomber fans in here? -
Mando Bombs and Mando Air Support Console
Snake Man replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
Can the various console buttons to be reconfigured for like napalm strike or daisycutter drop? At the moment most of them are unused in my NAM era missions, so they could be used for these specific bombing types. Lets say if I want to reconfigure AB, CM and SA... what should I edit? -
Which 3d software it's seemed with O2?
Snake Man replied to fabiantronc's topic in ARMA : O2 MODELLING
Modo is very good 3d modeling software including anything you need for model editing which is then converted into ArmA. -
COC/CEX & Mando Scripts
Snake Man replied to mrcash2009's topic in ARMA - MISSION EDITING & SCRIPTING
Cant be done in the v0.86 CEX, sorry. -
Mando Bombs and Mando Air Support Console
Snake Man replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
For the minimap I agree about the zooming in/out, also would it be possible to SHIFT-LMB click it same as in recon camera window to setup new recon waypoint? -
Mando Bombs and Mando Air Support Console
Snake Man replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
Carpet bombing works nicely on VTE B52 when doing small edit to the function, like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Carpet bombing custom code mando_airsupport_carpetcode = { private["_plane", "_targetpos"]; _plane = _this select 0; _targetpos = _this select 1; while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do { sleep 1; }; if (alive _plane) then { _plane action ["useWeapon",_plane,driver _plane,2]; }; };(sorry about the lame indent, you know how forum code tags are). Make sure you fly the B52 from about 5km away and higher than 400m and it should drop nice line of 48 MK82's Thank you Mandoble for this new feature, much appreciated. -
Mando Bombs and Mando Air Support Console
Snake Man replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
Thank you for the carpet bombing feature, will test it with B-52 tonight on MP and report results back to you. -
Mando Bombs and Mando Air Support Console
Snake Man replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
hehe supergruntsb78, I was just opening a dialog with Mandoble about bombing script features, I asked him about specific carpet bombing (yep you guessed it, VTE B52) stuff as well as the MC-130 dropping daisy cutter. Other than carpet bombing, I'm very interested to setup the airstrike script to be with random plane and bombs, like you could setup and array: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_VTE_planes = ["vte_a4r","vte_f4_tan_ag","vte_b52","vte_f105"]; and then also the bombs on array like:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_VTE_bombs = ["vte_mk74","vte_mk82","vte_mk82r","vte_mk84"]; from where the bombs would be randomly selected (one bomb type for one strike flight). That way when you call CAS, you dont know if there is going to be A1 Skyraider or F105 Thunderchief coming overhead and will they drop dumb bombs or cluster bombs. I wouldnt like the scripts to be hardcoded to VTE, there is many mods under development and I'm sure they would also want to have their planes and bombs to be used, so generic array for planes and bombs woud be superb. This would be of course an extra feature as many normal Mandoble Bombs users are just default AV8B/gbu12 BIS guys. Mandoble, does any of this stuff sound interesting, or doable? -
Just email/pm me and tell me what login/pass you want.
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Uh oh, nvidia atlas tool sucks. I had to stop using it as I got more messed up texture coordinates than correct ones.
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I have asked the exact same question in PMC Tactical, there is no solution or anyone has posted one. Sorry.
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I agree, this kind of feature would be great.
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Thanks for the tip, I'll get back to you with huge thanks if I'll get it to work
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You think the same would fix VTE ACH47A gunship as its turrets are mostly inverted and none of the gunner-views work (for example aft gunner views his own throat towards the nose of the aircraft)? Its guns are modeled naturally, ie aft gun towards 180 degrees from the aircraft, right front gun 90 degrees from the aircraft etc.
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Yes it was a nice mission. I never had that many Vietnam players in MP at the same time, very cool.
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Carrier Command: Gaea Mission
Snake Man replied to mr_centipede's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
Hahah Carrier Command, wow that game ruled. I recall I got kicked out from school because I skipped a day when I just wanted to play carrier command and capture those islands, hehe, maybe thats why I'm such a dumbass huh Carrier Command ruled back in the day, those shoes are hard to fill, but if anyone can do it, its Bohemia Interactive... -
Actually I haven read all this topic through, but I feel your pain as a fellow unappreciated mission maker, I'll take a look at your mission on princible. I mean that is if you want someone to test it and give feedback. I cant promise anything major, but I'll sit down, take a decent look at it and then report back what I think about it.
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Congratulations for Project RACS first release. May there be many to come! Mirage III looks real nice.
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Anybody happen to have link for wmv/avi download of this trailer?
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blackknight63, you are free to email/contact me and I'm willing to help you to develop terrains.