Schancky
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Everything posted by Schancky
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ArmA II: Operation Arrowhead discussion thread
Schancky replied to Tonci87's topic in ARMA 2 & OA - GENERAL
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 -
Looks fantastic ebanks. Really looking forward to the map and the mod!
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RESEARCH - KTS and Feet vs KPH and Metres
Schancky replied to rksl-rock's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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. :) -
Hey Mondkalb Just wondering if you where still working on the ATLAS? Was looking very promising!
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Australians at War Addon Team
Schancky replied to [xdf]kanga's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The detail on the bushmaster is fantastic. Really looking forward to this! :) -
RKSL Studios - WIP Discussion
Schancky replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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! -
RKSL Studios - WIP Discussion
Schancky replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
FANTASTIC NEWS!!! Cannot wait!!! :) Just wondering if the ArmAII pic on the merlin is optional or always on the model? -
WIP: Stuff you are working on 2!
Schancky replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks brill eddyD! -
Looks brill crash! I'm really looking forward to the release! :)
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Woah! Looks fantastic kiki!
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Help with making new class for a Mod
Schancky posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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 -
Ground Effect Vehicles: Possible?
Schancky replied to laserpanda's topic in ARMA 2 & OA : MODELLING - (O2)
This thread might be of more use: http://forums.bistudio.com/showthread.php?t=94828 -
I woulden't ask that if I was you... ;)
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And New Zealand ;)
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Looks great darkhorse!!!! :)
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Afghanistan Base And FOB Template
Schancky replied to Bryce23's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looks great! Downloading now -
Looks very nice there! Looking forward to seeing some more :)
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The Generic Landing Craft
Schancky replied to Darkhorse 1-6's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks fantastic. Looking forward to the release! -
Looks very very nice there! Looking forward to it :)
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WIP: Stuff you are working on 2!
Schancky replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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 -
RKSL Studios - WIP Discussion
Schancky replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks fantastic rock! Just wondering if the targeting pod will have some functionality to it? -
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
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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
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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
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ONS - Operation Northstar WIP
Schancky replied to AASE's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds good to me mate. Looking forward to it alot! :)