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comarsky

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Everything posted by comarsky

  1. Tested it and this is great, the direction update great about: i'm for Bottom Right and i consider names usefull The other thing is the marker icon type (launchers and machingunners), i tried to figure out with my poor skill testing machinegunners icon with command iskindof, typeof, counttype with any success at all. Hope you can solve that soon, because after that you can really manage your small squad well and fast, instanly recongnising your mates, their status and make them respect the formations if necessary, etc... Maybe instead of icon type the solution can be on different colors, i don't know, a suggestion... Really a must have. Thanks for your work!
  2. If there was a community award for the best script, it should be yours... Great huge work!!!
  3. Just to let you know I'm working on a simple retexture of the snipers ghillie, for snow environment... Still have to retex the weapons Still have to make BLU/RED slightly different Probably will make a desert version too... I think I will publish end of week cu http://www.tdcclan.com/Files/test/arma2snipersnow.jpg
  4. comarsky

    WIP Snow snipers

    Done, thx for the advice.
  5. comarsky

    WIP Snow snipers

    A little update, I have modified the weapons: making m24 less shiny white and more grey whiter the m40a3 more grey all black parts of dragunov and m40a3. Actually the addons is in beta in snow environment, if too grey i'll make them whiter...let's me time to work on that, actually the only map to test is Namalsk, so the addon is intend to fit with that environment. @Tarmak & Soldier: sorry but i'm not a texture artist, this is only a fast simple addon to play with friends, nothing really serious, I don't intend to spend too much time on it (i wish I could have more)... So sorry but tonight i'm dislexic & rusty with english speaking...
  6. comarsky

    WIP Snow snipers

    Update, made the weapons: M24 Snow M24 Camo Snow M40A3 Camo Snow SVD Snow SVD Camo Snow http://www.tdcclan.com/Files/test/US_Snow.jpg http://www.tdcclan.com/Files/test/RU_Snow.jpg
  7. comarsky

    Arma 2 unit retexturing

    If you renamed the p3d, you now have to change the path of the p3d in the config.bin (extract with unrap) and you will have a cpp, the editor class is there too...remember to binarize again at a final stage the cpp...
  8. There is no documentation actually on this, I'am trying to figuring out to... I think First Aid Modules doesn't work on "base" respawn (like revive was), just on "group", and I suppose also on "none", would be logic (but this has still to be confirmed). For "instant" haven't tested yet. We need to beta test this since we get some more infos. Or more simply, it's a bug...
  9. here the code allready posted elsewhere to have SOM to be just Artillery (and not give side missionsto the sinched player): this setVariable ["settings", [[], true, nil, nil, false]]; Also at the end of the Artillery module doc there are 2 missions template very usefull, with MLRS but easy to configure in other ways...
  10. comarsky

    ArmAII-Mark

    Hardware: Cpu - Q9550 Default (4x@2.8ghz) Ram - CORSAIR 2GB DDR3 1333Mhz GPU - Evga GTX280 OS - XP Pro SP3 HD - 7200 Rpm not defrag Resolution - 1680 x 1050 Default Settings Test: Fillrate - 100% Texture Detail - Normal Video Memory - Normal Anisotropic Filtering - Normal Terrain Detail - Normal Objects Detail - Normal Shadow Detail - Normal PostProcess Effects- Low Score - 3454 High Settings Test: Fillrate - 150% Texture Detail - Normal Video Memory - High Anisotropic Filtering - High Terrain Detail - Normal Objects Detail - High Shadow Detail - High PostProcess Effects- Low Score - 3130 (between tests results more similar)
  11. comarsky

    ArmA Squad Directory

    Teste di Cazzo -[TdC]- Italy www.tdcclan.com admin@tdcclan.com Active & Recruiting Italians (18+)
  12. comarsky

    SoLo Mission Pack

    Armaholic Link Alternative Link SoLo Mission Pack 1.0 Here is a pack of my multiplayer missions created between 2006 and 2009 for ArmA. This are mainly coop missions, majority with revive respawn (older has team respawn). There are also some sniper DM and some urban TDM, but fews, that's not my sector. All the coops are thinked to be played strongly to form teams (clan training) so to encourage teamwork. Some missions are very simple for this reason, made for clan training purpose (missons are marked TRN). Others missions are objective oriented or sector control missions. All missions are mainly infantry based (block based teams). Do not except a lot of vehicules (they are mainly thinked to give support). All missions have a briefing, in case they haven't, objectives are clearly marked with markers. I strongly suggest the use of Aimpoint Desert Weapons with eotech replacement. Have fun. Islands: Saharani (33) Rahmadi (1) Porto (1) Addons: LowflyEditorUpdate Sakakah (4) DBO_afghan (2) Schmalfelden (1) Avgani (1) Afghan Village (3) Uhao (1) Razani (2) Total (49) Details: Nomenclature (ingame): (type and number of player) - number of the mission - title of the mission - (revive script optional) example: (DM16) - 057 - Sniper 2 (Coop16) - 064 - Desert Assault - R Nomenclature (editor): number of the mission - title of the mission - (type and number of player) - scripts example: 057-Sniper2-(DM16).Sara.pbo 064-DesertAss(Co16)SK-DGC-R.Razani.pbo Main used scripts: BAS_f (SK) Dynamic Group Creator 1.0 (DGC) Urban Patrol Script 1.8.2 (P) Grouplink 1.91 (GL) (not last version) Revive script 1.46 ® Dynamic AI Creator 2.00 (DAC) (only last missions) Spectating Script Sattelite View Script OnMapClick Artillery Known Bugs: Some missions doesn't support very well Join in Progress (so try to avoid it). WIP: I will update the pack with the missing missions when they will be bug free. Author & Contact: -[TdC]-SoLo.it www.tdcclan.com admin@tdcclan.com Thanks: Bohemia Interactive (for the tactic shooter) Arma Community (for the scripts and the link) my clan -[TdC]- (for the support)
  13. comarsky

    Razani, N. Waziristan Map

    This are 2D maps created from composed images of the Razani island viewed through the Arma editor (zoomed enough to have some information on the morfology and vegetation). It's some kind of cartography for mission makers, or anyone interested in the terrain.
  14. comarsky

    Razani, N. Waziristan Map

    I forgot to say Nicholas Bell my aka, so I would appreciate if Arma community sites would refer to me as SoLo, if they post this news. Thanks.
  15. comarsky

    AimPoint Desert Weapons 1.3

    Noticed. Thank you.
  16. comarsky

    AimPoint Desert Weapons 1.3

    You are right on this. I didn't wrote anywhere that you have to use one at time. For me it was obvious, as all replacement works like that. So yes, I suggest you use one at time.
  17. comarsky

    AimPoint Desert Weapons 1.3

    The file replace the original bis weapons with aimpoints one, in this way: Bis configuration M4 Â Â ---> M4 IronSight M4A1 Â ---> M4A1 IronSight M4AIM Â ---> M4 M68 M4A1SD ---> M4A1SD M68 M4GL Â ---> M4 M203 Acog M4A1GL ---> M4A1 M203 Acog M4SPR Â ---> SPR Mk12 M249 Â ---> M249 M24 Â Â ---> M24 M107 Â ---> M107 Optics configuration M4 Â Â ---> M4A1 IronSight M4A1 Â ---> M4A1 M203 IronSight M4AIM Â ---> M4A1 CQBR M68 M4A1SD ---> M4A1SD CQBR M68 M4GL Â ---> M4A1 M203 Acog M4A1GL ---> M4A1SD M203 Acog M4SPR Â ---> SPR Mk12 SD M249 Â ---> MK46 Mod1 Acog M24 Â Â ---> M24 (Modded Zoom) M107 Â ---> M107(Modded Zoom) Eotech configuration M4 Â Â ---> M4A1 Eotech M4A1 Â ---> M4A1 M203 Eotech M4AIM Â ---> M4A1 CQBR Eotech M4A1SD ---> M4A1SD CQBR Eotech M4GL Â ---> M4A1 M203 Acog M4A1GL ---> M4A1SD M203 Acog M4SPR Â ---> SPR Mk12 SD M249 Â ---> MK46 Mod1 Eotech M24 Â Â ---> M24 (Modded Zoom) M107 Â ---> M107(Modded Zoom) You have to choose one configuration and delete all previous version. This can be found in the readme. When you do not use the replace file, an M249 will have an ironsight and be black. bis weapons will remain bis weapons. The replacement file isn't a "necessary" file. It is used only under a condition. This condition is that you do not have access to aimpoint ammocrate in a mission. This condition will happen everytime the mission creator do not use aimpoint ammocrate in the editor (es: a warefare mission).
  18. comarsky

    AimPoint Desert Weapons 1.3

    I have checked the bug. The bug is find when you use replacement optics and aimpoint ammocrate. So here I have to explain something: The replacement file is a replacement file, not an addon. What I mean is that the replacement file is intended to be use when you do not have access to the aimpoint ammocrate (es: in an evolution mission). If you have access to the ammocrate (es:in your mission with addon), you do not need the replacement file. Anyway I will try to find a solution to this bug. I removed the amp_deswps_replace_optics.pbo.AimPoint.bisign & amp_deswps_replace_optics.pbo from my addon folder and then ingame the Eotech works on the Mk 46. No matter if i take it from a default ammo crate or the AimPoint one, both times in the Editor. Same is when i spawn with the SAW (QG Machinegunner) or when i pick it up from a default ammo in a regular Mission (03 North Bases CTF-12). Some other thing is the stretched ACOG reticule on the AimPoint weapons, im having some problems when i have to aim at a target that is further away. Feels harder than with the default reticule. Ingame settings are 1280*960 4:3. Removing the two files mentioned above had no influence on the ACOG reticule. I think your problem is due to 3rd party addon. Try the aimpoint weapons with default game. They works fine for me. Let me know...
  19. comarsky

    AimPoint Desert Weapons 1.3

    I have checked the bug. The bug is find when you use replacement optics and aimpoint ammocrate. So here I have to explain something: The replacement file is a replacement file, not an addon. What I mean is that the replacement file is intended to be use when you do not have access to the aimpoint ammocrate (es: in an evolution mission). If you have access to the ammocrate (es:in your mission with addon), you do not need the replacement file. Anyway I will try to find a solution to this bug.
  20. comarsky

    AimPoint Desert Weapons 1.3

    Wasn't there one in Arma 1.04 or 1.05? (Or was I dreaming?) Actually it is not configured. Still asking myself why it has been removed... Anyway, I'm very happy that Aimpoint posted the screen because that means we are near the next step, that will be a betatest. I'm very proud of him because, as usual he done a very hard (for us, with limited knowledge) and meticulous work for give you this new weapon. I'm still a little astonished that finally, we have THE weapon, and it's only thanks to Aimpoint's perseverance. About the config, I can say that we made it as lighter as we could, referencing to BIS cfg, in order to use, where possible, other mods like sounds, etc... Further details will be posted after the release. Finaly, if you will not see any ANPEQ on the M4A1SDGL model, it is my fault
  21. comarsky

    AimPoint Desert Weapons 1.3

    Thank you for the confirmation.
  22. comarsky

    AimPoint Desert Weapons 1.3

    Good evening all... To inkompetent: Don't worry about the replacement cfg, as I made the config, it's easier for me to create a replacement cfg... About this, I ask you if you can remove all download links of your replacement cfg to avoid confusion. Aimpoint will update soon the first post with the links. About my replacement cfg I made 2 versions: The first replace all skins and convert all M4 to A1. The second respect BIS default settings. (in this case, the M4A1AIM can be find only in Aimpoint crates, as BIS hasn't it in the BIS cfg). To stick to reality, about the rate of fire, I should ask an expert, how much M4 are used compared to M4A1. If they are "only" for SF or not. IMHO, I prefer the first cfg. Burst is for M16.
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