Snake Man
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Everything posted by Snake Man
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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.
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Its identical to the original v1.2 as far as missions are concerned.
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Good job Q and the-f!
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Am I required to delete JOH_CfgMarpat.pbo, JOH_DesMarpat.pbo and JOH_WodMarpat.pbo files before using the contents of the v1.6 release?
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Shawk al Tarif - V0.99 Beta
Snake Man replied to OChristie's topic in ARMA - ADDONS & MODS: COMPLETE
What size in kilometers is this terrain? Are there roads and populated places? Btw I suggest you remove the spaces from the filename. -
Well as much as I understand texture merging its only because 1) your porting OFP model. 2) some weirdo made ArmA model with many textures. Heh, of course there is many situations, but its quite common that texture merging only happens on OFP ported models. Anyways... I would think that if you merge 2 (or more) textures, you just create brand new _NOHQ and _SMDI textures for the new merged one(?), therefore you can just skip the old rvmats completely. Thats as far as I understand it. Yeah as I said, just make new _nohq/_smdi as its much easier. Actually Synide could explain it more detailed (Synide: the vte_sampanbig demo model, tai.pdf, remember?). But in a nutshell the merged texture pieces or their coordinate information is not in proper locations on the .tai file, therefore synMoveUV.exe does its job on wrong .tai information, resulting a model that has the texture information mixed up.
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Me, I'm jumping between Synide's method and pantool ptm method. I really like Synide's method because it uses the native new p3dm mlod format editing. However I hate the nvidia atlastool as it fucks up so many times on making the merge .tai file for me, meaning the textures are all mixed up in the UV. I like the pantool tetris puzzle when making the texture, you can choose how to place them... but I hate the fact that I need to use the old/first O2 export version to save into old p3d format, then use old o2 to do the merge and back to new O2PE again to finish it up with rvmats etc. In a nutshell, if the atlastool would work OK then I would absolutely only use the Synide moveUV method alone. Right now I'm doing so as long as atlastool makes proper .tai file
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I just open the merged TGA image in Photoshop and save it again, works fine. Should work the same in paintshoppro(?).
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PMC Editing Wiki: reskinning tutorial.
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L3DT Island - Bliss - large km
Snake Man replied to [aps]gnat's topic in ARMA : MAP EDITING (VISITOR)
Too bad that those 102 and 204km terrains wont work properly as ArmA crashes eventually. -
You need to add model.cfg to your addon dir and have the cfgmodels part like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ArmaMan : Default { sections[] = { Â Â "osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", Â Â "clan" }; Â skeletonName = "OFP2_ManSkeleton"; }; Notice the "clan" there, thats the line that fixes the visible BIS clan logo in soldiers arm.