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marco-polo-iv

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Everything posted by marco-polo-iv

  1. some Changes in overview New PBO's: ASC_M14.pbo ASC_M14_cfg.pbo ASC_MP7.pbo ASC_MP7_cfg.pbo ASC_SVD.pbo ASC_SVD_cfg.pbo ASC_VSS.pbo ASC_VSS_cfg.pbo ASC_Weapons_Core.pbo ACOG TA-01 + TA-31 added ACOG Reflexvisier added Cobra Reflexvisier added PSO-1 Visier added NSPU Nightvision Visier added GosHawk TWS Visier added Silencer class ASC_Item_SD_545mm changed to ASC_Item_SD_545mm_PBS1 Silencer class ASC_Item_SD_545mm_PBS4 added Silencer class ASC_Item_SD_545mm_PBS5 added ASC_M14A1.pbo M14A1 all Classnames from ASC_M14 changed to ASC_M14A1. M14A1 ACOG TA-01 and TA-31 Version added ASC_M4A1.pbo M4A1 ACOG TA-01 and TA-31 Version added M4A1 ACOG Reflex Visier added ASC_M16A4.pbo M16A4 ACOG TA-01 and TA-31 Version added ASC_M240.pbo M240 ACOG TA-01 and TA-31 Version added ASC_M249.pbo M249 ACOG TA-01 and TA-31 Version added ASC_M107.pbo M107 ACOG TA-01 and TA-31 Version added
  2. i'll be back in 1 or 2 weeks, wait for changes, in 4 weeks there will be come some updates regreetz Marco
  3. @iicecube install ASC: Folder Name = ASC not @ASC install CBA copy UserConfig Folder in ArmA2 Rootfolder if you want the units should have the ASC-Weapons and ammoboxes are have ASC-Weapons at start the game, copy the *.pbos from replacement-folder into ASC/Addons folder keyfolder only needed for Server regreetz Marco
  4. Hi MacScotti, Zoom for ironsights will be re enabled witk the next version regreetz Marco
  5. @tyrantkyng i think this says all regreetz Marco
  6. @MacScotti Foregrip error with ACE-Mod will be fixed in the upcoming version. ACE M203 ammo will be added regreetz Marco
  7. @ stk2008 its still on work, i add the TA-01 and TA-31 Acog, VSS and SVD rework some Models and config entrys. New version will coming out soon in the new version will be added: MP7 SVD VSS AK-74 AKS-74 AK-107 AK-108 regreetz Marco
  8. i work hard on Upgrades and Updates regreetz Marco
  9. Client and Server need the mod
  10. I will add the TA-01 NSN and TA-31 ACOG in the next version from WP regreetz Marco
  11. @ray243 not this time, first we will build some East-Weapons, AK-74, AK108 ... regreetz Marco
  12. @MacScotti Thx for this demo video, it's exelent Marco
  13. sry Myke, we will see what is possible, what not Marco
  14. just copy the Userconfig folder from the 7zip file into the root of your ArmA2 folder
  15. for example: you picup a weapon from Ammobox, and an Item (Optics, M203, Flashlight etc.) via actionmenu, you can open a dialog to modifed your weapon. this system works only with ASC Weapons this Time. regreetz Marco
  16. yes, you have set this var. ASC_WM_Set = [ WeaponsCanModifiedBool , OpticsCanDamagedBool, [ DamageChance/sec , RepairconditionString , DamageSoundClassArray , AfterRepairCommandString ] ]; Indexname Default Value WeaponsCanModifiedBool true OpticsCanDamagedBool true DamageChance/sec 0.001 RepairconditionString "count (nearestObjects [player, ASC_Repairvehicles + ASC_AddRepairvehicles, 7]) > 0" DamageSoundClassArray [ "ASC_OpticCrash_S" , "ASC_OpticCrash_L" , "ASC_OpticCrash_S" ] AfterRepairCommandString ""
  17. marco-polo-iv

    Pilot proxy?

    create in your ArmAWork CA folder follow Folders: Temp in Temp a new folder proxies in proxies a new folder "name of your Vehicle" copy a mlod Soldier model in this folder and name the p3d Pilot.p3d for example my temp folder ArmAWork\ca\temp\proxies\uh_60\ pilot.p3d gunner.p3d cargo01.p3d cargo02.p3d so you seen for your proxies the correct Soldiermodels in Buldozer regreetz Marco
  18. config your binpbo tool under copy directly: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat then new *.rvmat files will work regreetz Marco
  19. i work on it regreetz Marco
  20. marco-polo-iv

    destrType = "DestructWreck";

    all Helos and Planes are used a new LOD in p3d with a proxy. i don't know the lod is named exmaple: BIS UH1Y lod 2.1e+016 proxy UH1YWreck regreetz Marco
  21. marco-polo-iv

    ARMA2 updated rvmat for vehicles

    glass: ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 1.0, 1.0, 1.0}; specularPower = 500.0; renderFlags[] = {"NoAlphaWrite"}; PixelShaderID = "NormalMapSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "MAP_Air\data\uh60_skla_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage5 { texture = "MAP_Air\data\uh60_skla_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(0.45,0.94)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage7 { texture = "MAP_Air\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; glass_damage ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {2.0, 2.0, 2.0, 1.0}; specularPower = 1000.0; renderFlags[] = {"NoAlphaWrite"}; PixelShaderID = "NormalMapSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "ca\data\destruct\destr_glass_plexi_full_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {3.0, 0.0, 0.0}; up[] = {0.0, 3.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "ca\data\destruct\destr_glass_plexi_full_ca.paa"; uvSource = "tex"; class uvTransform { aside[] = {3.0, 0.0, 0.0}; up[] = {0.0, 3.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "ca\data\destruct\destr_glass_plexi_full_ca.paa"; uvSource = "tex"; class uvTransform { aside[] = {3.0, 0.0, 0.0}; up[] = {0.0, 3.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage5 { texture = "ca\data\destruct\destr_glass_plexi_full_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {3.0, 0.0, 0.0}; up[] = {0.0, 3.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(0.45,0.94)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; glass_in mbient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 1.0, 1.0, 1.0}; specularPower = 500.0; renderFlags[] = {"NoAlphaWrite"}; PixelShaderID = "NormalMapSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "MAP_Air\data\uh60_skla_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage5 { texture = "MAP_Air\data\uh60_skla_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(1.01,0.52)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; glass_in_damage mbient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 1.0, 1.0, 1.0}; specularPower = 500.0; renderFlags[] = {"NoAlphaWrite"}; PixelShaderID = "NormalMapSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "MAP_Air\data\uh60_skla_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage5 { texture = "MAP_Air\data\uh60_skla_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(1.01,0.52)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; i hope will help you Marco
  22. marco-polo-iv

    Getting flir to work

    You tested it at day or night time? this Flir-script works only at night and higher then 2 meters regreetz Marco
  23. marco-polo-iv

    AMS Addon Pack work in progress

    @Miles, you can deactivate this script or if you want, you can add more Unit or vehicles to this script, both over Publicvariable. more at release in the readme file. regreetz Marco
  24. marco-polo-iv

    AMS Addon Pack work in progress

    the CrewCheck Script checks the class of entering Unit, if the Unit not Crew in Tanks or APC's, so the script kicks the Unit out of the Vehicle, same for AirVehilces if Unit not class pilot. regreetz Marco
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