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dimitri_harkov

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Everything posted by dimitri_harkov

  1. dimitri_harkov

    DIH 1970s Generic African Units

    Thanks! Indeed I have decided to give them some more stuff. Mainly because when I was converting a warfare mission for my african units, I discovered that they were missing a lot of units/vehicles to work with warfare. I added: D30, Ammo-, Refuel- and Repair-Trucks, static machine gun emplacements (DSHK, PK, M60, M1919), ZU23 AA guns, searchlights, BRDM-2 standard, BRDM-2 HQ, BRDM-2 Medevac, AA soldiers (Strela 2 - on a sidenote: are there any FIM-43 Redeye models around?). I have also corrected some weird weapon choices (e.g.: SL's have binoculars now). ATM I'm working on some irregulars because my units look too much like regular western forces. While elite units would look like this for sure, I guess most soldiers wouldn't be as well equiped. I'd also love to add some air support... but AFAIK there are no suitable aircraft around. However, I might add the Mi-8 or even the UH-1. D.
  2. dimitri_harkov

    VILAS addons release thread

    The MG works on the new version of the M109 (included in the US vehicle pack). I guess the M109 that is in P'85 will be updated sooner or later.
  3. dimitri_harkov

    VILAS addons release thread

    Sorry to interupt you, but are you talking about the M109 from P85 or the M109 from the American vehicle pack? AFAIK they are not the same.
  4. dimitri_harkov

    DIH 1970s Generic African Units

    No, some wear different forms of caps. I think there are even models with bare heads, but I have not used them. ------- Update: Classnames have been added.
  5. dimitri_harkov

    cfgFaces... where?

    Many thanks kju :) You are the man! No, I'll leave them as ugly as they are, but I want to have proper black faces for my Angolan guerilla units. :) Cheers, D.
  6. dimitri_harkov

    VILAS addons release thread

    The more, the better :) I have read that it could elevate it's barrel to ~ 75°. If that works with the model, why not? Also, 70° for the 2S1 instead of 45° would be nice (if possible). My source for the barrel angles is Wikipedia only, so I don't know how accurate they are. But more elevation would increase the usefulness of the Artillery immensely. Cheers, D.
  7. dimitri_harkov

    Arma 2 Addon request thread

    I'd like to see MiG-15, MiG-17, MiG-19, MiG-21, Su-7 and western counterparts (F4 Phantom II, F-104, Mirage III, ...) of that era. Ports would be good enough. I even did port them myself, but no one gave me permission to release them so far :( So, whoever has the rights and/or will to do these things: Please do it! :) Cheers, D.
  8. dimitri_harkov

    VILAS addons release thread

    That is because ATM all P'85 artilllery pieces use the D30's 122mm HE shell ballistic tables. These allow indirect fire from height angle 30°+ only. Since the M109's max height angle is ~24°, indirect fire is not possible. I would glady write fitting ballistic tables for the new artillery pieces, but I have absolutely no clue how to do that... Here is the samle 122mm table for the curious: For now, maybe changing the max height angle for the 109 to ~40° would be a nice compromise. Cheers, D. -------- Maybe Charon Productions could help. He seems to be into this arty stuff a lot. EDIT: Take a look yourself: If you move your M109 to a steep slope and thus artificially increase the height angle to above 30°, indirect fire becomes possible:
  9. dimitri_harkov

    VILAS addons release thread

    Hello, a small request and some error reports this time :) Vilas, could you please do a medic for your P'85 Chernarussians? I would be content if you just add the medic ability to a simple soldier. No new model needed. And some small new errors I came across: Keep up your great work Vilas! Cheers, D.
  10. dimitri_harkov

    Project '85 missions

    You are very welcome! It was (and is!) a great joy to write missions for P85 :) ---------- I just added a rather early version of the large-scale-dual-pincer-encirclement-attempt-mission 'Breakthrough!'. Needs stuff like more Radio Messages for better ambiance still, but is great fun anyway already. Besides: it's really hard to win...
  11. dimitri_harkov

    VILAS addons release thread

    I have just released a new mission for P'85 in case someone is interested: http://forums.bistudio.com/showthread.php?p=1506027#post1506027 ----- @Vilas: have you added the stuff that makes your Artillery work with the Artillery Module already? Cheers, D.
  12. dimitri_harkov

    VILAS addons release thread

    Great! Can't wait. ---- The vehicle pack looks great. Will try it out ASAP. Thank you! :)
  13. dimitri_harkov

    VILAS addons release thread

    Hey vilas, I was just trying to set up a public P85 server when I noticed that there are no server keys available. Could you generate them please? Cheers, D.
  14. dimitri_harkov

    VILAS addons release thread

    @turzy I also get this strange 'p85_config.pbo missing'-error, but everything runs fine anyway. I never experienced your waypoint bug, however (and I did quite a lot missions for P'85 now, but who knows). @vilas: I noticed a small inconsistency in your groups and the equipment the soldiers have: e.g., in your Soviet platoon, the AT soldier has a p85_rpg7v_PSO, but the AT-Assistant carries ammo for the standard rpg7v (magazine: p85_PG7V)... This magazine type can not be used with the AT soldiers weapon. I guess the AT-Assistant should carry the 'p85_PG7VPSO' magazine instead? and: an error message when mounting the Marder 1A2: 'Cannot load texture vilas_npl\veh\cj5_okno.paa" Cheers, D.
  15. dimitri_harkov

    VILAS addons release thread

    Nice, looking forward to it! concerning the symbols: IF you ever have the time of doing these, please use the "HiddenSelections" method so addon makers may change skins and/or national symbols easily. 'Fixed Symbols' are a bit problematic... For example, I use your excellent PT-76 for my 'People's Republic of Chernarus' army - that looks a bit odd with Polish markings. (Sorry if I'm just too dumb to get it to work if you are using the HiddenSelections method already...). Greetings, D.
  16. dimitri_harkov

    VILAS addons release thread

    nice, thx vilas! It makes me happy that you even consider making radios :) Remember: If you ever think I can help you, don't hesitate to contact me. D.
  17. dimitri_harkov

    VILAS addons release thread

    This may be a bit off-topic, but: Did armies in the 70s/80s still use radio operators with portable com radios? Like this (I know neither the time nor the army that's shown in the pic...)?: If so, are there models available for ArmA/ArmA2? These would make a nice addition gameplay-wise. I'd love to script some nice features for them. If things like that exist for ArmA, Vilas probably knows about them :) Cheers, D.
  18. dimitri_harkov

    Small Co-ops with Revive/Respawn & Addons

    Thank you for sharing! :)
  19. dimitri_harkov

    VILAS addons release thread

    thx :) @vilas: I encountered this error: Nothing serious, I just thought that you'd like to know. Also, the ASU-85 does not show up in-game. Error message: 'Warning Message: and others: ---- btw, any plans to do the good old ZIS/SIL-151 (= ЗиС-151)? I just love that old stuff... :) I fear that one is quite difficult to do... all these round parts... Cheers, D.
  20. [P85] =FSK=KotH1: Green Mountain v0.8 A 'King of the Hill'-style TvT+AI mission for 2-36 players, based on the addon 'Project '85'. DOWNLOAD IT >>HERE<< ----------------- It is high time that Project '85 for ArmA 2 gets some missions - here is one to start. Some impressions: US M60 ready to rumble! Soviet BTR-70 and squad prepare for the fight. The 'lineup' is as follows for each side (Soviets vs. US Army): 1 Mechanized Infantry Squad (6 Soldiers + BTR-70 / M113 A2) 1 HQ Squad (6 Soldiers + KRAZ 255 / M923) 1 Tank Squad (3 Crew + T-64A / M60A3) 1 Heli Squad (3 Crew + Mi-8 / UH-1) 1 extra car (UAZ-469 / M151) 3 locked Ammo/Fuel/Repair Trucks (modern versions as temporary stand-in) The Mission Objective is the Sector located on top of the 'Green Mountain' right between the opposing bases. When the timelimit (can be set at mission start) has been reached, the side who held the objective the longest has won. The mission features stuff like High Command, Rally Points, Artillery Support etc... Here's a copy of the in-game manual for the curious: Hints: -don't steal the vehicles of other squads - that messes up the AI. -balancing human players evenly on both sides, starting with the squad leaders, will ensure maximum fun. ----------- Project '85 is still a beta... So you can safely ignore any error messages. Don't forget to report any bugs (in P'85, not the mission) in this thread, where you also find the download links for this excellent addon. ----------- Credits: -uses Tophe's Simple Vehicle Respawn Script v1.6 -uses many small samples from Mr Murray's ArmA editing guide -written by Dimitri_Harkov Thanks to: -=FSK= Clan - Fliegendes Suizid Kommando - www.fsk-hq.de -Mr Murry for his excellent editing guide -Project Reality team for inspiration - www.realitymod.com -BIS for ArmA 2 -Sweetwater for parts of their song 'Take Off' - www.musiker-on.de/bands/130 -vilas & team for Project '85 Get a Russia vs USMC version that doesn't need any addons here.
  21. dimitri_harkov

    [P85][1-36][PvP+AI] Green Mountain

    Updated to version 0.8. P'85 grenade bug fix included.
  22. dimitri_harkov

    VILAS addons release thread

    Grenade Bug Fix for Mission Makers While I still have no clue what causes the grenade bug, I have written a little script that gets rid of the bug on mission start. Get it here: http://www.filefront.com/14898773/DIH_P85_grenade_fix.rar/ Usage: Download and extract the script and copy it to your mission's folder. In a single player mission, just put this into any init field: _crap = execVM "DIH_P85_grenade_fix.sqf"; In a multi player mission, just put this into your init.sqf: IF (Local Server) THEN { execVM "DIH_P85_grenade_fix.sqf"; }; What does it?: It just removes every weapon and magazine from every soldier and then re-adds everything that has just been removed... oddly enough, that solves the issue. Note: If you change your weapon loadout by script in your mission, you have to do so AFTER the DIH_P85_grenade_fix.sqf has been executed. ----------- This is of course no real solution for the problem (these damned grenades ought to be working right away!), but at least you may create missions with working grenades now. Cheers, D. EDIT: I have updated my P'85 TvT mission to include that script. Details HERE.
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