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Schancky

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Everything posted by Schancky

  1. The Lynx in pic 3 looks like the "future lynx" (AW159 Lynx Wildcat) that the Army/RN were on about. Info: http://www.army.mod.uk/equipment/aircraft/11128.aspx
  2. Schancky

    Generation kill mod

    Looks fantastic ebanks. Really looking forward to the map and the mod!
  3. KTS and feet. I think that if you are going to put so much effort into all the details of your aircraft and make them look so realistic, then at least the systems in the aircraft should be as realistic as the outside and flight models that you've made. :)
  4. Schancky

    Caterpillar D7 Series

    Hey Mondkalb Just wondering if you where still working on the ATLAS? Was looking very promising!
  5. The detail on the bushmaster is fantastic. Really looking forward to this! :)
  6. Looking forward to it rock! Just wondering how the seakings are coming along? I think I remember seeing some images of them on Armaholic a while ago, they looked fantastic!
  7. FANTASTIC NEWS!!! Cannot wait!!! :) Just wondering if the ArmAII pic on the merlin is optional or always on the model?
  8. Schancky

    Anzac Mod Wip

    Looks brill crash! I'm really looking forward to the release! :)
  9. Schancky

    Persian Hammer

    Woah! Looks fantastic kiki!
  10. Hi guys Basically I want to do a re-texture of BIS's ArmA I civis that have been ported to ArmA II. The orgional civis are in game editor fine, and I have re-textured them to my new textures, but when I try to mkae my new units seperate from the original civis in the editor, only the news ones would show, as if they overwrite the original civis. I've re-named the PBO and tried re-names the classes in the config, but I am still not getting anything is the editor. All I want is for the civis to be able to be selected in the editor and for my new re-textured civis to be selectable aswell, but under differet roots in the editor and as a seperate PBO. Here is the orgional config for the Civis: class CfgPatches { class sah_civilian_patch { units[] = {"sah_civilian1_pants", "sah_civilian2_pants", "sah_civilian3_pants", "sah_civilian4_pants""sah_civilian5_pants", "sah_civilian6_pants", "sah_civilian7_pants", "sah_civilian1_shorts", "sah_civilian2_shorts", "sah_civilian3_shorts", "sah_civilian4_shorts""sah_civilian5_shorts", "sah_civilian6_shorts", "sah_civilian7_shorts"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class sah_civilian_class { displayName = "Civilians"; }; class sah_civilian_class_shorts { displayName = "Civilians (shorts)"; }; }; class CfgFactionClasses { class sah_civilian_faction { displayName = "Sahrani People"; priority = 90; side = 1; }; }; class CfgVehicles { class All; // External class reference class AllVehicles; // External class reference class ThingEffect; // External class reference class Land; // External class reference class Man; // External class reference class CAManBase; // External class reference class USMC_Soldier2; // External class reference class sah_civilian1_pants : USMC_Soldier2 { scope = 2; displayName = "Civilian 1"; model = "\sara_civilians\civil_1_tshirt.p3d"; weapons[] = {}; magazines[] = {}; respawnweapons[] = {}; respawnmagazines[] = {}; side = 3; vehicleClass = "sah_civilian_class"; faction = "sah_civilian_faction"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; identityTypes[] = {"Head_USMC"}; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; class Wounds { tex[] = {}; mat[] = {"sara_civilians\data\civil_tshirt_body.rvmat", "sara_civilians\data\civil_tshirt_body_wound1.rvmat", "sara_civilians\data\civil_tshirt_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound1.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound2.rvmat"}; }; }; class sah_civilian2_pants : sah_civilian1_pants { scope = 2; displayName = "Civilian 2"; model = "\sara_civilians\civil_2_tshirt.p3d"; }; class sah_civilian3_pants : sah_civilian1_pants { scope = 2; displayName = "Civilian 3"; model = "\sara_civilians\civil_3_tshirt.p3d"; }; class sah_civilian4_pants : sah_civilian1_pants { scope = 2; displayName = "Civilian 4"; model = "\sara_civilians\civil_4_tshirt.p3d"; }; class sah_civilian5_pants : sah_civilian1_pants { scope = 2; displayName = "Civilian 5"; model = "\sara_civilians\civil_5_tshirt.p3d"; }; class sah_civilian6_pants : sah_civilian1_pants { scope = 2; displayName = "Civilian 6"; model = "\sara_civilians\civil_6_tshirt.p3d"; }; class sah_civilian7_pants : sah_civilian1_pants { scope = 2; displayName = "Civilian 7"; model = "\sara_civilians\civil_7_tshirt.p3d"; }; class sah_civilian1_shorts : USMC_Soldier2 { scope = 2; displayName = "Civilian 1"; model = "\sara_civilians\civil_1_tshirt_shorts.p3d"; weapons[] = {}; magazines[] = {}; respawnweapons[] = {}; respawnmagazines[] = {}; side = 3; vehicleClass = "sah_civilian_class_shorts"; faction = "sah_civilian_faction"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; identityTypes[] = {"Head_USMC"}; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; class Wounds { tex[] = {}; mat[] = {"sara_civilians\data\civil_tshirt_shorts_body.rvmat", "sara_civilians\data\civil_tshirt_shorts_body_wound1.rvmat", "sara_civilians\data\civil_tshirt_shorts_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound1.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound2.rvmat"}; }; }; class sah_civilian2_shorts : sah_civilian1_shorts { scope = 2; displayName = "Civilian 2"; model = "\sara_civilians\civil_2_tshirt_shorts.p3d"; }; class sah_civilian3_shorts : sah_civilian1_shorts { scope = 2; displayName = "Civilian 3"; model = "\sara_civilians\civil_3_tshirt_shorts.p3d"; }; class sah_civilian4_shorts : sah_civilian1_shorts { scope = 2; displayName = "Civilian 4"; model = "\sara_civilians\civil_4_tshirt_shorts.p3d"; }; class sah_civilian5_shorts : sah_civilian1_shorts { scope = 2; displayName = "Civilian 5"; model = "\sara_civilians\civil_5_tshirt_shorts.p3d"; }; class sah_civilian6_shorts : sah_civilian1_shorts { scope = 2; displayName = "Civilian 6"; model = "\sara_civilians\civil_6_tshirt_shorts.p3d"; }; class sah_civilian7_shorts : sah_civilian1_shorts { scope = 2; displayName = "Civilian 7"; model = "\sara_civilians\civil_7_tshirt_shorts.p3d"; }; }; And here is my attempted config trying to make new classes: class CfgPatches { class brit_off_duty { units[] = {"sah_civilian1_pants", "sah_civilian2_pants", "sah_civilian3_pants", "sah_civilian4_pants""sah_civilian5_pants", "sah_civilian6_pants", "sah_civilian7_pants", "sah_civilian1_shorts", "sah_civilian2_shorts", "sah_civilian3_shorts", "sah_civilian4_shorts""sah_civilian5_shorts", "sah_civilian6_shorts", "sah_civilian7_shorts"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class brit_off_duty_units { displayName = "British Off Duty"; }; }; class CfgFactionClasses { class brit_off_duty { displayName = "British Off Duty Units"; priority = 90; side = 1; }; }; class CfgVehicles { class All; // External class reference class AllVehicles; // External class reference class ThingEffect; // External class reference class Land; // External class reference class Man; // External class reference class CAManBase; // External class reference class USMC_Soldier2; // External class reference class brit_off_duty_units : USMC_Soldier2 { scope = 2; displayName = "Civilian 1"; model = "\sara_civilians\civil_1_tshirt.p3d"; weapons[] = {}; magazines[] = {}; respawnweapons[] = {}; respawnmagazines[] = {}; side = 1; vehicleClass = "sah_civilian_class"; faction = "sah_civilian_faction"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; identityTypes[] = {"Head_USMC"}; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; class Wounds { tex[] = {}; mat[] = {"sara_civilians\data\civil_tshirt_body.rvmat", "sara_civilians\data\civil_tshirt_body_wound1.rvmat", "sara_civilians\data\civil_tshirt_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound1.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound2.rvmat"}; }; }; class brit_off_duty_units : USMC_Soldier2 { scope = 2; displayName = "Civilian 2"; model = "\sara_civilians\civil_2_tshirt.p3d"; }; class brit_off_duty_units : USMC_Soldier2 { scope = 2; displayName = "Civilian 3"; model = "\sara_civilians\civil_3_tshirt.p3d"; }; class brit_off_duty_units : USMC_Soldier2 { scope = 2; displayName = "Civilian 4"; model = "\sara_civilians\civil_4_tshirt.p3d"; }; class brit_off_duty_units : USMC_Soldier2 { scope = 2; displayName = "Civilian 5"; model = "\sara_civilians\civil_5_tshirt.p3d"; }; class brit_off_duty_units : USMC_Soldier2 { scope = 2; displayName = "Civilian 6"; model = "\sara_civilians\civil_6_tshirt.p3d"; }; class brit_off_duty_units : USMC_Soldier2 { scope = 2; displayName = "Civilian 7"; model = "\sara_civilians\civil_7_tshirt.p3d"; }; }; My new PBO has all the textures and models from the original, but the diffused maps have been edited obviously. Any help would really be appricated :) Schancky
  11. Schancky

    Ground Effect Vehicles: Possible?

    This thread might be of more use: http://forums.bistudio.com/showthread.php?t=94828
  12. Schancky

    Anzac Mod Wip

    I woulden't ask that if I was you... ;)
  13. Schancky

    Anzac Mod Wip

    And New Zealand ;)
  14. Schancky

    Project RACS

    Looks great darkhorse!!!! :)
  15. Looks great! Downloading now
  16. Schancky

    Anzac Mod Wip

    Looks very nice there! Looking forward to seeing some more :)
  17. Schancky

    The Generic Landing Craft

    Looks fantastic. Looking forward to the release!
  18. Schancky

    ARMATurkish Mod..

    Looks very very nice there! Looking forward to it :)
  19. Wow!!! Nice work eddie!!! they look fantastic, will be using them in my missions :) Just wondering if the carts are going to be made towable? With the tug or somthing? Schancky
  20. Looks fantastic rock! Just wondering if the targeting pod will have some functionality to it?
  21. I am planning on doing re-paints of some ArmAII units in RAF schemes. These arn't ment to be of "top quality", but just place holders that im using in my campaign untill RKSL release their stuff, which personally I cannot wait for :p Here's some screenshots for ya: 'Based' off an RAF c-130 C5 I know their not great, but as I said, there only untill Rock releases his awesome stuff. I am also looking at re-painting the Apache and the Harriers. Feel free to comment. Schancky
  22. Schancky

    RAF Re-Paints

    Here is the current config. // config.bin - 13:20:24 05/02/10, generated in 0.03 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled class CfgPatches { class anzac_air { units[] = {"usaf_c130"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CAAir"}; }; }; class CfgFactionClasses { class USAF { displayName = USAF; priority = 100; side = 1; }; }; class Turrets; // External class reference class MainTurret; // External class reference class NewTurret; // External class reference class CommanderOptics; // External class reference class ViewPilot; // External class reference class AnimationSources; // External class reference class UserActions; // External class reference class CfgVehicles { class Air; // External class reference class Plane; // External class reference class usaf_c130 : Plane { scope = 2; displayName = "C-130H Hercules"; cost = 20000000; model = "\usaf_c130\usaf_c130.p3d"; icon = "\usaf_c130\textures\icon_c130_ca.paa"; picture = "\usaf_c130\textures\picture_c130_ca.paa"; driverCanSee = 1+2+4+8+16+32; brakeDistance = 200; side = 1; crew = "USMC_Soldier_Pilot"; typicalCargo[] = {"USMC_Soldier_Pilot", "USMC_Soldier_Pilot", "USMC_Soldier_Pilot"}; cargoIsCoDriver[] = {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; camouflage = 10; audible = 6; accuracy = 0.2; supplyRadius = 8; vehicleClass = "Air"; faction = USAF; driverAction = "Su34_Pilot"; cargoAction[] = {"Su34_Pilot", "Su34_Pilot", "Su34_Pilot", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02"}; threat[] = {0.1, 0.1, 0.1}; transportMaxWeapons = 500; transportMaxMagazines = 2000; transportVehiclesCount = 2; armor = 80; armorStructural = 2.0; class HitEngine { armor = 0.8; material = 60; name = "vrtule hit"; passThrough = 0; }; class HitHull { armor = 1.0; material = 50; name = "hull"; passThrough = 1; }; class HitFuel { armor = 0.4; material = -1; name = "palivo"; passThrough = 0; }; armorHull = 1.0; armorEngine = 0.8; armorFuel = 0.4; armorLights = 0.4; fuelCapacity = 3000; damageResistance = 0.00485; maxSpeed = 648; landingAoa = "rad 7"; laserScanner = 1; landingSpeed = 210; wheelSteeringSensitivity = 4.0; secondaryExplosion = 1; flapsFrictionCoef = 2; aileronSensitivity = 1; elevatorSensitivity = 1; noseDownCoef = 1; gearUpTime = 4.5; gearDownTime = 3; transportSoldier = 20; ejectSpeed[] = {0, 0, 0}; soundGetIn[] = {"ca\sounds\Air\C130\close", 0.316228, 1}; soundGetOut[] = {"ca\sounds\Air\C130\open", 0.316228, 1, 40}; soundDammage[] = {"ca\sounds\Air\C130\int-alarm_loop", 0.562341, 1}; soundEngineOnInt[] = {"ca\sounds\Air\C130\int_start_1", 0.398107, 1.0}; soundEngineOnExt[] = {"ca\sounds\Air\C130\ext_start_1", 0.398107, 1.0, 700}; soundEngineOffInt[] = {"ca\sounds\Air\C130\int_stop_1", 0.398107, 1.0}; soundEngineOffExt[] = {"ca\sounds\Air\C130\ext_stop_1", 0.398107, 1.0, 700}; envelope[] = {0.0, 0.2, 0.5, 1.5, 3.1, 4.3, 4.9, 5, 4.4, 2.8, 1.6, 0.8, 0}; class Sounds { class EngineLowOut { sound[] = {"ca\sounds\Air\C130\ext_engine_low", 1.77828, 1, 900}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*engineOn*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[] = {"ca\sounds\Air\C130\ext_engine_hi", 1.77828, 1, 1100}; frequency = "1"; volume = "camPos*engineOn*(rpm factor[0.55, 1.0])"; }; class ForsageOut { sound[] = {"ca\sounds\Air\C130\ext_forsage_1", 1.41254, 1, 1500}; frequency = "1"; volume = "camPos*engineOn*(thrust factor[0.5, 1.0])"; cone[] = {1.14, 3.92, 2.0, 0.4}; }; class WindNoiseOut { sound[] = {"ca\sounds\Air\C130\ext-wind1", 0.001, 0.6, 150}; frequency = "(0.1+(1.2*(speed factor[1, 100])))"; volume = "camPos*(speed factor[1, 100])"; }; class EngineLowIn { sound[] = {"ca\sounds\Air\C130\int_engine_low", 1.0, 1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[] = {"ca\sounds\Air\C130\int_engine_hi", 1.0, 1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[] = {"ca\sounds\Air\C130\int_forsage_1", 1.41254, 1.1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; class WindNoiseIn { sound[] = {"ca\sounds\Air\C130\int-wind1", 0.001, 0.6}; frequency = "(0.1+(1.2*(speed factor[1, 100])))"; volume = "(1-camPos)*(speed factor[1, 100])"; }; }; memoryPointLDust = "levy prach"; memoryPointRDust = "pravy prach"; leftDustEffect = "LDustEffects"; rightDustEffect = "RDustEffects"; leftEngineEffect = "LEngEffects"; rightEngineEffect = "REngEffects"; class AnimationSources : AnimationSources { class CargoDoor { source = "user"; animPeriod = 5; initPhase = 0; }; }; class UserActions { class OpenDoor { displayName = "Open Ramp"; position = "actions"; radius = 15; condition = "this animationPhase ""Cargo_ramp_1"" < 0.4&&(getPos this) select 2 < 10;"; statement = "this animate [""Cargo_ramp_1"", 1];this animate [""Cargo_ramp_2"", 1]"; onlyforplayer = 1; }; class OpenPara { displayName = "Open Ramp"; position = "actions"; radius = 15; condition = "this animationPhase ""Cargo_ramp_1"" < 0.4&&(getPos this) select 2 >= 10;"; statement = "this animate [""Cargo_ramp_1"", 0.40];this animate [""Cargo_ramp_2"", 1]"; onlyforplayer = 1; }; class CloseDoor { displayName = "Close Ramp"; position = "actions"; radius = 15; condition = "this animationPhase ""Cargo_ramp_1"" >= 0.40"; statement = "this animate [""Cargo_ramp_1"", 0];this animate [""Cargo_ramp_2"", 0]"; onlyforplayer = 1; }; }; class Damage { tex[] = {}; mat[] = {"usaf_c130\textures\c130_1.rvmat", "usaf_c130\textures\c130_1.rvmat", "usaf_c130\textures\c130_1_destruct.rvmat", "usaf_c130\textures\c130_2.rvmat", "usaf_c130\textures\c130_2.rvmat", "usaf_c130\textures\c130_2_destruct.rvmat", "usaf_c130\textures\c130_3.rvmat", "usaf_c130\textures\c130_3.rvmat", "usaf_c130\textures\c130_3_destruct.rvmat", "usaf_c130\textures\c130_4.rvmat", "usaf_c130\textures\c130_4.rvmat", "usaf_c130\textures\c130_4_destruct.rvmat"}; }; }; }; It shows up in the editor, but its under US Airforce, Air, where as I want it under RAF, Air. Also I'm not sure on playing with the classes, because when i try to change them it dosen't show up in the editor. Thanks for the help :) Schancky
  23. Schancky

    RAF Re-Paints

    Just a little bit of an update. The C-130 is finished, but i'm unable to release it becuase I'm having trouble with the config side of thigs. Anyone who could help please feel free to PM me :) Also I'm not doing the apache anymore as there is already an RAF re-textured apache out. I am still planning on doing some RAF/RN Harrier textures and the RAF Griffin HAR2 re-texture on the UH-1Y (untill a more accurate model comes along). Schancky
  24. Sounds good to me mate. Looking forward to it alot! :)
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