SoldierIsNotHistory
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Everything posted by SoldierIsNotHistory
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OFrP WIP
SoldierIsNotHistory replied to SoldierIsNotHistory's topic in ARMA - ADDONS & MODS: DISCUSSION
Just to add a video: High quality Youtube quality -
OFrP WIP
SoldierIsNotHistory replied to SoldierIsNotHistory's topic in ARMA - ADDONS & MODS: DISCUSSION
AMX 10rc is on the way to be made (again), a new one, different from uiox model... But too early to show you picture of armor pack Thx to you to showing interest -
OFrP WIP
SoldierIsNotHistory replied to SoldierIsNotHistory's topic in ARMA - ADDONS & MODS: DISCUSSION
Some WIP screen of vehicle pack conversion: Full size Full size Full size Full size At this time, only conversion. Much work will come (shaders, shadows...) when official tools will be released. Source : www.ofrp.net,www.arma-fr.net -
Hi community, I know that there is a some topic concerning the question of cfgAmmo, cfgMagazine, cfgWeapons. This topic is just a discuss place, where we can put reflexion together, concerning ArmA ballistic. The aim, discussing the best way to have realistic ballistic in ArmA. This will be more difficult, but i hope community will work together to create a right common point of view. The aim is not to create "my" rule, just to think together about this topic. Less Talking, More acting. --- In ArmA, three class can concerned us, at the beginning. It's cfgAmmo that define ammunition, cfgMagazines, that define cartbridge, and cfgWeapons that define a way to use them. In fact, the most difficult, it's to determinate the right value parameter for each ammo. There is 3 parameter: hit indirectHit indirectHitRange I have made test, and i can say that hit param have to be independent of weapons or magazine. dammage caused on unit in game are calculated on a formula between velocity impact, hit, and indirectHit. So i think, we can call this like Energy (Joules) So, hit parameter (in cfgAmmo) have'nt to be defined following muzzle velocity, because ArmA engine is already calculating this. We have to found a way to define hit parameter, just concerning weight of bullet, lenght... but no speed For example: If you take 9x19 Parabellum, the weight of bullet is 8.0 grammes. For 5.56x45mm M855 (SS109) we have 4.0 grammes So, if we isolate speed, and do the most simple calculation, we have hit of 9x19 Parabellum nearly twice hit of M855. So, we write 9x19_Para hit=8 5.56x45_M855 hit=4 The real difference will be in the magazine, that define the speed, and so, with hit and speed, ArmA will be able to calculate, and find that 9x19_Para with 350m/s do less damage thant 5.56x45_M855 at 922m/s So, from my point of view, ammunition hit, indirectHit and indirectHitRange have to be defined just concerning the NATO (or US) name and rules for each ammo. I am waiting your advice, and i hope we will try to define rules, together like a real community Best regards, SoldierIsNoHistory.
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Tactics, Techniques, and Procedures for ArmA
SoldierIsNotHistory replied to dslyecxi's topic in ARMA - GENERAL
Amazing ressource, respect Dslyecxi -
BWMod Discussion Thread
SoldierIsNotHistory replied to metalchris's topic in ARMA - ADDONS & MODS: DISCUSSION
Nice to see BW-Mod on ArmA -
OFrP WIP
SoldierIsNotHistory replied to SoldierIsNotHistory's topic in ARMA - ADDONS & MODS: DISCUSSION
As usual, voices will be subtituled in english and more language -
Define dynamic radio message
SoldierIsNotHistory replied to SoldierIsNotHistory's topic in ARMA - MISSION EDITING & SCRIPTING
Good suggestion, just the problem that sideChat is local to computer where it is executed. So i need to call sideChat on each computer :s It's not a clean solution i think, but if nobody know another ^^ Thx -
Define dynamic radio message
SoldierIsNotHistory posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hi all, I am trying to find a way to create dynamic radio message declared in description.ext. In fact, like ArmA radio message "%1 go to %2", i want to add some user value in message. I don't want to use sideChat, i want to play using Radio Anyone have found a solution or something in this way? Example of BI cpp file <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RadioProtocol { ... class Version2 { text = $STR_SENT_CMD_MOVE_2; Speech9[] = {%1.1, "GoTo", "%2", XMIT, "%3"}; Speech5[] = {%1.1, "GoTo", "%2", XMIT, "%3"}; }; ... }; So can we declare news RadioProtocol, and if yes, how to call them? Thx -
Define dynamic radio message
SoldierIsNotHistory replied to SoldierIsNotHistory's topic in ARMA - MISSION EDITING & SCRIPTING
I can clarify the question, if i can get more answer Can we use dynamic text sentence while we are declaring those setence in Description.ext? -
Hi RicoADF, Nice tiger, a very beautiful chopper Are you working from real texture photography?
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nageurs de combats !!
SoldierIsNotHistory replied to astradeus's topic in ARMA - ADDONS & MODS: COMPLETE
You are fully right As you can see on this page, they are some picture of their weapons (text is in french) Here you have weapon that can be used by french special force -
nageurs de combats !!
SoldierIsNotHistory replied to astradeus's topic in ARMA - ADDONS & MODS: COMPLETE
Nice work astradeus! It's the beginning of water way in armed assault world LOL, But American are not able to win war alone, they need help of other country all the time (WWI, WWII, Irak v1, Afghanistan...). Without another country help, they lose (Irak, Vietnam, Somalia...) and don't forget that Independance war of USA was winned by the help of french. English can't go to battle without they american master, Germany, Italy, Spain?, China, they don't go to war. So stop fucking ignorant kid words, fascit and stupid old gran mammy words from texas, and go back to topic. And don't forget to keep time to mod for the game, it's more useful -
All realistic thing can/are supposed to be add. The only thing we are running out is documentation
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ArmA-Fr & OFrP will be present at this fantastic day. If you want to ask some question to Marek, just tell us
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Hi all, I have tried to convert to graphic view, and that was a messy party. Sorry for screen size PS: FSM for AI soldier
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Another topic which gonna be locked...
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... I need to learn german or czech ... Nice job BI
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Invasion Of Europe....progress update
SoldierIsNotHistory replied to King Tiger's topic in ADDONS & MODS: DISCUSSION
It's beautiful. Mod which are attracted by realism are the best -
Operation Frenchpoint Release #6
SoldierIsNotHistory replied to xela89's topic in ADDONS & MODS: COMPLETE
Thx all for comment and mirrors -
Happy birthday to the best game i ever see on a PC. 5 years of fun... Joyeux anniversaire and many thanks to BIS...
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Has Anyon Actually Found The Northern Star?
SoldierIsNotHistory replied to westy159's topic in GENERAL
OFP Screens 1) Find Ursa Major 2) Apply some mathematical stuff and you will find the northen star OFP, a real simulation ... -
You have the best way, not erasing OFrP work
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He doesn't talk about anims from intro scene but he is talking about soldier anim. I think using leaning animations and rolling animations is a specification of directory Bin and if you use OFrP_Mod, Bin from special animation is overwrited. You have to clear the Bin directory of OFrP_Mod
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I think using this way make the briefing weapons pool false, because of the order of loading part and script in MP. What about using the init.sqs file instead of init line. Don't know... If anyone can solve this problem, it will be a good thing.