Jump to content

The_Nebula

Member
  • Content Count

    75
  • Joined

  • Last visited

  • Medals

Posts posted by The_Nebula


  1. This stinks guys. If we can't talk about the (previously) never-released tools on the forums, what is left? No more excuses for bad addons (thoughts of "I DIDN'T HAVE THE TOOLS!!" come to mind). As shin said, the tools are going to be a hassle to work with. Their release will kill the forums. I hate this news.

    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.


  2. rumors... without confirmation and dl's confused_o.gif

    why 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.


  3. 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&quot

    ;

    ;};

    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


  4. 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. smile_o.gif

    [AIF]'s ArmA Server: 203.122.235.227:2302


  5. 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! smile_o.gif


  6. 3-news_patch.jpg

    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.

×