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Everything posted by marco-polo-iv
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ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i'll be back in 1 or 2 weeks, wait for changes, in 4 weeks there will be come some updates regreetz Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@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 -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
watch this video -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi MacScotti, Zoom for ironsights will be re enabled witk the next version regreetz Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@tyrantkyng i think this says all regreetz Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@MacScotti Foregrip error with ACE-Mod will be fixed in the upcoming version. ACE M203 ammo will be added regreetz Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@ 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 -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i work hard on Upgrades and Updates regreetz Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Client and Server need the mod -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I will add the TA-01 NSN and TA-31 ACOG in the next version from WP regreetz Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@ray243 not this time, first we will build some East-Weapons, AK-74, AK108 ... regreetz Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@MacScotti Thx for this demo video, it's exelent Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
sry Myke, we will see what is possible, what not Marco -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
just copy the Userconfig folder from the 7zip file into the root of your ArmA2 folder -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 -
ASC - Customizable Weapon Addon
marco-polo-iv replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 "" -
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
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Using the "Super" Shader (RVMAT material)
marco-polo-iv replied to rocket's topic in ARMA 2 & OA : MODELLING - (O2)
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 -
Fake Flir script for Arma 2?
marco-polo-iv replied to p75's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
i work on it regreetz Marco -
destrType = "DestructWreck";
marco-polo-iv replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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 -
ARMA2 updated rvmat for vehicles
marco-polo-iv replied to soul_assassin's topic in ARMA 2 & OA : MODELLING - (O2)
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 -
Getting flir to work
marco-polo-iv replied to LBpilot1's topic in ARMA : CONFIGS AND SCRIPTING (addons)
You tested it at day or night time? this Flir-script works only at night and higher then 2 meters regreetz Marco -
AMS Addon Pack work in progress
marco-polo-iv replied to imutep's topic in ARMA - ADDONS & MODS: DISCUSSION
@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 -
AMS Addon Pack work in progress
marco-polo-iv replied to imutep's topic in ARMA - ADDONS & MODS: DISCUSSION
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