The_Nebula
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Posts posted by The_Nebula
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rumors... without confirmation and dl'swhy should idea release tools and not bis by themselves?
Well, if they said they will be released next week, why should there be download links? And yes, they are rumours, but I 'really' hope that they are true and we get confirmation from BIS/IDEA.
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Quote[/b] ]"IDEA games will release TexView2, Fileblank, Oxygen 2 and Visitor 3 gradually by the start of next week."Read it here;
http://www.armaholic.com/page.php?id=1543
Link to Offical source:
http://www.hrej.cz/novinky....diskuse
Interesting... Post comments here.
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Hey rico - any updates? Also, can you get the pics of the tiger and upload somewhere else as the opflash.org server seems to be down...
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lol. we all make mistakes.
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Hey,
I'm trying to port a ADF ASLAV that my clan used in OFP to ArmA..
EDIT: Found Crewman name - but now ArmA crashes as soon as it loads (once i place the aslav down it editor, it loads full, then crashes)
Also, when i place it on the map, nothing shows up... its just a white space sorta thing... - and with the vehicleClass = "CAF Armour"; - it shows up as nothing, and has a error when u go into units in editor... any help will be appreciated..
Here's the config - I just tried to do it, ive never done any of this before, can someone look at it and show me what to change
Quote[/b] ]// ADF ASLAV-25 v0.98 For the Australian Defese Force Mod.// By Sigma-6
// This addon will remain under the 'CAF_ASLAVAU' name and tag untill premition is granted
// from the author to edit them.
#define TOPFOR 0
#define TBLUEFOR 1
#define TINDEPENDENT 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope F
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536
#define CanSeeRadar 1
#define CanSeeRye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
#define CanSeeAll 31
class CfgPatches
{
class CAF_ASLAVAUS
{
units[] = {CAF_ASLAVAUS};
weapons[] = {"CAF_ASLAVX_MAGcoax","CAF_ASLAVX_25mm"};
requiredVersion = 1.08;
};
};
class WeaponCloudsGun {};
class WeaponCloudsMGun : WeaponCloudsGun {};
class ASLAVXWeaponClouds : WeaponCloudsMGun
{
// single cloudlet parameters
cloudletDuration = 0.8; // time to live (not including fades)
cloudletAnimPeriod = 0.4; // animation speed
cloudletSize = 2.0;
cloudletAlpha = 0.4;
cloudletGrowUp = 0.25; // grow-up time
cloudletFadeIn = 0.01; // fade-in time
cloudletFadeOut = 2; // fade-out time
cloudletAccY = 0.4; // vertical acceleration
cloudletMinYSpeed = 0.2; // vertical speed range
cloudletMaxYSpeed = 0.6;
//cloudletShape = "cl_basic";
cloudletShape = "missileSmoke";
//cloudletShape = "cl_water";
//cloudletShape = "cl_fired";
cloudletColor[] = {0.6, 0.6, 0.6, 0.25};
// source parameters
interval = 0.04;
size = 1.2;
sourceSize = 0.2;
timeToLive = 0.1;
initT = 40;
deltaT = -30;
class Table
{
class T0 {maxT = 10; color[] = {1, 1, 1, 0};}
};
};
class CfgAmmo
{
class Default {};
class BulletSingle: Default {};
class Bullet7_6: BulletSingle{};
class CAF_ASLAVX_MAGcoax: Bullet7_6
{
airLock=1;
hit=10;
cost=3;
minRange=1;
minRangeProbab=0.9;
midRange=500;
midRangeProbab=0.75;
maxRange=1000;
maxRangeProbab=0.25;
};
class ExplosiveBullet: BulletSingle {};
class CAF_ASLAVX_25mmHE : ExplosiveBullet
{
airLock=1;
hit=30;
cost=400;
indirectHit=50;
indirectHitRange=4;
minRange=20;
minRangeProbab=0.800000;
midRange=500;
midRangeProbab=0.950000;
maxRange=2000;
maxRangeProbab=0.050000;
soundHit[]={"\bmp\bmp_expl.wss",31.622778,1};
};
class CAF_ASLAVX_25mmAP: BulletSingle
{
airLock=1;
cost=600;
soundHit[]={"\CAF_ASLAVAUS\sound\Sabothit.ogg",10,2};
hit=100;
indirectHit=5;
indirectHitRange=1;
minRange=20;
minRangeProbab=0.800000;
midRange=500;
midRangeProbab=0.950000;
maxRange=2000;
maxRangeProbab=0.050000;
};
};
class CfgWeapons
{
class Default {};
class CAF_ASLAVX_25mmHE : Default
{
scopeWeapon=2;
scopeMagazine=0;
reloadTime=0.20909;
magazineReloadTime=360;
backgroundReload=true;
shotFromTurret=1
primary=0
autoFire=1;
displayName="25mm HEI";
displayNameMagazine="25mm HEI";
shortNameMagazine="25mmHEI";
nameSound="shell";
ammo="CAF_ASLAVX_25mmHE";
reloadSound[]={"",0,0};
count=165;
multiplier=1;
initSpeed=960;
sound[]={"\CAF_ASLAVAUS\SOUND\23_1.ogg",3,1};
optics=1;
aiRateOfFire=1.5;
aiRateOfFireDistance=5000;
dispersion=0.001;
flashSize=1.100000;
};
class CAF_ASLAVX_25mmAP : CAF_ASLAVX_25mmHE
{
scopeWeapon=2;
scopeMagazine=0;
ammo="CAF_ASLAVX_25mmAP";
shotFromTurret=1
reloadTime=0.20909;
magazineReloadTime=360;
backgroundReload=true;
displayName="25mm APDS";
displayNameMagazine="25mm APDS";
shortNameMagazine="25mmAPDS";
sound[]={"\CAF_ASLAVAUS\SOUND\23_1.ogg",3,1};
reloadSound[]={"",0,0};
nameSound="heat";
count=60;
optics=1;
autoFire=1;
dispersion=0.001;
aiRateOfFire=1.5;
aiRateOfFireDistance=5000;
initSpeed=980;
multiplier=1;
flashSize=1.100000;
};
class Mgun: Default {};
class MachineGun7_6: MGun {};
class CAF_ASLAVX_MAGcoax:MachineGun7_6
{
ammo="CAF_ASLAVX_MAGcoax";
displayName="MAG58 7.62 mm";
displayNameMagazine="MAG58";
shortNameMagazine="MAG58";
count=1000;
sound[]={"\CAF_ASLAVAUS\Sound\C6.wav",5,1};
soundContinuous=0;
reloadTime=0.1200000;
magazineReloadTime=120;
autoFire=1;
optics = true;
aiRateOfFire=0.5
aiRateOfFireDistance=1000
maxLeadSpeed=300;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car : LandVehicle {};
class hmmwv : Car {};
class hmmwvMG: hmmwv {};
class CAF_ASLAVAUS : hmmwvMG
{
scope=public;
camouflage=5;
audible = 4;
maxSpeed=70;
vehicleClass = "CAF Armour";
displayName="ASLAV 25";
model="\CAF_ASLAVAUS\CAF_ASLAV.p3d";
crew = "SoldierWCrew";
icon="bmp";
picture="\CAF_ASLAVAUS\icon.paa";
mapsize=12;
soundEngine[]={"\CAF_ASLAVAUS\sound\diesel.ogg",db-20,1.1};
soundGear[]={"\CAF_ASLAVAUS\sound\gear.ogg",0.008000,1};
soundEnviron[]={"\CAF_ASLAVAUS\sound\move.ogg",db-20,1.1};
soundGetIn[]={"\CAF_ASLAVAUS\sound\in.ogg",0.008000,1};
soundGetOut[]={"\CAF_ASLAVAUS\sound\out.ogg",0.008000,1};
transportSoldier = 5;
namesound="apc";
nightVision=true;
canfloat=1;
hascommander=0;
hasgunner=1;
hasdriver=1;
driverIsCommander=false;
castGunnerShadow=1;
castDriverShadow=1;
type=1;
threat[]={0.500000,0.500000,1};
getInRadius = 4;
fuelCapacity=600;
laserscanner=1;
laserscanrange=3000;
irscanner=1;
irscanrange=3000;
accuracy=0.950000;
airlock=1;
irlock=1;
insideSoundCoef = 0.6;
unloadInCombat = 1;
weapons[]={"CAF_ASLAVX_25mmAP","CAF_ASLAVX_25mmHE","CAF_ASLAVX_MAGcoax"
;
;};
magazines[]={
"CAF_ASLAVX_MAGcoax","CAF_ASLAVX_MAGcoax",
"CAF_ASLAVX_25mmAP","CAF_ASLAVX_25mmAP",
"CAF_ASLAVX_25mmAP","CAF_ASLAVX_25mmAP",
"CAF_ASLAVX_25mmHE","CAF_ASLAVX_25mmHE",
"CAF_ASLAVX_25mmHE","CAF_ASLAVX_25mmHE"};
sensitivityEar=0.0175;
armor=230;
armorStructural=2.0;
class HitEngine {armor=1.2;material=60;name=engine;passThrough=1;}
class HitHull {armor=1;material=50;name=hull;passThrough=1;};
class HitTurret {armor=0.8;material=51;name=turet;passThrough=1;};
class HitGun {armor=0.6;material=52;name=gun;passThrough=1;};
armorHull=1;
armorTurret=0.8;
armorGun=0.6;
armorEngine=0.8;
armorLights=0.4;
armorWheels=1;
cost=100000;
side=1;
wheelCircumference=4.513;
turnCoef=7.0;
terrainCoef=1.05;
unitInfoType="UnitInfoShip";
preferroads=1;
flash=gunfire;
flashSize=6.000000;
driverAction = ManActhmmwvDriver;
gunnerAction=ManActT72Gunner;
cargoAction[] ={ManActhmmwvCoDriver,ManActCargo,ManActCargo,ManActCargo,ManActCargo};
cargoIsCoDriver[] = {true};
drivercansee=2 + 8 + 16;
gunnercansee=31;
gunnerhasoptics=1;
gunnerOpticsModel = "\CAF_ASLAVAUS\reticle.p3d";
animated=1;
class EventHandlers
{
killed = "_this exec ""\CAF_ASLAVAUS\Scripts\fire.sqs""";
};
class Animations
{
class ani_driver_hatch
{
type="rotation";
animPeriod=2;
selection="driver_hatch";
axis="driver_hatch_axis";
angle0=0;
angle1=-3.0;
};
class ani_gunner_hatch
{
type="rotation";
animPeriod=2;
selection="gunner_hatch";
axis="gunner_hatch_axis";
angle0=0;
angle1=-1.8;
};
class ani_commander_hatch
{
type="rotation";
animPeriod=2;
selection="commander_hatch";
axis="commander_hatch_axis";
angle0=0;
angle1=-1.8;
};
class ani_gunner_popup
{
type="rotation";
animPeriod=2;
selection="gunner_popup";
axis="gunner_popup_axis";
angle0=0;
angle1=0.1;
};
class ani_commander_popup
{
type="rotation";
animPeriod=2;
selection="commander_popup";
axis="commander_popup_axis";
angle0=0;
angle1=0.1;
};
class ani_back_door1
{
type="rotation";
animPeriod=2;
selection="back_door1";
axis="back_door1_axis";
angle0=0;
angle1=-1.9;
};
class ani_back_door2
{
type="rotation";
animPeriod=2;
selection="back_door2";
axis="back_door2_axis";
angle0=0;
angle1=-1.9;
};
class ani_driver_popup
{
type="rotation";
animPeriod=2;
selection="driver_popup";
axis="driver_popup_axis";
angle0=0;
angle1=0.1;
};
}; /* Animation class end */
class UserActions
{
class Opendriverhatch
{
displayName="Open Driver Hatch";
position="pos_driver_hatch";
radius=1.000000;
condition="this animationPhase ""ani_driver_hatch"" < 0.5";
statement="this animate [""ani_driver_hatch"", 1]";
};
class Closedriverhatch
{
displayName="Close Driver Hatch";
position="pos_driver_hatch";
radius=1.000000;
condition="this animationPhase ""ani_driver_hatch"" >= 0.5";
statement="this animate [""ani_driver_hatch"", 0]";
};
class Opengunnerhatch
{
displayName="Open Gunner Hatch";
position="pos_gunner_hatch";
radius=1.000000;
condition="this animationPhase ""ani_gunner_hatch"" < 0.5";
statement="this animate [""ani_gunner_hatch"", 1]; this animate [""ani_gunner_popup"", 1]";
};
class Closegunnerhatch
{
displayName="Close Gunner Hatch";
position="pos_gunner_hatch";
radius=1.000000;
condition="this animationPhase ""ani_gunner_hatch"" >= 0.5";
statement="this animate [""ani_gunner_hatch"", 0]; this animate [""ani_gunner_popup"", 0]";
};
class Opencommanderhatch
{
displayName="Open Commander Hatch";
position="pos_commander_hatch";
radius=1.000000;
condition="this animationPhase ""ani_commander_hatch"" < 0.5";
statement="this animate [""ani_commander_hatch"", 1]; this animate [""ani_commander_popup"", 1]";
};
class Closecommanderhatch
{
displayName="Close Commander Hatch";
position="pos_commander_hatch";
radius=1.000000;
condition="this animationPhase ""ani_commander_hatch"" >= 0.5";
statement="this animate [""ani_commander_hatch"", 0]; this animate [""ani_commander_popup"", 0]";
};
class Openbackdoor1
{
displayName="Open Back Door 1";
position="pos_back_door1";
radius=3.000000;
condition="this animationPhase ""ani_back_door1"" < 0.5";
statement="this animate [""ani_back_door1"", 1]";
};
class Closebackdoor1
{
displayName="Close Back Door 1";
position="pos_back_door1";
radius=3.000000;
condition="this animationPhase ""ani_back_door1"" >= 0.5";
statement="this animate [""ani_back_door1"", 0]";
};
class Openbackdoor2
{
displayName="Open Back Door 2";
position="pos_back_door2";
radius=3.000000;
condition="this animationPhase ""ani_back_door2"" < 0.5";
statement="this animate [""ani_back_door2"", 1]";
};
class Closebackdoor2
{
displayName="Close Back Door 2";
position="pos_back_door2";
radius=3.000000;
condition="this animationPhase ""ani_back_door2"" >= 0.5";
statement="this animate [""ani_back_door2"", 0]";
};
};
class TurretBase {};
class Turret: TurretBase
{
gunAxis = "OsaHlavne";
turretAxis = "OsaVeze";
soundServo[]={"\CAF_ASLAVAUS\sound\turret.ogg",db-30,1};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
minElev=-5; maxElev=+22;
minTurn=-360; maxTurn=+360;
body = "otocvez";
gun = "otochlaven";
};
class ViewOpticsBase {};
class ViewOptics: ViewOpticsBase
{
initAngleX=0;
minAngleX=-30;
maxAngleX=+30;
initAngleY=0;
minAngleY=-100;
maxAngleY=+100;
initFov=0.11;
minFov=0.11;
maxFov=0.11;
};
class ViewGunner
{
initAngleX=5;
minAngleX=0;
maxAngleX=0;
initAngleY=0;
minAngleY=0;
maxAngleY=0;
initFov=0.700000;
minFov=0.420000;
maxFov=0.850000;
};
class IndicatorSpeed
{
selection = "ukaz_rychlo";
axis = "osa_rychlo";
angle = -260;
min = 0;
max = 35.67;
};
class IndicatorSpeed2
{
selection = "ukaz_rychlo2";
axis = "osa_rychlo2";
angle = -240;
min = 0;
max = 16.67;
};
class IndicatorRPM
{
selection = "ukaz_rpm";
axis = "osa_rpm";
angle = -240;
min = 0;
max = 1.2;
};
class IndicatorCompass
{
selection = "kompas";
axis = "osa_kompas";
angle = 360;
min = -3.1415926536;
max = 3.1415926536;
};
};
class static: All {};
class building: static {};
class strategic: building {};
class camp: strategic {};
class Target : Strategic {};
class ASLAVsmoker: Target
{
scope=0;
simulation="fire";
sound="Fire";
VehicleClass="Objects";
displayName="ASLAVsmoke";
model="empty";
class smoke
{
interval=0.30000;
cloudletDuration=25;
cloudletAnimPeriod=1.000000;
cloudletSize=1.900000;
cloudletAlpha=0.8;
cloudletGrowUp=3.5;
cloudletFadeIn=0;
cloudletFadeOut=6.00;
cloudletAccY=-0.100;
cloudletMinYSpeed=0.3;
cloudletMaxYSpeed=1.500;
cloudletShape="cl_basic";
cloudletColor[]={0.1,0.15,0.1,0.1};
initT=1000;
deltaT=4294966796;
maxT=0;
class Table
{
class T1
{
maxT=0
color[]={0.200000,0.200000,0.200000,0.8};
};
class T2
{
maxT=900
color[]={0.300000,0.300000,0.300000,0.6};
};
class T3
{
maxT=1000
color[]={0.3,0.300000,0.3,0.300000};
};
};
density=0.500000;
size=0.100000;
initYSpeed=1.700000;
timeToLive=180;
in=0.000000;
out=0.000000;
};
class Light
{
Shape="koulesvetlo";
color[] = {1, 0.54, 0, 1};
ambient[] = {1, 0.3, 0,1};
position = "";
size = 0.50;
brightness = 0.25;
};
};
};
Thanks
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tested the weapons, and love the M4 and steyer. M4 sounds are awesome. What kinda scope is it mounted on em, havent seen that before???What styer?
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Hey VXR, I sent you a PM. But would the mod 'ADF Armoury' be able to use your Aussie units in our mod with the weapons we've made?
Thanks.
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Looking very nice! Any idea of a BETA or a 0.1 release? This mod is looking very sexy, can't wait!
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AIF 2TROOP welcomes;
OCDT Cameron McDonald
LCPL JohnHodge
SnTPR Antipop
TPR Kris
TPR Dismembered
TPR Raaaagh
TPR Lysander
TPR ErAsEr
TPR Persuader
AIF 3TROOP welcomes;
OCDT Wittmann
CPL Vass
TPR MonkeyBrain
TPR Nathan
TPR Damo
TPR Cameron
TPR Grug
TPR DigSAS
AIF 2 TROOP splits into two seperate troops, 2 and 3 troop. Order of battle of both troops are above.
[AIF]'s ArmA Server: 203.122.235.227:2302
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Hey all,
I just finished a massive mission, and 'Exported' it to Single Missions. The mission shows up ingame no problem, but I cant see to find where the .pbo of it is...
I've been told its My Docs > ArmA > missions, but in that folder there isnt anything... In the ArmA > missions directory, it doesnt show up either...
Any ideas?
Disregard, found it!
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I have the 8800gts 320mb version and vista, and nothing is wrong with mine. I use the 160.02 beta drivers.
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Hey BIS,
just wondering whether you're going to update the offical armedassault.com site with the new patch? I still see in the downloads page 1.08..? Just a heads up.
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No, for European versions, you must patch to 1.05, then to 1.08. Sorry for any inconvience.
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Thanks for the headsup DarkPhantom and neswrossi. Original post updated.
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Server 1.08 Files are now avaliable and posted in the original post.
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Euro Version is 1.05, therfore download the international patch (1.05-1.08). The USA version is 1.06, therefore download the USA patch (1.06-1.08).
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*PinnedThankyou Shadow. I have fixed up the original post.
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USA 1.06-> 1.08 released. Refer to 1st Post for mirrors.
More Mirrors added.
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New Mirrors added.
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Mine says 507.8MB.... - Sickboy... you cant be telling the truth... god damn it!!
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God damn it, mines dropped to 40kb/sec, will be done in 3hrs.. :P damn u sickboy - damnit, shouldn't have released the links... go get it!
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Assault Patch 1.08 has been Released on the BIS Forums
MIRRORS:
International/Euro; 1.05 -> 1.08
http://www.armedassault.com/downloa....108.zip
http://thepiratebay.org/tor/3710998 -> Torrent
http://web1.ipx21087.ipxserver.de/downloa....108.zip
http://www.gbe-clan.com/downloads/ArmA_InternationalUpdate105_108.zip
http://armed-assault.de/news/patch-108.html
http://www.worthdownloading.com/download.php?gid=1697&id=11370
http://www.rkslstudios.info/FILES....108.zip
http://www.gotf.net/index.p....t&id=27
ftp://ftp.e-utp.net/pub....108.zip
ftp://www.armedassault.info/armad....108.zip
ftp://www.ofpr.info/ofpd/patches/ArmA_InternationalUpdate105_108.zip
http://sulcorp.com/ArmA_InternationalUpdate105_108.zip
http://arma.valuenet.nl/ArmA_InternationalUpdate105_108.zip
http://arma.ogn.com.au/addons....108.zip
http://www.armamissions.net/downloa....108.zip
http://arma.valuenet.nl/ArmA_InternationalUpdate105_108.zip
http://www.armedassault.eu/ArmA_InternationalUpdate105_108.zip
http://ausarma.com/download.php?view.97
USA/Canada; 1.06 -> 1.08
http://www.fangaming.com/fileinfo.php?fileid=1472
http://www.fangaming.com/fileinfo.php?fileid=1471
http://www.gamershell.com/download_19546.shtml
http://www.gamershell.com/download_19545.shtml
ftp://www.armedassault.info/armad/patches/ArmA_USUpdate_108.zip
ftp://www.ofpr.info/ofpd/patches/ArmA_USUpdate_108.zip
http://www.teamfcf.com/downloads/AA/ArmA_USUpdate_108.zip
Server Files; 1.08
ftp://85.25.141.43/Armed%20Assault/Server/ArmA_Server108Full.rar
I'm sorry if some of the links arent working, they may be still uploading. Also at this stage (11.6.07) many of the USA Links arent working, so just sit tight and there will be more to come.
Please use this thread to discuss the new Update.
Please use this thread to discuss troubleshooting issues with the new patch.
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ITS OUT!!
MIRRORS:
http://web1.ipx21087.ipxserver.de/downloa....108.zip
http://www.gbe-clan.com/downloads/ArmA_InternationalUpdate105_108.zip
Enjoy. Nebula FTW! :P
Modding Tools information...
in ARMA - GENERAL
Posted
Mate, Making ArmA addons via the OFP tools are shithouse. I'm sorry that you dont have a good system to handle this new software, but alot of people do. I've seen some very gifted modellers use the OFP tools to create addons into ArmA, and mate their shithouse. This news should be a life saver for addon makers, so we can get some decent models into ArmA. And what's with this "I hate this news.." crap, what are you a homosexual? Live it up a little, these releases will help alot of people, and make others cry, such as yourself.