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sfc.itzhak

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Everything posted by sfc.itzhak

  1. here an example of the cic room. sfc.
  2. sfc.itzhak

    WW2 Desert addons

    man why are you bumping a topic from half a year ago. at least you had something to add but for "nice stuff".. read the rules and use your common sense.
  3. thanks for the comments and insights . #chops will it will have alot of features not to be revealed now. it will have all the as much accurate wasp class weapons/quarters/animations. i will make a detailed report on progress i am having some tests with the model.
  4. sfc.itzhak

    new to addons

    hello and welcome. the best way to stay updated on addons without searching these forums is go to community sites who present the addons and provide host for them. for and example http://www.armaholic.com/ as for your second question: well you play with it and learn. i am adding a youtube link that i recently saw http://www.youtube.com/watch?v=u8l3RDiSlHY http://www.youtube.com/results....h_type= this should give you the start you need. good luck and good day
  5. sfc.itzhak

    Ex-mil players?

    idf 77th armor battalion as the head medic/nco
  6. sfc.itzhak

    MI 24 : Who wants it ?

    like the guys before me posted. i will be happy to help. sfc
  7. small "wip" wasp class lhd wireframe will be followed. right now its about 14k poly
  8. sfc.itzhak

    New Mags for T72

    can you post the new mags config so we can look and help..
  9. sfc.itzhak

    M1A1 Abrams by Mateck

    %Gedis in the last time i checked there is no interior to the bis model. Mateck looks great. and correct me if i am mistaken but the m1a1 loader has the m240 with the full Stock . keep on with the good work.
  10. sfc.itzhak

    desert bradley anybody?

    hi man.. well this thread will be locked so i will sneak a comment. use the search button or post in the wish thread. if i am not mistaken there is no bradly for arma yet. good day. sfc.
  11. can you upload the rest of the config? when i did the ch-53 i had the same problem and it turned out to be some missing , and other. check this basic cpp and try it the basic stuff work. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels { class Helicopter; class idf_CH53: Helicopter { skeletonName = "idf_CH53Bones"; sectionsInherit=""; sections[]= { "velka vrtule staticka","velka vrtule blur","velka vrtule", "mala vrtule staticka","mala vrtule blur","mala vrtule" }; class Animations { class HRotor { type = "rotation"; source = "rotorH"; selection = "velka vrtule"; axis = "velka osa"; angle0 = 0; angle1 = -2 * 3.1415; }; class VRotor { type = "rotation"; source = "rotorV"; selection = "mala vrtule"; axis = "mala osa"; angle0 = 0; angle1 = 2 * 3.1415; }; class RAMP1 { type ="rotation"; sourceAddress="clamp"; source ="user"; initPhase=1; animPeriod =6; selection ="RAMP1"; axis ="osa_ramp1"; angle0 =0; angle1 =0.558503; }; class RAMP2 { type ="rotation"; sourceAddress="clamp"; source ="user"; initPhase=1; animPeriod =6; selection ="RAMP2"; axis ="osa_ramp2"; angle0 =0; angle1=0.610863; }; }; }; }; class CfgVehicles { class AllVehicles; // External class reference class Air: AllVehicles {}; class Helicopter: Air {}; class uH60 : Helicopter { class AnimationSources; }; class idf_CH53: uH60 { vehicleClass = "idf_CH53"; displayName="Yas'ur"; nameSound="chopper"; accuracy=0.500000; crew = "IAF_Pilot_Heli"; model="\idf_CH53\idf_CH53.p3d"; driverIsCommander=1; hasgunner=1; gunnerUsesPilotView=0; enableSweep=false; type=2; side=1; maxSpeed = 115; armor=70; soundEngine[] = {"\idf_CH53\CH53EX3.WAV", db60, 1}; soundEnviron[] = {"\ca\Air\Data\Sound\noise", db-20, 1.0}; cost=10000000; hideUnitInfo =1; DriverCanSee = 2+8+32; mainRotorSpeed=-1; rotorBig="velka vrtule staticka"; rotorBigBlend="velka vrtule blur"; rotorSmall="mala vrtule staticka"; rotorSmallBlend="mala vrtule blur"; threat[]={0.600000,1,0.400000}; initCargoAngleY=+10; typicalCargo[] = {"Soldier","Soldier","SoldierLAW","SoldierLAW"}; minCargoAngleY=-60; maxCargoAngleY=+120; extCameraPosition[] = {0, 2, -13}; weapons[]={}; magazines[]={}; transportSoldier=30; class Reflectors{}; class AnimationSources: AnimationSources { class Ramp1 // Should be the same as your selection name. { source = "user"; //The controller is defined as a user animation. animPeriod = 3; //The animation period used for this controller. initPhase=0; //Initial phase when object is created. 0 = CLOSED }; class Ramp2 // Should be the same as your selection name. { source = "user"; //The controller is defined as a user animation. animPeriod = 3; //The animation period used for this controller. initPhase=0; //Initial phase when object is created. 0 = CLOSED }; }; class UserActions { class Openramp { displayName="lower ramp"; position="geararea"; radius=7.500000; onlyForPlayer= false; condition="this animationPhase ""ramp1"" < 0.5 AND (PLAYER == driver this)"; statement="this animate [""ramp1"", 1];this animate [""ramp2"", 1]"; }; class CloseDoors { displayName="Close Windows"; position="geararea"; radius=7.500000; onlyForPlayer= false; condition="this animationPhase ""ramp1"" >= 0.5 AND (PLAYER == driver this)"; statement="this animate [""ramp1"", 0];this animate [""ramp2"", 0]"; }; }; }; };
  12. sfc.itzhak

    Lost Brothers IDF Units Ver 1.6 RELEASED

    hi. thanks for you info bu i am sorry to tell you that you are incorrect. 1.in all my 3 years of services i didn't see a galatz 2.galil is retired from all regular combat units. 3.the rpg is slowly fazing off from the idf weapons list. 4.m16a3 uses trijicon X4 sight or the aging akilea which is fazing out too. and if some will disagree the writer of this message is an ex merkava tanker and a combat medicin the idf. good day. p.s on the ch-53 i am now trying to add the fastrope option so miles will update you on the progras.
  13. i gonna make a new model of it and then i need to make new realistic tex for it. but its coming soon.
  14. mod0# looking nice who use that apc? Scrub # looks very good man i am working on something similar. i also gonna implement working elevators and its gonna be the home base of my project you will have a briefing room and you even have a living quarters where you save. lhd wasp class (tx raynorhiarro) with some of the other stuff onboard the aircraft hanger the vehicle hanger. *dont mind the extra poly its for detail i add later and then i remove it.
  15. sfc.itzhak

    Addons ADO© Compagnie.

    sizehttp://adogmc.free.fr/Images%....-10.jpg http://adogmc.free.fr/Images%....-01.jpg http://adogmc.free.fr/Images%....-81.jpg http://adogmc.free.fr/Images%....ot;http http://adogmc.free.fr/Images%....-45.jpg http://adogmc.free.fr/Images%....-70.jpg http://adogmc.free.fr/Images%....ot;http http://adogmc.free.fr/Images%....-03.jpg i hope you dont mind but here are the pics in bigger
  16. ch-53 sea stallion in wip inside model is still need to be made but its going ok. right now its 6858 poly and 7087 faces. it will evolve to ch-53 e also sfc
  17. sfc.itzhak

    Hezbollah faction?

    I just died and went to heaven! Thank you so much sir, this is great news! Although @Itchzak: it's a shame about the idf, I mean, I really don't believe its a big deal if people find out what weapons you guys are using and what are they going to do if they do? Oh no! They are using "X" Gun with "Y" Camo, Im sure if someone wanted to know, they could just run a simple google search, or research it themselves... But If you really believe the security of the Idf can be at stake, then perhaps it is all for the best.. if you never been in the military you will never understand it.. and sry but the stuff i make are like the real thing like inside the apc where troops enter where the come out or where is the ammo in the apc or what the numbering on the vehicles mean.. stuff like that shouldn't be used in a military sim where they can practice aiming at that soft spots.. arma is like mini vbs2 so figure yourself! and its ain't a shame its play on the safe side.
  18. sfc.itzhak

    Hezbollah faction?

    to tell you the truth i really don't give a XXXX about is written here and especially by xira.! my stuff is used by private groups and thats the way it gonna stay at the moment!! and this is a thing called internal security and as one who was in the army and still is in army reserve I don't want the enemy to see what the idf solider wear to combat and what tactics they use or what kind of ammo or weapons is used .. i have every to do what i want with what i made!
  19. sfc.itzhak

    Hezbollah faction?

    and this is the reason why non of my realistic idf stuff wont be released. you never know in which hands it will end up !
  20. sfc.itzhak

    Hezbollah faction?

    I hope so. I know that at one time there was a site that was showing progress shots of some IDF vehicles and such but suddenly one day the site was down and has never come back. I think there might be some makers out there that would consider such a project for ArmA but at the time the tools were an issue. I'm really hoping to see some things in the near future for sure. BTW... @Miles Teg Hehehe, I'm familiar with the LoBo mod for OFP but I never played OFP (though your mod has given me much interest in buying OFP so I can give it a good try for sure ) I certainly wish you all the best in finding the help you need in the future to get this excellent stuff into the world of Arma. Then I can die a happy man. you are talking about my site and its down cause i didn't had time to update it and fix it.. i did allot of stuff fixed and added but as it is right now it wont be released.. but i will help miles with anything i can.
  21. sfc.itzhak

    Oxygen 2

    maybe press alt+tab and the right click on the buldozer tray on the bottom and the select minimize ..
  22. sfc.itzhak

    Static weapon configs

    well its very very basic.. http://download.yousendit.com/67600DCF2E3CC5A1 this is a camera that i did as a part of .. well need to know base.. anyway its basically like in ofp with the selctions. if you have any more questions pm me. sfc.itzhak
  23. sfc.itzhak

    Static weapon configs

    Could you upload an example of the .pbo as well? well i will make one new model cause the model that i use now is confidential.
  24. sfc.itzhak

    Static weapon configs

    i will give you my example of a cpp. config cpp. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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 class CfgPatches { class watcht { units[] = {}; requiredVersion = 1.0; }; }; #include <CfgSkeletons.h> class CfgAmmo { class BulletBase; class LaserRangeFinderAmmo : BulletBase { hit = 0; indirectHit = 0; indirectHitRange = 0; model = ""; soundFly[] = {}; hitGround[] = {}; hitMan[] = {}; hitArmor[] = {}; hitBuilding[] = {}; cartridge = ""; cost = 0.0; deflecting = 0; visibleFire = 1; // how much is visible when this weapon is fired audibleFire = 0; visibleFireTime = 20; // how long is it visible timeToLive = 20; typicalSpeed = 10; }; }; class CfgMagazines { /* class VehicleMagazine; class 1000Rnd_127x99_M2 : VehicleMagazine { scope = public; displayName = $STR_DN_M2_MG; ammo = "B_127x99_Ball"; count = 2000; initSpeed = 930; }; */ class CA_Magazine; class LaserRangeFinderCharge : CA_Magazine { scope = public; displayName = ""; ammo = "LaserRangeFinderAmmo"; count = 1000; initSpeed = 1000; } }; class CfgWeapons { class MGun; class LaserRangerFinder : MGun { scope = protected; displayName = ""; autoFire = true; magazines[] = {"LaserRangeFinderCharge"}; sound[] = {}; soundServo[] = {}; reloadTime = 0.11; magazineReloadTime = 15; dispersion = 0; canLock = LockNo; minRange = 1; minRangeProbab = 1; midRange = 5000; midRangeProbab = 0; maxRange = 10000; maxRangeProbab = 0; aiDispersionCoefY = 7.0; aiDispersionCoefX = 7.0; }; }; class CfgVehicles { class Land; // abstract class class LandVehicle : Land { class ViewPilot; // External class reference <<--Eli-->> //class NewTurret{}; // abstract class <<--Eli-->> }; // class LandVehicle // class StaticWeapon : LandVehicle{}; <<--Eli-->> // <<--Eli-->> vvv class StaticWeapon { class Turrets { class MainTurret // --- UPD vvv { class ViewOptics; } // --- UPD ^^^ }; }; // <<--Eli-->> ^^^ class watcht : StaticWeapon { scope = 2; hiddenSelections[] = {}; side = 1; crew = "SoldierWB"; model = "\gaza_obj\watcht"; picture = "\ca\Weapons\data\ico\m2_mg_CA.paa"; icon = "\Ca\weapons\Data\map_ico\icomap_M2_CA.paa"; mapSize = 8; displayName = "tazpit"; nameSound = "mgun"; hideUnitInfo =1; typicalCargo[] = { "SoldierWB" }; // array typicalCargo[1] //class Turrets <<--Eli-->> class Turrets : Turrets // <<--Eli-->> { //class tMainTurret : newTurret class MainTurret : MainTurret // <<--Eli-->> { minElev = -90; maxElev = 90; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; weapons[] = {LaserRangerFinder}; magazines[] = {LaserRangeFinderCharge}; gunnerAction = "Abrams_Gunner"; gunnerInAction = "Abrams_Gunner"; body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; animationSourceHatch = "hatchGunner"; class HitTurret { armor = 0.8; material = 55; name = "vez"; visual = "vez"; passThrough = true; }; class HitGun { armor = 0.4; material = 55; name = "zbran"; visual = "zbran"; passThrough = true; }; // --- UPD vvv class ViewOptics : ViewOptics { initFov = 0.6; minFov = 0.05; maxFov = 0.8; }; // --- UPD ^^^ forceHideGunner = 0; gunnerOpticsModel = "\gaza_obj\optic.p3d"; gunnerForceOptics = true; gunnerOutOpticsModel = "\ca\weapons\optika_empty"; }; // class MainTurret }; // <<--Eli-->> class EventHandlers { init= "this exec ""\gaza_obj\tower\init.sqs"""; }; class UserActions { class NightVision { displayName=""; position="gunnerview"; radius=200.500000; onlyForPlayer= true; condition="NOT(SD_HaveNvg) AND (PLAYER == gunner this)"; statement="this exec ""\gaza_obj\tower\nightvision.sqs"""; }; class NightVisionOff { displayName=""; position="gunnerview"; radius=200.500000; onlyForPlayer= true; condition="SD_HaveNvg AND (PLAYER == gunner this)"; statement="SD_HaveNvg = false"; }; }; }; // class M2StaticM }; // <<--Eli-->> }; CfgSkeletons.h <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons { class Land{}; // abstract class class LandVehicle : Land { class ViewPilot{}; // abstract class class NewTurret{}; // abstract class }; // class LandVehicle class StaticWeapon : LandVehicle {}; // class StaticWeapon class watchtBones : StaticWeapon { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "OtocVez","", "OtocHlaven","OtocVez" }; }; }; class CfgModels { class All{}; // abstract class class Strategic{}; // abstract class class Land{}; // abstract class class LandVehicle : Land { class ViewPilot{}; // abstract class class NewTurret{}; // abstract class }; // class LandVehicle class StaticWeapon : LandVehicle {}; // class StaticWeapon class watcht: StaticWeapon { sectionsInherit = ""; sections[] ={}; skeletonName = "watchtBones"; class Animations { class OtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = rad -360; maxValue = rad +360; angle0 = rad -360; angle1 = "rad 360"; }; class OtocHlaven { type = "rotationX"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = "rad -35"; maxValue = "rad 35"; angle0 = "rad -35"; angle1 = "rad 35"; }; }; }; }; working for me with no problams..
  25. the problem is with static unmanned addons.. i got it working with all my aircraft and ground vehicles but the problem are with buildings and gates.
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