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armatech

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Everything posted by armatech

  1. armatech

    What would you like BIS to focus on?

    This is not a BIS slamming post please keep comments on topic as i personally would like to know what the community would like to have added/improved. On a side note Bis are adding new content and bug fixs almost every day.
  2. armatech

    What would you like BIS to focus on?

    From what i see the animations have changed in every version of bis games i know this for a fact as the player models have changed and the old animations would not work on the new setup for exsample OFP units do not work correctly in arma, arma models do not work correclty in arma2. I understand the need for more animations and for a more random implamentation of them but they have changed.
  3. armatech

    What would you like BIS to focus on?

    Ill ask an admin to change one of them as thats a very good point
  4. OK i have a strange issue one that has left me clueless to how to fix it. My issue is i have a simple fence a few uprights and a single plane with a semi transparent texture (has chain mesh on it) and a few other single planes with a barbed wire texture on them. Now if i look at the fence in game it all looks perfect but then if i look though some glass(any glass) the whole model vanishes only leaving the shadow lod intact and working. If i then go and remove the 2 transparent textures and go back in game i can see it though glass again. I have try-ed every moving the face order Checking with and without rvmats Changed transparent texture for a different one Remodeled the model/Re textured (Same .p3d though) Handed it to a few friends Try-ed it with out all lods and some lods disabling and removing as i went on Re-saved textures again with texview 2 But still i have this issue with it vanishing if any one and point me in the right direction as to how i would fix this please say you piece Thanks Edit: A kinda work around is to make the parts of the model with alpha a proxy. The issue is still there but the solid parts of the model stay uneffected by this strange bug
  5. Hi i over the last few weeks i have been putting together a library of all objects in ArmAII that can be created via script or in the island builder. I'm posting this topic here to get some feedback and help with any thing i have missed out or you feel is needed. Images also have some info such as Side,Mags,Weapons and Playable positions **Updated with missing pages 26.06.09** PDF Download Version http://rapidshare.com/files/248962090/ArmAII_library.pdf ---*Adobe reader 7.0+ Required*--- Currently there is: 3860 images ArmA 2 http://www.armatechsquad.com/ArmA2Class/indexA2.php ArmA2:Operation Arrowhead http://www.armatechsquad.com/ArmA2Class/indexOA.php Edit: Added --- 50 missing objects to arma2 collection Added --- Operation Arrowhead content
  6. armatech

    (A2:OA) RQ-8A (FireScout)

    Yes Hellfires Yes talon(when i get time)
  7. armatech

    (A2:OA) RQ-8A (FireScout)

    thanks im making a armed version also once i work out my issue with the weapons
  8. +1 on that comment.
  9. yes i must compile a list first
  10. yes i must compile a list first
  11. issue with the new FSFInit.sqs the code sample i gave you was for sqf and not sqs please change all "//" to ";" as im getting RTP errors ;---------------------------------------- ;script by Gnat ;mp fix by armatech ;---------------------------------------- ; if you use it, credit me as appropraite ;---------------------------------------- _ship = _this select 0 if (!isServer) exitWith {} _xx = 10 preloadObject "RHIB" _xx = 10 preloadObject "RHIB2Turret" _xx = 10 preloadObject "Stinger_Pod" ;Get var form ship _check = _ship getVariable "boatsloaded"; ;Check is var is empty/not set if(isnil "_check")then { ;load ships and set var ;Broadcasts ships loaded _ship setVariable ["boatsloaded", true,true]; ;run boat loading scripts [_ship] execvm "\GNT_FSF\scr\FSFLoadRHIB1.sqf" [_ship] execvm "\GNT_FSF\scr\FSFLoadRHIB2.sqf" _ladder = "FSF_Ladder" createvehicle[0,0,0] _ladder attachto [_ship,[-5.5,-30.2,-4.2]] _stinger = "Stinger_Pod" createvehicle[0,0,0] _stinger attachto [_ship,[7.5,23.5,1.8]] }else{ ;Var is set so do nothing ;not needed but wont hurt if(true)exitwith{}; }; exit
  12. nice m8 work will test it soon
  13. armatech

    (A2:OA) RQ-8A (FireScout)

    thanks added to first post
  14. armatech

    (A2:OA) RQ-8A (FireScout)

    updated a little 0-0-2 | 02 JUL 2010 | changed tail layout to matcha ref image i found. | shortened rotor blades. | Recreated all lods. | corrected Nohq. | Added demo mission. | Changed display name to match the dialog bis created. | Reworked shoadow lod. | Few other model tweaks.
  15. armatech

    Sigma Vehicle Pack

    there is no way we can stop this maybe ask bis to add a exclusion system in the civ module
  16. armatech

    (A2:OA) RQ-8A (FireScout)

    i have all that is in my gallery http://www.armatechsquad.com/gallery/#/content/ARMA/Predator%20Mod/Mod-shots-14-10-2008/
  17. armatech

    (A2:OA) RQ-8A (FireScout)

    thanks nighttrain
  18. yer he poped up in a few once i get all the rest finished ill go over them all and corrected the mistakes i just wanted the community to have a full ref. andy way its my birthday so im outta here
  19. yer he poped up in a few once i get all the rest finished ill go over them all and corrected the mistakes i just wanted the community to have a full ref. andy way its my birthday so im outta here
  20. armatech

    Sigma Vehicle Pack

    Change 2.2: 1. Corrected jail bus addon patch name 2. Removed the bugged ship http://www.cityliferpg.com/addons/cl_sigmaV2.2.rar
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