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Sled88

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Everything posted by Sled88

  1. Hey guys... I need your help with this: Everything works fine... I solved a lot of error-messages but now it loading very long when i placed the unit and crashes then... config.cpp // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class Predator { units[]={"Predator"}; weapons[]={}; requiredVersion = 1.000000; requiredAddons[]={}; }; }; class CfgMovesMaleSdr; class gray_PeopleMoves : CfgMovesMaleSdr { skeletonName = "gray_OFP2Skeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgVehicleClasses { class Predator { displayName="Predator"; }; }; class CfgVehicles { class RU_Soldier; class Predator: RU_Soldier { vehicleClass = "Predator"; moves = "gray_PeopleMoves"; model = "\CW_alienscorpio\gray.p3d"; weapons[] = {}; magazines[] = {}; displayName = "Predator"; armor =90 ; class eventhandlers { init = "_this exec ""\CW_alienscorpio\zombieinit.sqs"""; }; }; }; }; //}; model.cfg class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", "HeadCutScene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel = ""; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class Man: Default { sections[] = { "osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan", "clan_sign", "Camo", "CamoB", "medic" }; skeletonName = "OFP2_ManSkeleton"; }; class CW_alienscorpio: Man {}; class Flag: Default { sections[] = {"latka"}; }; };
  2. ^^ thx... Here some new screenies for you...
  3. Yep still have no OA but this will be definatly the last mod without... ;)
  4. OFFICIAL WEBSITE ONLINE! http://www.conspiracies-apocalypse-2.info.ms/
  5. I hope these pictures says, that is not only war in apocalypse 2.... Otherwise it wouldn't be an Conspiracies-Mod^^ INGAME-Pics (not photoshopped) showing the conspiracy we are talking about in Conspiracies Apocalypse 2 AND BEFORE THE NEXT TRAILER!!!! KNPvNzL3MT4
  6. Some first shots of L.A.
  7. OK BTT: new pre-release-trailer: LekV4eGz6fk
  8. That sound incredible interessting, in fact of that what I saw on the screenshots I could image to buy that game just for modding with ARMA2 together^^ PS: Is that a real screen or photoshopped?
  9. I just read the thread about TKOH (Take On Helicopters) here, and wonder how many peoples have this game. Maybe we can make a DLC in Seattle about CA2. Just a thought... What do you mean? I mean if it is compitable, is it allowed @ BIS???
  10. Yeah I know what you mean...
  11. Vegas isn't that big you may think... It only has about 500.000 people living there...
  12. We have to change something, the stalker/chernobyl scenario is more and more outdated... While the first upcoming DLC for Apocalypse 1 has zombies and mutants and so on included... Apocalypse 2 will try a new way... All in all the title is still precise, because it is still a conspiracy in the storyline... In Apocalypse 2 you also wont have that freeroaming you had in Conspiracies Rising Dead or Apocalypse 1. Its more like the V.I.R.U.S. - Mod for ARMA1 which was definatly one of our bests we had ever done... Some missions has additional missions to do, main-missions and you will also earn IGP's to receive rewards to make your mission easier. Also the players tasks were very different because you gonna play a minimum of 4 different characters during the campaign... While a General only give orders, and control the battlefield, a spec-ops soldier operates behind enemy-lines. An Air-Force Pilot destroy tanks and vehicles with jets or give fire support for infantry via helicopter, an army ranger operates on the ground direct in the middle of the battle... Of course this we have also some creepy stuff in here... Thats why it is a part of conspiracies... but the gameplay-aspect is very close to the V.I.R.U.S. - Mod of 2007 for ARMA1. @Wiggum: It should be Vegas with 80% of destruction... So no real one or 100% big one... Also it doesnt matter what town or places I choose it won't look like its in real... Therefore its a game...
  13. Here we go with a new trailer of Vegas and its battle... FybWIrBF_Hg
  14. First story and gameplay details: [sHORT-STORYLINE] The year is 2018. 25th May 2018 to be precise. At 05:50 AM the USA was attacked by a unknown force. Nuclear Bombs fall over Las Vegas, Los Angeles, San Francisco, New York, Chicago and Miami. Everyone thought the nuclear war was over since 1974, when the last one began and ended. You take control of 4 different persons and see the war to their eyes. On one hand Col. Steve Patterson, US-Marines Teamleader. On the other one Sgt. Lucas Anderson, Delta-Force Teamleader. Cpt. Thomas Havering, US-Air Force Pilot and Gen. William Cunningham, US-Army. [GAMEPLAY] Every playable character in Conspiracies Apocalypse 2 has other missions, experiences and possibilities. US-Marines operates in 4-12 units and some special missions. Mainly infantry Fights and vehicles. Delta-Force operates in a maximum count of 4 units and very special missions. Mainly infantry. US-Air Force operates in the air with helicopters and planes. Combat missions have the focus on kill or destroy infantry and armored vehicles. US-Army... Infact that you will play a general this is more leading the missions, plan them and use tactical elements. http://conspiracies.forumprofi.de/thema-anzeigen-storyline-t70.html#199
  15. Hey, no it will be released in this section, not in user missions. The colorcorrections were part of the mod or better missions and will be available as a module in the editor. :) PIC without effects:
  16. Delta Forces with camoed SCAR and XM8 (thanks to Robert)
  17. Yea I also thought about XM8 and SCAR and maybe an OICW but I am not that good in modelling. BTW: Yep it's a reskin by me so far, if I could get some MLOD's I would change a bit on equipment and helmet! BTW: Here another trailer for you guys... YcvB5mLyzLA
  18. Some screenshots (2018 USMC)
  19. thanks LiUGuy... more infos coming in the evening! =)
  20. Stay calm people please... Ctritic is a thing also modmakers, missionmakers ect also want to hear... PS: 'Thanks for supporting, but please no personal offence... I know the ARMA/OFP Community is best for ever
  21. Conspiracies Apocalypse 2 will be very different to Part 1 and all other released parts. So much to say^^ This time I REALLY lay more focus on quality than quantity. So you will definatly have a huge amount of missions, great performance, intense story, 4 players coop and 3 comrades which stand by your side all the game long.
  22. I understand what you want to say. Like I said before this time we will have some new stuff in the package, of course we still need some stuff already done by the community like the buildings and an island, but units, vehicles and maybe some new weapons will be exclusive released with this mod.
  23. Don't be angry because I will not answer your suggestions/questions now Wiggum! :) But I can say the downloadsize will be around 200-450mb at all... Added new trailer to the first post!
  24. I am proud to announce officialy we started to work on Conspiracies: Ghost War. If this project will succeed or not, we will see. This will be the pure Multiplayer-Part of Conspiracies. Planned features for version 0.1-0.4: - new Loadingscreens - different gamemodes for Multiplayer such as: >TDM >DM >Search and Destroy >Sectorclearing >Capiture and Hold - use Stalker-Units - use Clay-Dogs - use Undead-Mod - use Namalsk - use bloodsuckers Planned features for version 0.5-0.9: - new gamemode: > Team Level Up (basically: earn a lot of IGP's in a specific time with completing choseable missions in a team) > Level Up (same but without a team) Planned features for version 1.0 - implement the MMORPG-part (a 24/7 running server with tons of mission, get the best stalker ever!) ALL IMPORTANT INFOS HERE: http://conspiracies.forumprofi.de/index.php PS: Failed to spell Conspiracies correct in the thread... Could someone fix it?^^
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