Snake Man
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Everything posted by Snake Man
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ArmA:Tracker - Addon Hosting Initiative
Snake Man replied to jerryhopper's topic in ARMA - ADDONS & MODS: DISCUSSION
I guess this ArmA Tracker didn't take off then... no updates have been made etc. Was it that there was no "hits", or posts here or just you Jerry Hopper being lazy? Its a shame, would have been cool to have real dedicated torrent site for just ArmA addons. In the future when more "MODs" come out, the file sizes will be quite large so torrents would be good way to handle the traffic. -
Finally someone else is making large cities for ArmA. Your screenshots look very nice, good work.
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Right, but as for example the UH60MG is using two or more (cant remeber) textures... how do we differentiate which texture goes to which parts of the model? If it would be to replace synide.paa with bis\something.paa it would be easy.
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In the Rahmadi Conflict (found in arma\campaigns\ dir), its the same old as with the original campaign. First mission starts a SF squad against hordes of men, M2 machine guns, automatic grenadelaunchers, shilkas and T72s.
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Thats right, thats one of the bugs in the pre-alpha. The trick is to load the same island again and second time ArmA will allow you to play. This, among other things will be fixed in tonights hotfix/patch.
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Focus of VTE will be on multiplayer from now on. Today we got our linux dedicated server up, it will now specialize to VTE and some other PMC goodies. If anyone is interested of playing VTE on MP, check out VTE pre-alpha download and then look for "PMC" or "VTE" from MP ingame browser. Hope to see you all on the server soon
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Haha lomac, whats next... you guys go play quake rocket arena? Stick with ArmA and Falcon 4, stick with winners.
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The addon config for the insurgent units:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class CAManBase; /*extern*/ class PMC_militia1: CAManBase { scope = 2; access = 1; side = 0; vehicleClass = "PMC_militia"; displayName = "Militia (AK74)"; nameSound = "Tango"; model = "\ca\characters\civil_1_tshirt"; accuracy = 0.6; camouflage = 1.2; threat[] = {1, 0.05, 0.05}; weapons[] = {"AK74", "Throw", "Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK"}; cost = 4000; class eventhandlers { init = "_this execVM ""\PMC_militia\scripts\faces.sqf"""; }; formationX = 2; formationZ = 5; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\civil_1_tshirt_shorts_klapky_ksiltka_hhl.rvmat", "ca\characters\data\civil_1_tshirt_shorts_klapky_ksiltka_hhl_wound1.rvmat", "ca\characters\data\civil_1_tshirt_shorts_klapky_ksiltka_hhl_wound2.rvmat", "ca\characters\data\civil_tshirt_body.rvmat", "ca\characters\data\civil_tshirt_body_wound1.rvmat", "ca\characters\data\civil_tshirt_body_wound2.rvmat"}; }; }; And then the \scripts\faces.sqf script:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0; _array = ["face26","face27","face28","face29","face30","face31","face32","face33","face34","face35","face36","face37","face38","face39","face40"]; _facial = (_array select (random ((count _array) - 1))); _unit setface _facial; Now that face numbering is of course the default black faces, to create afrikan militia. But I assume if you changed these face .paa files and check their numbering, then just change the script accordingly. Oh and I have no idea what color/scheme the civilian model is in my example, it was just the first I snatched for this post. Hope that helps.
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Yeah but this one (the first version anyways) has over two thousand (2000) units.
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Someone reported that TroopMon causes slowdowns in mission, which occur even after its been shut down. I believe there is quite alot of global variables set with TroopMon+ as I think the savegame bug re-appeared while playing mission that didn't have it, but when using TroopMon+ it was back. Dunno how many varibles could be squeezed out but it would be nice to get tweaked. But then again, this is intended debug tool, so one could argue that why bother. In anycase, Charonos, any plans for an update?
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Gimpster started this topic mostly talking about houses where you can enter, but since the discussion moved into rather large cities and the topic title still gives some room: Proper Urban Envirenments. While not proper really as the cities are incomplete, but to demonstrate the large size, why not test it yourself with PMC WRP Demo islands? PMC WRP Demo islands
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I have made private request for few additional building model MLOD's for Synide, if he would be so awesome and create those, I could then re-pack all the released MLOD's and RPT files and upload them to some accessible/24hrs download link. Even if Synide cant/wont do those requests, I could still upload all the stuff at the moment in my posession. What I mean is; dont worry I have all the models and can happily share them.
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I installed these drivers and now ArmA wont start, just gives this error (RPT file):<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Resolution failed: 800x600x (75 Hz) ErrorMessage: Cannot create 3D device:  Adapter 0 (RADEON 9800 SERIES) Fullscreen  Resolution 800x600, format X8R8G8B8/A8R8G8B8/D24S8, refresh 75 Hz.  Error D3DERR_INVALIDCALL Never ever install new drivers/stuff if you're middle in a cool mission
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I have updated the official VTE forum with new information. It pays to check there.
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I have poor computer of AMD 2800+, 1gb ram and radeon 9800 128 pro, it runs ArmA smoothly with low/very low and 1200m viewdistance, I have no problem with that. But when I finally tried out your smoke-effect addon, the early smoke rising was very blocky and when there were few smokestacks on the screen, it lagged way too much. You look landscape without smoke and have nice framerate, then turn into the smokes and "tok tok tok..." it comes to fps in single digits.
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Stewy, you can disable the signatures and avatars from ikonboard: Your Control Panel -> Account Options -> Do you wish to view members signatures when reading threads? and Do you wish to view members avatars when reading threads? That is direct solution for your problem. Edit: haha so I was the seventeenth guy to give you the same control panel help
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I am just hopelessly speculating here... but you DO need some kind of trigger dont you, and you're creating this automatically... if so, are you taking into consideration of the island size, from Rahmadi to Sahrani into the PMC Oceanworld of 204km x 204km island sizes? If I'm mistaken, then all is good
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PMC Tank Hunter This is large campaign on PMC Rugen island where you are fighting as resistance soldier against the Russians, but at the same time there are US forces fighting the Russians also. In fact, east and west are fighting against each other and you duck in the middle. It features team and weapon save, so what weapons you carry will transfer from one mission to the next, also if you are wounded or you get more soldiers joining you, it will also reflect in the next mission. Many times you can get the effect of "hours of boredom and seconds of horror" as you go about in your mission. Or you might get in a middle of US vs Russian firefight in some city and just when you think that situation cant get any worse, a Mi24 Hind and T80 arrives to the scene... You can and NEED to scavenge weapons and vehicles so you are better equipped to fight in this war, when you bring the vehicles into your base, they will also be saved for the next mission. Weather is random and you get beautiful bright sunshine and dark foggy thunderstorms, weather is saved for next mission also, you get day and night missions according to how much you have rested since the last mission. Cities are the objectives and when one side captures one city it will be marked as red (east) or green (west) on the map, in the next mission its occupied by that sides soldiers. There is not a set number of missions, you can take as long as you want fighting this war, or you can try to do the maximum and accomplish the given tasks sooner. There is a storyline, but obviously I'm not going to reveal it for you here, please just play the campaign to find out. Also its difficult to describe this campaign in few words, its just better to experience it by yourself. You might not like it, or you will find it to be the cool PMC mission style as seen many times before. One thing we can guarantee, this campaign will not play same twice. Replayability is very very high in PMC Tank Hunter... Required Addons The only addons you need are Bn880's tracers and JAM 3. This campaign is designed to run without any further mods that effect configs etc, this includes ffur, slx, ecp whatever comes into mind. Please when you play, only use the two mentioned addons (or atleast do not report any bugs if you choose to ignore this instruction). Also notice that PMC Rugen island itself requires AGS and baracken addons (check its readme for details and download links). PMC Rugen --------------------- PMC Tactical JAM3 ----------------------------- OFP.info and patch CAVS vehicles Bn880 Tracers v1.24 --------- BIS forum topic PMC Rugen required addons, updated since the readme is old. Agent Smith Industrial Pack -- ofp.info Agent Smith Harbor kit -------- ofp.info Baracken ----------------------- ofp.info We are looking feedback from anyone playing this campaign, please post to the PMC Tactical Forum and PMC Tank Hunter Official Release Topic. The campaign itself, download v0.1 PMC_Tank_Hunter_v0.1.rar - 108kb.
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I.C.E. - Integrated Command Environment
Snake Man replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
It will be released and it will support MP. -
I downloaded v1.01 and it still has some OFP_<blabla> marker addon missing.
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I promised to give feedback so here goes. I did not write all technical or otherwise issues down on text file so there wont be detailed list. I completed the campaign without using endmission at all so needless to say all missions worked ok. There seemed to be few items that had the radio comms text bit wrong compared to the spoken text, but heh thats not a big deal. Opening cutscene got stuck when the guys inside were shot, dunno if there was anything coming after that (I skipped the cutscene at that point). Music was ok, it was nice to have custom music... however I could have definitely be satisfied with the original tracks also (as first mentioned about the campaign size etc). Voice acting was good, very good. But on some parts where the voices that were spoken with accent or with high pitch etc started to sound a bit annoying after a while (I mean for example the last mission the repeated radio comms), this is understandable as there is only one voice actor. But all in all, voices were superb. Overall missions were good, but the last mission was superb. I have not had a mission to impress me in a long time, this one did. I was "captivated" and motivated to play it through no matter how long it took for me. As I said this hasn't happen in a long time, very good mission. I dont go into details as it would spoil the storyline/etc. Overall the whole campaign was very very good. Indeed, I cannot wait to get chapter two and to see what happens there. There was my feedback Mostly I provided few nitpicks, but as I am not a guy who posts "Downloading now!!1 ", I had to write something useful in there. If it happens by any means sound as said nitpicking or negative, consider that I could not have provided any feedback, but I promised so there we go. Keep up the good work and see you on chapter two (where I'll try to provide more detailed feedback), heh.
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The biggest problem is the floating objects, these object types need to be manually aligned to the ground which is horrible trial and error work one object type at a time. I'm hoping that we get the new ODOL format read so we can find out the correct alignment automatically. We can already do this on OFP MLODs so all existing island objects work ok with proper alignment. Then there is the widening the range issue, many people requested that the islands should be more apart, this is very easy to do and is on the TODO list for next release. Multiple airports is now possible, and I again keep this on the TODO list, hopefully it will be done by the next release. And when is the next release? Ehh no idea, not anytime soon at least
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Are you sure there is the VTE bin/config.cpp file present? No idea about that, it works flawless in my computer. Sorry. Heh I dont think any of them harm a mod if installed properly I think I use the llaumax sky. I install it by its install instructions, dont remember doing anything more specific than that.
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I have 100% identical situation. I agree that mirror(s) would be excellent, preferrably with good solid http link instead of this lame mega links that make no sense to wget (or other dl managers perhaps) for example. This is a video, no need to worry about megs, bigger/longer the better. We just wanted to see some mirrors, thats all.
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You're using UA v1.1 while our setup requires v1.0 to be installed.