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wjpenn

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About wjpenn

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  1. Its very hard to keep up with these forums so sorry if it has been asked previously. Has the nuke that infantry can carry been implemented yet? not the nuke you script to put on a plane but the one infantry can set up. If so how do i use that and where do i find it? just wanted to check it out! Thanks Will
  2. Wow! all i can say is great job to all those who put in effort to make this mod what it is!! Really good job! P.S. has anyone figured out how to set up the userconfigs to make glasses and gas masks work? i dont have a squad xml am i outta luck??
  3. hey sickboy just to let you know that alot of us really do appreciate the hard work you have put into this updater eventhough its causing some grief with others. I read all the info that was posted up and got through the process of installing/updating with ease by following simple directions. thanks for the hard work everyone has put into this. Will
  4. please forgive me but ive hopelessly tried for like at least an hour of searching and trying to fix this install. forgive my ignorance please....everytime i install this map it crashes when loading the game at the main menu. any help would be greatly appreciated. shortcut is as follows -mod=@Namalsk the folder is in root directory with another folder called addons in it where all the Pbos are. Will
  5. As the title states....is it possible? In other words can i have my clan insignia on my aircraft under my cockpit as well as having a seperate insignia on the vertical stab of my harrier? or any other spot on the aircraft for that matter? If so how would i go about doin that?
  6. Thanks Pufu for letting me know that IR strobes are in Ace2. I am looking forward to Ace2 alot however i wanted to know what i would have to work with script wise to make IR strobe possible now in game. Unfortunately waiting till Ace2 comes out doesnt help me because I need these things I thought about doing for training for aviation squadron im in. So...that being said can anyone help steer me in the right direction to where I might start to tinker with a certain action to get this to work for me now in a training op we have running now? Sorry I didnt make myself more clear in the previous post. Thanks
  7. I am wondering if it is possible to script IR strobe lights for the various reasons: 1. Night time extraction 2. Pilot identification for chopper search and rescue. (in water and on land) 3. Marking a target 4. Marking friendlies on the ground for the CAS that comes inbound. Im also wondering would it be possible to script something that shows last coordinates where a pilot ejected? kinda like a "blackbox" or "beacon signal" for chopper search and rescue as well as other various reasons? Thats just the beginning of the possibilities in my head for what would be an amazing script if i could get guidance! Thanks
  8. Would it be possible for someone to take the existing "towing truck" and make it usable for the aircraft to be towed around? the attachto isnt what im looking for. the tug that came with the "krustenov" is more of what im lookin for so the carrier ops are more practical. Also i hope someone out there is reworking the Nimitz carrier as well as the F-18E/F and other various naval ops planes...
  9. Guys Ive been reading all day and put together a script from various sources to get this far. I have one problem though. I have Harriers (1 and 2 models), Cobras, and Blackhawks to Rearm/Refuel/Repair throughout the mission. Only problem is when i roll the vehicle over the trigger it arms the vehicle with every weapon from every vehicle in the script that it may reload at any given time! My script in my .sqs file is as follows..... _vehicle = _this select 0 _vehicle setfuel 0; _vehicle removemagazines "300Rnd_25mm_GAU12"; _vehicle removemagazines "6Rnd_mk82"; _vehicle removemagazines "2Rnd_Sidewinder_AH1Z"; _vehicle removemagazines "14Rnd_FFAR"; _vehicle removemagazines "6Rnd_GBU12_AV8B"; _vehicle removemagazines "750Rnd_M197_AH1"; _vehicle removemagazines "8Rnd_Hellfire"; _vehicle removemagazines "38Rnd_FFAR"; _vehicle removemagazines "2Rnd_Sidewinder_AH1Z"; _vehicle removemagazines "100Rnd_762x51_M240"; ~3 _vehicle addmagazine "300Rnd_25mm_GAU12"; ~3 _vehicle addmagazine "6Rnd_mk82"; ~3 _vehicle addmagazine "2Rnd_Sidewinder_AH1Z"; ~3 _vehicle addmagazine "14Rnd_FFAR"; ~3 _vehicle addmagazine "6Rnd_GBU12_AV8B"; ~3 _vehicle addmagazine "750Rnd_M197_AH1"; ~3 _vehicle addmagazine "8Rnd_Hellfire"; ~3 _vehicle addmagazine "38Rnd_FFAR"; ~3 _vehicle addmagazine "2Rnd_Sidewinder_AH1Z"; ~3 _vehicle addmagazine "100Rnd_762x51_M240"; ~3 _vehicle setdamage 0; ~3 _vehicle setfuel 1; ~3 How do i make the script recongnize what vehicle is what to load the correct ordinance only on the correct aircraft? Also can it be scripted that i have to sit completely still for 5 seconds in the trigger before it reloads any ordinance? If so may i get some guidance on how to do so. If you guys can point me in the right direction i would be very appreciative! Thanks
  10. Guys Ive been reading all day and put together a script from various sources to get this far. I have one problem though. I have Harriers (1 and 2 models), Cobras, and Blackhawks to Rearm/Refuel/Repair throughout the mission. Only problem is when i roll the vehicle over the trigger it arms the vehicle with every weapon from every vehicle in the script that it may reload at any given time! My script in my .sqs file is as follows..... _vehicle = _this select 0 _vehicle setfuel 0; _vehicle removemagazines "300Rnd_25mm_GAU12"; _vehicle removemagazines "6Rnd_mk82"; _vehicle removemagazines "2Rnd_Sidewinder_AH1Z"; _vehicle removemagazines "14Rnd_FFAR"; _vehicle removemagazines "6Rnd_GBU12_AV8B"; _vehicle removemagazines "750Rnd_M197_AH1"; _vehicle removemagazines "8Rnd_Hellfire"; _vehicle removemagazines "38Rnd_FFAR"; _vehicle removemagazines "2Rnd_Sidewinder_AH1Z"; _vehicle removemagazines "100Rnd_762x51_M240"; ~3 _vehicle addmagazine "300Rnd_25mm_GAU12"; ~3 _vehicle addmagazine "6Rnd_mk82"; ~3 _vehicle addmagazine "2Rnd_Sidewinder_AH1Z"; ~3 _vehicle addmagazine "14Rnd_FFAR"; ~3 _vehicle addmagazine "6Rnd_GBU12_AV8B"; ~3 _vehicle addmagazine "750Rnd_M197_AH1"; ~3 _vehicle addmagazine "8Rnd_Hellfire"; ~3 _vehicle addmagazine "38Rnd_FFAR"; ~3 _vehicle addmagazine "2Rnd_Sidewinder_AH1Z"; ~3 _vehicle addmagazine "100Rnd_762x51_M240"; ~3 _vehicle setdamage 0; ~3 _vehicle setfuel 1; ~3 How do i make the script recongnize what vehicle is what to load the correct ordinance only on the correct aircraft? Also can it be scripted that i have to sit completely still for 5 seconds in the trigger before it reloads any ordinance? If so may i get some guidance on how to do so. If you guys can point me in the right direction i would be very appreciative! Thanks
  11. Regardless if the carrier moves or not can it be finished? To clarify my point can the lifts be in working order to have practical working hangar bay. Its really not feasible to have "carrier ops" goin to add to the realism of the gameplay. Instead the gaming community is forced to have missions where we magically appear in the middle of Chernarus or Utes surrounded by the russians or what have you. Right now you have to clutter the deck of the assualt carrier with repair, ammo, and fuel trucks, ammo crates of all sorts and whatever vehicles you are goin to airlift to the battles. It doesnt make for a "practical" assault carrier. So my question is can what we have to work with (Khe Sahn) be finished to provide a practical ship for an intended use that in my opinion it is meant for? Working lifts and a hangar bay thats useful is a start. Granted im no modeller or scripter but i will definately help if someone needs help and learn something in the process.
  12. Can someone please rework the Nimitz Carrier with working lifts and a practical hangar bay where planes can go to rearm and not clutter up the deck. I would be very appreciative! Also would need to have aircraft tugs that pull the planes around and maybe making use of an arresting hook on the planes that actually "catch" the wires on the deck while landing. This in my opinion would add to the realism of the game since marines do run alot of sorties from carriers. That way missions would seem more practical instead of just magically appearing on an airfield surrounded by russians and what not in the middle of Chernarus. This would add a whole new aspect to the game and feel alot more intense in my opinion. thanks
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