Snake Man
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Everything posted by Snake Man
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Thanks for the feedback everyone! Yep I noticed that, will be fixed. Hmm havent tried this myself, is this repeated on all helos? And we are talking about single helo, so you try to get the pilot + possible gunner(s) to get out with a "Get Out" waypoint? Now there is VTE ammo boxes available. Well, you cant please everyone We use the QG greadiers helmet for AirCav and USMC. If you mean the napalm fire, then yeah its from somewhere I have no clue. But unless I'm totally mistaken we dont have any other effects. You are free to study editing tutorials and do such edits for private use granQ asked in the napalm topic if VTE can use it, nobody replied. That was before... I had reports that the engagement ranges are too short now, I'll look into it for the next release for sure. Not really invite only, just registrations disabled due huge number of spam bots. If you want account, send me a private message here with your username and email, I'll then create account for you manually.
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Hehe dont take the config from VTE PBR as its not working The ACH-47A gunship config does however work very nicely (besides the gunner view bug), but turret wise its ok.
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If you have interests in NAM unit making and developing your skills, you would be welcome to join us at VTE to see what we have done and how could you help.
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Your searched link is here.
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What I've found out in VTE dedicated server is that the "evolution of vietnam scene" mission gets played the most. This is the AirCav mission by Anzac SAS guys which has several objectives and you respawn at the base where all damaged and abandoned vehicles respawn also. While I'm not completely a big fan of those respawn missions as they tend to lead into quake style gameplay, I have to admit that they are far more enjoyable as you can have hours long missions even if you get killed before the mission is complete. We just need to balance the mission somehow that it wont lead into stupid user activity like flying a vehicle into objective and jumping out etc (not that such things have ever happened in our server, but just to make an example of respawn missions). Personally at the moment I'm thinking of mission which gives you orders/missions from the HQ (building) which you then need to complete. The whole terrain is the operational area and enemies are doing their own thing around there and the generated mission could of course make sure there just maybe happens to be more enemy activity (or specific activity) in the current mission objective. In a way you could say that it would be your previous mission in MP form with the exception that enemies are spread across the area and doing their own thing instead always just createVehicle'd in the mission area. Sorry I dont have any more specific mission idea in mind (if thats not specific enough heh)
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Its already said twice in this topic, please use <TAGNAME>_ in all your addons, configs and hey even mission variables and stuff. For example aawWpns aawBodies VTE_wpn VTE_chara etc. Then there will be no conflicting content created.
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Hey Rejn dont let this topic and your campaign turn into some "political" statement thingy. I promised to test and provide feedback on your future chapter(s) but happily will recall that promise if I'm to expect to see some "thought provoking political blabla" stuff. As you like feedback, this is it, feedback from one of your campaign users/players, dont let it turn into political mess.
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The MLODs repack I did is quite old by now, the edinsys version. Much have changed since then and I just recently added couple of building Ruins for destroyed buildings project (Linker Split was asking abot them), but thats it on my part. Hmm without derailing this topic further on the details, hmm perhaps we can arrange something, a new repack etc, to get things updated again. If you dont hear anything from me soon, hustle me with PM.
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Dont use the edinsys.paa models, they are out-dated now
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Vietnam mission/video, excellent. Thanks for creating them.
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I have uploaded few example building Ruins MLOD models. MLODs_ruins.rar - 633kb. Mirror 1: megaupload Mirror 2: bigupload Mirror 3: filefront I would really appreciate if you post into PMC Tactical: building ruins topic what you find out about creating these ruins. Thanks.
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No, there is no admins around in CoC forums and no updates, no emails, no nothing. Go figure
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There is no missions released. Isn't it nice, when I made sure that VTE v0.4 had many missions people just complained about them... now that there is no missions... You can PM me here in BIS forums with your login/pass/email information and I can then create account for you in PMC Tactical forums.
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You can get all the necessary info from PMC Tactical forums as posted in this topic earlier.
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Perhaps you remember the v0.4 which is for OFP?
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PMC Baltic Command (formely known as PMC Command Campaign) PMC Baltic Command is a CE campaign that puts you in the role of NATO commander of a mixed battalion-sized force, fighting the Reds in their backyard swimming pool, the Baltic Sea. Many months of work has created a wonderful mix of scripts that simulate the operational level of command, with orchestrated land, air, and sea operations. You are given lots of tools, such as Wild Weasel jamming strikes and artillery-fired mines, to take the war to the enemy. But don't worry, it won't be easy. You'll need all your OFP skills to peel away the layered enemy defenses. Pilot your specially-equipped recon helo to put your binoculars on the enemy front lines, and coordinate combined-arms missions like Rommel did. But beware, as the enemy will track your radio signals and launch missile strikes at you. The missions are open-ended, with no set path to victory. You will be judged on each mission for both your ability to take the objectives, and to keep friendly casualties down. Develop plans for flak suppression and airstrikes. Coordinate airborne and armor forces to take widely-flung objectives. Employ snipers, seals, and grunts to take and hold objectives in the face of withering counterattacks. PMC Baltic Command demonstrates what can be done with the best of the best addons and scripts developed by the OFP community. Required addons UAV Dragonwarrior ------------ DragonWarrior.rar C130v2 ----------------------- ofp.info USMC Symbols ----------------- CoC homepage Mirror 1 --------------------- ofp.info LSR Ranger/Deltas ------------ ofp.info LSR SEALs -------------------- ofp.info bas Blackhawks --------------- ofp.info bas Littlebirds -------------- ofp.info JAM3 (three!) ---------------- ofp.info CAVS Vehicles ---------------- JAM_Vehicles.zip, PMC mirror. SA-11 Gadfly ----------------- ofp.info CoC Unified Artillery -------- filefront Mirror 1 --------------------- ofpr.info CoC Tomahawks ---------------- CoC homepage CoC Mines -------------------- CoC homepage Mirror 1 --------------------- filefront Mirror 2 --------------------- ofpr.info CoC Divers v1.0 -------------- CoC homepage Mirror 1 --------------------- ofpr.info Bn880 Tracers v1.24 ---------- BIS topic Official PMC Baltic Command Forum and PMC Tactical. Finally, the campaign itself. Download v1.1 PMC_Baltic_Command_v1.1.rar - 21mb. Mirror 1 filefront Mirror 2 megaupload Mirror 3 mediafire Mirror 4 bigupload
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CoC CEX is only required in our dedicated multiplayer server as we have few nice CEX missions there and I'd hate to see X amount of users to drop out while we start one of those missions. Most likely at some point CEX as well as possible future UA will be required addons even in SP mode.
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Unfortunately there is no way to save it, its the savegame bug thats been with us for so long (only now on ArmA v1.09 it will be fixed, this again unfortunately wont help you). The second best option for saving a game is to just hit ESC and leave your computer running while you go away, if this is not possible, then you are completely out of options and just have to play 1 try = 1 mission style. Sorry that there is no easier solution for this. Hope you still find time to complete the missions.
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Water depth colors: turquoise to dark blue
Snake Man posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
I have learned by testing that the water colors in ArmA are as follows. Water Depths: 0m = land 0-50m = turquoise, shallow water 50-?m = dark ocean blue, deep water I did a small test map where I placed -5m, -50m, -100m depths and even -300m depth, all worked fine, no RPT errors or anything out of the ordinary in-game when sailing around RHIB in there. Actually it was scary to look overboard to see the edge from -50m into the abyss of -300m My problem is now that while those depths are okay, I'd like to specify the water color changes according to my own depth scale, so does anybody know if the water depth colors can be adjusted by config? See also PMC Editing Wiki: ArmA Tools Visitor 3. -
This topic is good as any to ask; Armored_Sheed: should I always do center all (if model was not built that way already) to any models, including helicopters, aircrafts, cars or static ground objects?
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I'm interested to know in more details how did you create/edit the objects?
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They are just called Synide's MLOD's as he created the converter which did the conversion. The MLODs arent more to his than any ODOL Explorer created is mine. You dont need to ask any permissions.
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I signed the petition because VTE needs water buffalo and other animals of the jungle.
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Proxy visible in Buldozer (cargo, pilot, driver, gunner etc) in PMC Tactical forums might help you out.
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Community Sound Mod - idea
Snake Man replied to Blackknight.au's topic in ARMA - ADDONS & MODS: DISCUSSION
Okay guys, let me know when you have decided which of the sounds are the best, when you have reached one unified 100% agreeable decision, I will do this mod for you. Haha