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smiley nick

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Everything posted by smiley nick

  1. smiley nick

    Custom RTM problem

    Hi everyone, We managed to remove the weird head issue, there was a problem with one of the proxys in o2 and its file path. Unfortunately now, the gunner positions show up in the action menu, but are not present when you "get in", the anims don't show for the player or AI, and the camera seems to be just on top of the aircrafts hull. If anyone who has experience with adding in new RTM'S, or maybe experience with configs, feel free to view our cfg below.
  2. Hi everyone, Me and Aardvark are working on some new postures for gunner positions inside the Chinook, however we are getting a very strange issue, and we were hoping someone might know the answer as to why. http://img689.imageshack.us/img689/7687/lmaowi.jpg Any ideas? Thanks everyone
  3. http://img269.imageshack.us/img269/3263/fullres.jpg - Full Res 2560x1600
  4. A small request after realizing it during a MP game as pilot/gunner. Is it realistic, or possible to include a direction indicator for the pilot when in the full screen optics mode? I think it would be very useful if a bearing could be identified for the gunner or other forces to use as reference.
  5. Great work. We had a good 1.5 hours worth of flying with this over MP and loved every second of it. !!
  6. smiley nick

    RAF Chinook

    Hi guys, A new version of the Chinook is close to finish. Norrin has been working on cargo lift features, and its all working in MP too. All the issues have been fixed, and it should also be ACE compatible with fast-ropeing. Wont be long now chaps, and expect to see some new liveries for other operational forces via hidden selections. Chances are this will be the last and final update of the Chinook, considering Arrowhead has one.
  7. Hello everyone! To try and get some feedback from everyone, I'm looking for examples of what you as an individual or clan/group would transport if you had the ability to do so under a Chinook airframe. A updated RAF Chinook is close for release, and I'm happy to say that Norrin is going to help bring the Chinook to a multi functioning role which will include basic troop transport, fast-rope and under-slung transport abilities. In order to get an idea what people might want to transport, i would like to ask everyone planning to use this addon to make a simple reply as to what you might want to transport, so we can gauge the more common objects/items to the more unique objects. This will help us setup the rope system, in terms of how they will attach, and how they will look in presentation. I am guessing that the majority of people might say vehicles, but please say what ones. Thanks everyone, look forward to the replies.
  8. Nice idea GranQ, this should tie in well with the chinook addon ;)
  9. The issue with an AI co-pilot means that they come pretty much redundant without human input to the pilot. The pilot will need human eyes to inform him of loading an under-slung load. Due to the nature of the aircraft and its size, it will be quite hard for the human pilot to know exactly where the rope is in connection to the object and how high. In real life the pilot relies on his crew 99% of the time, however this is not RL but tries to be as realistic as possible. So to try and find a balance we talked about that , and by default the co-pilot which is populated by a human player will automatically have the extra options. However if for what ever reason they become absent, disconnect or die, the scripts will then revert back to the pilot. Operational roles might be restricted more, aka taking longer to hitch an item but it wont take away the functionality permanently . Providing the helicopter is kept "active" within the game being a co-pilot/ WSO should be equally fun! Not everyone will want to help a pilot in MP, but there might be some clans/groups who would like this as a system for pilot promotion or providing a effective service to the battlefield. I guess its similar to being a tank commander, with the sanctification coming from other means, than killing. (being able to stay alive, the feeling of time passing and duration ect) I'll keep you updated as we progress, thanks everyone.
  10. Thanks for the feedback Pathy, heres a few images of what they are looking like now. Next up will be netting them up, which should not be too difficult. As for the SPIE rigging, i must admit that could be pretty awesome in game, but i will have to talk with Norrin about that, for now we are focusing on transportation of infantry correctly and cargo moment with these custom pallets and more universal objects for people to use. In terms of user actions, how would people feel if we forced users to fly this helicopter with a copilot, the idea was to have the co pilot switch from the front cab to a door hatch to assist the pilot when connecting up objects from the under-slung action. However i understand that not everyone might want to play this in MP so there is a possibility to revert all commands back to the pilot again. I just wanted to try and promote team-working within a helicopter for a change, and for players to act as a small crew! Agian, noting jaw dropping, but these pallets should do the job and at the end of the day, the purpose of them is going to outweigh the visual looks. Ammo pallet, designed for users to add in their own weapons and ammo via the int box or script. It will act as a large ammo create. Vehicles will also be able to rearm from this. Repair, damaged vehicles to repair from. Refuel, vehicles to use @gray1107 The chinook will be released with all its functions, but we are not very far away now. Norrin has been working on temp objects and scripts during this. :)
  11. Thanks for the replies. In keeping with arma2, I'm in the process of making some simple cargo based objects that will be wrapped up in a cargo net. For now, whats everyones thoughts on having icons to represent each cargo variant? (similar to the supply trucks) I am planning to have "Ammo, Rearm" , " Repair" and "Refuel". It might be easier than having to transport its equivalent of a truck. Does the yellow spanner look to newbie or fall into the theme well?
  12. Thanks for the replies @ Daniel Great sugestions, resupply is vital for MP games. Would somthing like this do http://www.armatechsquad.com/ArmA2Class/Objects/ammobox/full/USVehicleBox.jpg Players could then removeallwepons, and add in their own kit via int or script? @ UKMERC Thanks, i will have to check the weights of the LAV, but hummers and trucks will be supported. As for cargo hitting the ground, we will try our best! @ Ebanks Yep the fastrope area will be at the back, with two ropes either side of the rear ramp. @Colonel Stagler The "get in" location has changed, and is now closer to the helicopter. As far as i am aware, the UKF snatches have not been released, but anything UKF related will be supported as much as possible, for obvious reasons. EDIT On another note, is there anything from http://www.armatechsquad.com/ArmA2Class/ that you might plan to use for "non combat" missions, and more in the lines of aid work, construction supply, ect ect?
  13. smiley nick

    Modern Warfare 2

    Has anyone had any issues installing this game? For some reason installing it off the cd is unheard of now, steam wants me to download the entire game. Any other PC users having this issue?
  14. Me and Sentinel have spoken and have decided to rework some of the effects to maximize the possible effects for Arma2. (more details soon) As for the fog issue, the main reason is due to the fact that this is not being hosted via a dedicated server. I’m pretty sure when me and Sentinel tested this, that the effects can only be shown/synced via a dedi server. If your hosting a game with a friend, or via LAN, you will find that the effects will never be in sync or sometimes not show at all.
  15. If this is about only ajusting the flight senisitivy of the helicopters, could you not aceive the same results if a user incresed their senisitivy settings for joystick/mouse in the ingame settings? just my thoughts
  16. @DM The good friends over at the FFAA mod kindly allowed me to use their updated model once again for a standalone RAF release. Thanks to Pelton. I have changed a few things on the model, mostly to allow the UKF landys to fit inside the hull. Hence why there’s a few Spanish markings left on her. This will be changed of course, once I finish up a few other bits and bobs.
  17. High Res image.... WIP of next version of Chinook, with cargo transport abilities and many other fixed and new features! Aimed at the British MP squads, U.S version coming from Eddie also. Not long now
  18. smiley nick

    RAF Chinook

    Myself and Eddy are working on an update, with the majority of the issues fixed. Included in this will also feature a under slung cargo feature developed by Konyo. Won’t be long hopefully :bounce3:
  19. Nice texture work, whos the artist behind those? Really nice :icon_eek:
  20. Storms are brewing, blizzards are coming, and the new Dynamic Weather has arrived for Arm A. The pictures don't really do the addon any justice,you really have to see it for yourself. Sandstorm effecting operations in oil fields Severe fog, during patrol Thunderstoms over Estrella, worst in years! Skys are clear, perfect flying weather Features 1.) Fully Dynamic Random Weather. 2.) Pre-set weather conditions for easy placements. 3.) User friendly placement of weather systems using logic's. 4.) "The Four Seasons" variations of the weather systems, each creating random weather in that required season. 5.) Fully tested and working in Multi Player. 6.) 99.9% Lag Free. (It really is this time) 7.) New 3D clouds, and new replacement sounds and new models for a more updated look. 1.5 Patch version. from satexas69 http://www.satexas.com/software/ArmA/NIM_Weather_1.7b.zip Weather system created by the talented scripter "Sentinel" and further details are located in the readme. But a HUGE HUGE thank you to deanosbeano and AI Simmons, without them both, i wouldn't be posting this, so they disserve all the credit. I hope you all have as much fun using the new dynamic weather as we did creating it. We will not be providing any more updates unfortunately, as we are both busy with the lost world project, however this doesn't stop anyone from expanding on this and bring some more features to arm a, such as winds, thermals, larger waves, you name it! You can expect to see a updated version for the final release of the lost world project in due time, but for now your stuck with this. Enjoy
  21. smiley nick

    RAF Chinook

    Sorry, have been away for a week. I will look at the bugs and fix them when i can during the week.
  22. smiley nick

    RAF Chinook

    Hi Everyone, @Alex The sounds will be taking advantage of the new sound engine from bis with our up and coming new release. Our main goal for this old bird was to give the players a chance to use her in a reasonable conduction while everyone waits. Sound is very important and don’t worry, she will sound a lot heavier in the new release. If you continue to work on how the sound engine works for Arma2, we would love to get your input on this. @Legislator At the moment she is listed under USMC wide (west) with a display name of "RAF_Air". I think the thread you posted is a fantastic idea and we will make sure we follow it for the new release. @Defunkt Thanks for the bug report, this one must of slipped the net, the rotor blade positions have been changed slightly from the arma release to try and simulate some static weight when stationary (bent down). I will see if i can fix this issue about the textures for the blades and cockpit. @KaBoNG The "get in back" command is there, however the memory point for this location was moved back from the rear of the ramp due to making her compatible with ACE parajumps. After some testing in Arma players were getting killed due to them ejecting far to close to the chopper. If you approach the rear ramp in the correct way (run up to it and not from the sides) the action menu should pop up. If this proves to be an issue, i will look about moving this closer and removing ACE2 compatibility As for the player moving when you walk in the back, this is a common problem, you cannot just enter a vehicle and hope to stay there. Now with the attatch to command theres a lot more hope, and you can now use this command to "fix" your player/object into a position. I dont have an example mission, but check out this from Norrin. Example Missions For those who wish to make their own skin/livery. We all agreed to give everyone the diffuse map thanks to Topas for people to edit. Providing that the readme stays the same, and individuals are credited there is no harm in making and releasing your own livery. Texture file needs to be saved as a "Paa" and should be copied to "raf_chin47\ch47\Textura" to replace the existing one. Download Diffuse Map Stay tuned for a new WIP thread very soon, showcasing a brand new model and a collaborated project once again that’s made this bird so successful.
  23. smiley nick

    RAF Chinook

    Hi everyone, please see first post for an update. Thanks :cheers:
  24. smiley nick

    USEC Maule M7 - WIP

    Looks fantastic, the version for arma came with skies and without. I assume this will be the same for Arma2 release? This is perfect for parachute training
  25. Can this be used on a server only basis, or will this only work if clients also have this addon? Thanks for the work :)
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