Badassdom
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Everything posted by Badassdom
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COWarMod ACE Compatible - Open beta Project
Badassdom replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
too bad you dont play ACE, it has a lot of nice features, armor values for one. if been playing with ace + warmod a lot. Only real problem i found was that the infantry doesnt use backpacks to rearm, not sure if thats and ACE or Warmod issue do, ie a mod issue. -
COWarMod Release
Badassdom replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
perhaps this has been mentioned before, but something in the mod causes gl weapons to be replaced by m16gl's and ak74gl's in thirdparty addons. -
PROGETTO FLOTTA (Navy Project) - PedagneMOD
Badassdom replied to arremba san zorzo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Helicopter attaching system Vehicle attaching system i think that means multiple vehicles -
End OF MAF2Ext >> WIP : MAFxExt
Badassdom replied to w4lkn's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I don't entirely understand, but releasing new addons is always great. And your mod has made some good addons before so good stuff. -
Taviana Island for ArmA 2!
Badassdom replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
its still alpha, but still awesome -
Still hiring testers?
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looking very good
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Jungle Wars: Island of Lingor
Badassdom replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice. Always good to see new Lands, especially if there this good. -
Really? I dont think its that much of a graphical an increase over Arma II. Which is good as that shouldn't be the focus of the game. Looks to as its just right visually
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RKSL Studios - WIP Discussion
Badassdom replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
oooh big release day, im getting all gitty :) -
RKSL Studios - WIP Discussion
Badassdom replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
awsome news allround -
Yeah the Pizzaro i Arma I was a pretty good model. I tried to port it to Arma II but the it was really top heavy and kept rolling over.
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Anyone have any clues on the e-mail sent to zipper5? What does the thomas ryan entry mean? Just checked the name Thomas Ryan on this site came to this http://forums.bistudio.com/member.php?u=44208 Zipper 5 was one of only 3 vistors including me. --> when i wrote this lol t hat generated a lot of vistors
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OA:un-pbo tool not working
Badassdom replied to slatts's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
@Decap, would the fix be removing the cpbo keys and reinstalling cpbo? if so that doesn't see to work any more after the last patch. Could be im not doing it right do. It seems i was doing it wrong then. -
OA:un-pbo tool not working
Badassdom replied to slatts's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
indeed, Cpbo doesn't work anymore, but pboview seems to be working again. Edit: I spoke too soon, pboview doesn't seem to work either. Anyone got any news on this? -
Looks good. Thats not a plane you see very often, what made you decide to make a model of it?
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keep it up, video looks good.
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ambitious are we?
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argggg your a bastard,your killing me with all that lovely eyecandy:eek:
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Frigates, Weapons and Waves Addons By Gnat - OGN Exclusive
Badassdom replied to Auss's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice, go give im a try an get back with some feedback. -
Really looking forward to checking this out, just need to reinstall OA after the bugged beta-patch. Are you planning on bringing the Pizzaro IFV into ArmaII/OA?
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ARMA 2: OA Beta 72716 is up
Badassdom replied to =kct=blackmamba's topic in ARMA 2 & OA - BETA PATCH TESTING
Im getting a no entry Bin\Config.bin/ROF Fullauto.Artillerydispersion error on vehiclemounted weapons from usermade addons, not on the BIS weapons. After uninstalling, which after reading the other posts seems like a bad idea, im getting No entry Bin\Config.bin on everything on al sorts of files. -
[OA] New config values, who has info about?
Badassdom replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I did some more testing with different configurations and is seems all the designations, 1 2 4 8 16, have the same effects. I think it is just a so BIS could differentiate between targeting systems and countermeasure systems, and not a real differance in system. I dont know if they also have common recognition for countermeasures, as 8 in cmlauncher also spoofs a missile with 2 + 16 locksystem. -
Oh you guys are killing me, al this mouthwatering eyecandy. Im keeping my fingers crossed no servercrash or something happens.
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[OA] New config values, who has info about?
Badassdom replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If been fidling around with the weaponslocksystem and the cmlauncher it seems that in weaponLockSystem = 16 + 2; the 16 stands for radarguided(or something) and the 2 stands for heatseeking. In the cmlauncher this seems to correspond to 8 for chaff and radarspoofing and 2 for flares and IRguided spoofing. So the chaff-flare launcher spoofs both 2 + 8. The targeting of the weapon it self doesn't seem to correspond directly to the ammo it uses. For instance the stinger has weaponLockSystem = 16 + 2 for the missile, but the launcher it self has weaponLockSystem = 1, for the weapon, me thinks 1 stands for visual targeting. I might be wrong because the config in the expansion doesn't directly assign the ammo or magazines to all the weapons, i think it just overrides the ArmaII configs where it has been updated by OA. The amount of shots fired from the cmlauncher also seems to have an effect on the spoofing chance, more flares, more spoofing. I however it does not have an effect on the time it takes to re-engage the target. The time it take to lock on to a target is defined in the weaponslaucher, weaponLockDelay = 3;, which is in seconds. the re-engagement time for the weapon after it has been spoofed is around 5 beeps, which is the same on all weapons whether they have a delay of 5 or 20. Because the cmImmunity, which is 0.8 on all defined weapons and ammo and 1.0 in default, is implemented in both the weapon and in the ammo. Both of which are affected seperatly by spoofing it seem, so the likelyhood of a hit is, besides the missile, fusedistance and such, 0.8 x 0.8. Im not sure if a effective spoofing of the weapon also removes the lock on a missile after it has been lauchend. I.E if the missile is selfguiding after launch. I think the interruption on the lock after a effective spoof is defined in the simulation = "cmlauncher";, and the re-engagement time is also in there. //////////////////////// CMLauncherammo///////////////////////////////////////// class CMflareAmmo : BulletBase { hit = 1; indirectHit = 0; indirectHitRange = 0; timeToLive = 4.0; thrustTime = 2.0; airFriction = -0.01; simulation = "shotCM"; effectsSmoke = "CounterMeasureFlare"; weaponLockSystem = 2; model = "\ca\weapons\empty"; maxControlRange = -1; // max range for manual control, 0 = no control (passive weapon) initTime = 0; }; class CMflare_Chaff_Ammo : CMflareAmmo { effectsSmoke = "CounterMeasureChaff"; weaponLockSystem = 2 + 8; }; class SmokeLauncher : MGun { simulation = "cmlauncher"; showToPlayer = true; minRange = 0; maxRange = 10000; displayName = "$STR_EP1_DN_SmokeLauncher"; }; class CMFlareLauncher : SmokeLauncher { scope = public; displayName = "$STR_DN_FlareLauncher"; magazines[] = {"60Rnd_CMFlareMagazine", "120Rnd_CMFlareMagazine", "240Rnd_CMFlareMagazine", "60Rnd_CMFlare_Chaff_Magazine", "120Rnd_CMFlare_Chaff_Magazine", "240Rnd_CMFlare_Chaff_Magazine"}; magazineReloadTime = 0.2; simulation = "cmlauncher"; modes[] = {"Single", "Burst", "AIBurst"}; class Single : Mode_SemiAuto { reloadTime = 0.2; burst = 1; sound[] = {"\Ca\sounds\Weapons\cannon\grenadelauncher_1", db-10, 1, 300}; showToPlayer = true; multiplier = 2; minRange = 0; maxRange = 200; soundBurst = 0; }; class Burst : Mode_Burst { reloadTime = 1; burst = 5; sound[] = {"\Ca\sounds\Weapons\cannon\grenadelauncher_1", db-10, 1, 300}; showToPlayer = true; multiplier = 2; minRange = 0; maxRange = 0; soundBurst = 0; }; class AIBurst : Burst { burst = 2; showToPlayer = false; minRange = 200; maxRange = 10000; soundBurst = 0; }; }; ////////////////////////////////////////////////////////////////////////////////////// class M_Stinger_AA : MissileBase { weaponLockSystem = 16 + 2; cmImmunity = 0.8; }; class StingerLaucher : MissileLauncher { weaponLockSystem = 1; cmImmunity = 0.8; weaponLockDelay = 3; }; class SidewinderLaucher : MissileLauncher { weaponLockSystem = 8; cmImmunity = 0.8; weaponLockDelay = 2; };