Spectre-63
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Everything posted by Spectre-63
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GrenadierPack - Open Beta!
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: COMPLETE
More early morning updates. Correct version should now be Beta 0.96a Mirror coming from the fine folks at ArmaHolic! -
GrenadierPack - Open Beta!
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: COMPLETE
Mabes- I hadn't planned on modifying the SLA soldiers but that's certainly doable. Â It'll take a little research to determine whether the Soviets had an HEDP-equivalent round and what it's capabilities were. Â I'll keep that in mind for a future release! Also - anyone who's downloaded the file prior to this message should probably grab it again. I mistakenly included only the 'untagged' version of the .pbo file and I realized afterwards that it might cause issues for some mission makers. -
TrueMods - TrueRangeAI Beta v0.9
Spectre-63 replied to Rg's topic in ARMA - ADDONS & MODS: DISCUSSION
One item I didn't see in the FAQ that I had a question about: will the target's stance (standing vs. kneeling vs. prone) affect the distance at which the AI will detect the target? -
For the amount of people who expressed interest, I haven't seen a lot of responses (only one). Hopefully some who are interested just missed the beta release.
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Hi all - after spending a lot of time working on the project over this weekend, and some timely assistance from a few individuals, the GrenadierPack is almost ready for initial release. Beta testing is still in progress but I wanted to let you know what you can look forward to: This modification makes a number of changes to the M-203 grenade launcher to add different ammo types and increase the maximum loadout to bring it in-line with US Army and US Marines loadouts. Â Here's what it changes: *) adds new ammo type - HEDP increased damage to simulate the anti-armor round for the M-203. Â The round has been balanced to destroy UAZ's with a single round (killing the occupants), disable BRDMs with a single round, and disable BMPs with multiple rounds. *) adds new ammo type - 40mm Smoke gives the ability to provide covering smoke or mark your target at a greater distance. Â Rounds come in white, yellow, and red smoke. *) adds new ammo capacity: 5 round 'magazines' this is what allows the increase in maximum loadout to the standard 40 grenades carried by US Army and US Marines grenadiers. Â The magazines each hold 5 rounds but have a 3 second reload time to keep things within the realm of reality. *) modifies the grenadier soldier types to increase their default loadout each grenadier will carry the following load: 20 rounds HE (4 5 round 'magazines' 10 rounds HEDP (2 5 round 'magazines' 5 rounds 40mm Smoke (white) 5 rounds 40mm Smoke (red) Feedback and suggestions for additional inclusions welcomed!
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Sure you could...you'd just have to make the add-on a pre-requisite! I do have another package that 'tags' the addon (putting S63 before the names of the modified weapons, soldiers, and ammo) that I could put out for download if it'd be preferable.
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Yes, BluFor only
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Hi all - I decided against waiting....need to get this out among friends to get some feedback and see if I've missed anything: http://files.filefront.com/S63+Gre....fo.html Some mirrors would certainly help! This is the 'untagged' version meaning that it should change the name of the default Grenadier to 'Hi-Cap Grenadier' and allow him to carry the modified weapon which can carry the modified ammo. Test at your own risk and please provide feedback!!! Thanx all!
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Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Just to add a little more confusion to the thread, the M-1 should be 'whistly'. The turbine in it will make it sound somewhat 'whistly'. Count me in for a 'guns now, vehicles later' vote. Sounds of the engine noise of a lot of the vehicles will be harder to come by and, as a result, will require much more digging to find accurate representations. -
Hi all - one of the enhancements I'd like to make to a mod I'm working on is to trigger the 'reload' animation after each trigger pull as long as the available round count > 1. Anyone aware of a way to do such a thing??? Where are the animations stored and is there a viewer I could use to verify I'm using the correct one? Thanks!
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trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
Yes you did...and as I posted in response, your explanation might as well be saying "open the can of red tunafish and dump it on your monitor to get the animation to play" for all the sense it made. I'll repeat: I don't have any experience with this type of scripting. Can you go into more depth? A script example, perhaps? -
trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
speed in the configs Until custom anims is made this topic is useless. bdfy - you keep saying that "until custom anims is made this topic is useless" but I don't think you're following what I'm saying. I have neither the desire nor the talent to create my own animation. I want to use the existing reload animation that plays when you have the M-203 selected and hit the 'r' key. I simply want to change the circumstances of when it plays and how to do so. -
Unfortunately, the MGL-140 will have to wait for someone with...errmmm....talent? I can script but 3d models are beyond my scope of support.
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I'll have to play around with that HUNTIR script, GranQ...THANK YOU!!! Viper Shiva - from what I read, beyond having a larger blast radius, etc. the game wouldn't really handle these rounds any differently than the HEDP round I already created. There's no reason that you couldn't use the HEDP round I created to knock down doors or engage infantry in a MOUT environment....it'd just be a bit of a waste.
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Quoted for Truth! Every major OS upgrade (DOS -> 95; 98SE -> Win2K; Win2K -> WinXP; WinXP -> Vista) I've ever done has had a few bumps in the road - this piece of software or that piece of hardware that didn't want to play 'nicey-nice' with the new OS...until they released a patch/updated drivers. You can minimize the impact of these bumps by doing your research in advance and being aware of the possible impact of your upgrade.
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Yes, but how would you be able to see from the 'gear' screen what grenades were in the pouch?
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Thanks for the clarification....I agree that there are much better ways of handling things but, with the constraints of the current engine, my hands were somewhat tied.
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4 IN 1: if I'm reading your response correctly, it still appears my solution to the problem is 'unrealistic'. Is that because I've had to make 'magazines' to make the round count correct? If so, I agree - not entirely realistic - unfortunately it's the best I could do with the options at hand.
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trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
well, I got to that link, but the ftp site it linked to required a login and wouldn't accept anonymous logins. the existing reload animation may be 'boring' but it serves the purpose: make it clear that the reason you're not firing again right away is because you're busy reloading the tube. -
I have to wonder how many of these comments about Vista's "flaws" come second hand and how many from any kind of real experience, because they certainly don't match my own. For me, Vista has been more stable and has run more efficiently and 'snappier' than XP on the same hardware. I had some short-lived issues with gaming under Vista when ATI's first 7.2's were released. The issue was resolved with 7.3 and things have improved steadily with every release thereafter. The one thing I would point out is that, like any other new operating system a modicum of research is a wise investment before you run out, buy, and install. Make sure your hardware is supported and that drivers are available before you start, like I did, and chances are good that you'll have a positive experience.
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Advanced Combat Environment
Spectre-63 replied to Exsosus's topic in ARMA - ADDONS & MODS: DISCUSSION
phaeden - feel free to contact me if you think you'd find use for the enhancements I've made to the M-203 and the grenadier's loadouts. details here: http://www.flashpoint1985.com/cgi-bin....t=64895 -
trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
unfortunately, the link there requires a membership to view it. All I'm after is the ability to use the existing reload animation. I'm not in a position to try and create my own. -
trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
wouldn't it be possible to use the existing animation? There's an animation for the reload of the M-203 already. I simply want to cause it to trigger after each shot as long as the magazine has at least one round in it. -
trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
use EH "fired" then execute script with action "reload". It was done in OFP. LIbMOD for example. But you need custom anim in order to make it look  well with just reload - it's sucks. bdfy - I don't have any experience with this type of scripting.  Can you go into more depth?  A script example, perhaps? DM - no apologies necessary. You haven't had a chance to see the way I implemented things so you wouldn't have any way to know how it worked out. -
trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
The only thing it makes thanks for - semiautomatic rifle like ww2 ones. You want to reload action after each shot ? bdfy - that's it exactly! DM - if I linked the 'reload' to the 'fire', wouldn't that just cycle the new 5-round 'magazines' I suppose it wouldn't really matter because you'd get the same amount of rounds, it'd just be more difficult to keep track of how many you had left.