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dimitri_harkov

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Everything posted by dimitri_harkov

  1. dimitri_harkov

    September 1939 Mod

    Really? Why? You need a helping hand with this? Would be a shame to have them as statics only.
  2. Awesome! Great textures :)
  3. The current release is both stable and official.
  4. dimitri_harkov

    Project RACS

    TFOR is always fun. Might not be 100% what you are looking for, but who knows :)
  5. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    Our community finally had a nice COOP using the most recent version of I44 and it was awesome. The few minor issues have been reported. Great job and thanks to the whole team! Cheers, D.
  6. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    The module itself works (burning tank engines etc... very nice work btw), so I guess it's the beta.
  7. dimitri_harkov

    J.S.R.S. 1.5

    Isn't that a vanilla problem? I seem to have that with most if not all weapons in MP.
  8. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    A possible bug report: Tanks seem to be immune to mine damage (stock & I44). Tested with several german tanks with the Armor Penetration Module on the map. I just want someone to confirm this prior to creating a ticket, to make sure I don't have a corrupted installation or something. Awesome job in any case! Congratulations. Cheers, D. EDIT: This is with latest CBA_CO & the latest beta (1480)
  9. Great pics and video! I'm really looking forward to this :)
  10. dimitri_harkov

    Nogovan Armed Forces Project

    You have one to offer since you mention it in several threads? I would like one too for a project in development.
  11. I used this for my FAL version. Works like a charm. class CfgAmmo { class G_40mm_HE; class DIH_Stg58GG_shell: G_40mm_HE { hit=30; indirectHit=6; indirectHitRange=10; minRange=20; minRangeProbab=0.300000; midRange=105; midRangeProbab=0.550000; maxRange=210; maxRangeProbab=0.050000; cost=5; CraterEffects="GrenadeCrater"; explosionEffects="GrenadeExplosion"; muzzleEffect="BIS_Effects_Rifle"; model="\ca\Weapons\granat"; }; }; class CfgMagazines { class CA_Magazine; class DIH_Stg58GG: CA_Magazine { scope=2; type=16; model="\ca\Weapons\granat"; //modelSpecial="\ca\Weapons\granat"; displayName="Gewehrgranate"; ammo="DIH_Stg58GG_shell"; initSpeed="67 + (random 2)"; fuseDistance=4; count=1; class Library { libTextDesc="Gewehrgranate"; }; }; }; class Mode_SemiAuto; class Mode_FullAuto; class CfgWeapons { class GrenadeLauncher; class p85_FAL58; class DIH_StG58: p85_FAL58 { muzzles[]= { "DIH_StG58Muzzle", "DIH_StG58_GG_Muzzle" }; class DIH_StG58Muzzle: p85_FAL58 { class ai_Single: Mode_SemiAuto { begin1[]= { "Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1", 1.778280, 1, 1500 }; begin2[]= { "Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2", 1.778280, 1, 1500 }; soundBegin[]= { "begin1", 0.500000, "begin2", 0.500000 }; reloadTime=0.085000; recoil="p85_762natoRecoil"; recoilProne="p85_762natoRecoilProne"; dispersion=0.003700; minRange=2; minRangeProbab=0.100000; midRange=200; aiRateOfFire=2; midRangeProbab=0.750000; maxRange=400; maxRangeProbab=0.050000; showtoplayer=0; }; class Single: Mode_SemiAuto { begin1[]= { "Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1", 1.778280, 1, 1500 }; begin2[]= { "Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2", 1.778280, 1, 1500 }; soundBegin[]= { "begin1", 0.500000, "begin2", 0.500000 }; reloadTime=0.085000; recoil="p85_762natoRecoil"; recoilProne="p85_762natoRecoilProne"; dispersion=0.002250; minRange=2; minRangeProbab=0.100000; midRange=20; aiRateOfFire=2; midRangeProbab=0.750000; maxRange=40; maxRangeProbab=0.050000; }; class AUTO: Mode_FullAuto { begin1[]= { "Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1", 1.778280, 1, 1500 }; begin2[]= { "Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2", 1.778280, 1, 1500 }; soundBegin[]= { "begin1", 0.500000, "begin2", 0.500000 }; reloadTime=0.085000; recoil="p85_762natoRecoil"; recoilProne="p85_762natoRecoilProne"; dispersion=0.005000; aiRateOfFire=12; }; }; class DIH_StG58_GG_Muzzle: GrenadeLauncher { displayName="Gewehrgranate"; magazines[]= { "DIH_Stg58GG" }; scopeWeapon=2; modelOptics="-"; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; cartridgePos="nabojnicestart"; cartridgeVel="nabojniceend"; cameraDir="gl look"; memoryPointCamera="gl eye"; opticsZoomMin=0.350000; opticsZoomMax=0.950000; opticsZoomInit=0.400000; reloadTime=3.500000; recoil="MortarRecoil"; backgroundReload="false"; dispersion=0.025000; initSpeed=60; }; }; }; Cheers, D.
  12. dimitri_harkov

    Nogovan Armed Forces Project

    Awesome addon - congratulations!
  13. That's highly user-unfriendly and a pain in the ass to script for. No substitute for a truly optimized server.exe at all. Fingers crossed they ditch the HC fast and integrate something similar into the .exe. Still, it is great that BIS works on optimizations at all for a game as old as ArmA2. D.
  14. ... or they finally optimise the server so we don't need a 'crutch' like a headless client.
  15. dimitri_harkov

    Balkan war mod w.i.p

    Awesome. Great stuff!
  16. Yeah, sorry, that permission-request didn't reach most of us until yesterday and some on the team have not responded on it still. I would point you to CWR2 UK's Bren too, as it seems to be the modernized L4 Bren. This would fit a modern army much better, I think. Looking good, keep it up! Cheers, D.
  17. Beautiful birds - great job!
  18. That's most probably because the SIX guys changed our mod directory to read '@pacific' instead of '@pacific_beta' for reasons unclear to me. Some missions are looking for our logo in the modfolder and can not find it in mod versions that have been aquired using SIX. Sorry, there is nothing we can do about that. I have no clue about the SIX services, but normally, you could 'cure' that problem by renaming the mod-folder to '@pacific_beta' and by changing you mod-line/launcher options accordingly. Cheers, D.
  19. You are very welcome. You need to put the '[HIP] Weapon Quick Selection (WQS) Module' on the map for the rifle grenades and magnetic mines to work. Sorry, bad documentation on my part here. I will update this - among other things - in the next version of the manual. Cheers, D.
  20. @Günter: The last release had 11 missions, the upcoming one will have ~12-15. Cheers, D.
  21. @Elena: As alway when running a script in the init field, you need to store the script handler somewhere. So, if you want to use the script from an init field, it needs to be something like this: _crap = [ship,0,0,[0,0]] spawn DIH_cv_fnc_anchor; *** Also, check out the 'Carrier Command 1942' mission that came with the latest mission pack (get it on Armaholic). If the user actions show up in that mission, you did something wrong in your mission. If they don't show up, there is something wrong with either your installation or your mod line. Cheers, D.
  22. Thank you for your detailed feedback Elena :) On the water-clips-through-boat issue I can not really comment, since I am no modeller. But I'll put it on our to-do list. On planes & ships: We are well aware that these are not as they should be, neither in quantity nor quality. But we wanted to include some as a 'sneak peek'. We are working on improving this part of the mod (You might remember the Wildcat and D3A shown before). This is already possible. There are 2 ways to pre-place planes on carrriers. In hangar: [carrier,["WX_Zero_lr",24,"WX_Zero_Green_lr",24]] execVM "\wx_attacktransport\scripts\DIH_cv_fillHangar.sqf"; On deck: [carrier,["WX_Zero_Green_lr",3,"WX_Zero_lr",3],true] execVM "\wx_attacktransport\scripts\DIH_cv_fillDeck.sqf"; in both cases, 'carrier' is the name of your carrier. You can add more/other classnames and amounts to these arrays as well. Use this function: [ship,0,0,[0,0]] spawn DIH_cv_fnc_anchor; Where 'ship' is the name of the ship in question. Use it again to anchor the ship This is covered in detail in the manual. Don't forget to name your capital ships in the editor. Thanks again & cheers, D.
  23. dimitri_harkov

    MiG-23ML (MLD, UB) WIP

    Awesome! Can't wait :)
  24. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    Well, as far as ArmA is concerned the term 'vehicles' includes all units, including tanks, soldiers, buildings... So: yes, this will list soldier classes too. But you do not need to place any units in the mission. Here's the same for magazines/ammo: ...and for weapons/magazines: *** And on topic: Maybe you can trade some civilian vehicles with September '39, if I'm not completely mistaken, they work(ed?) on some. Cheers, D.
  25. dimitri_harkov

    Invasion 1944 v2.6 (CO)

    You can generate a vehicle class list in a matter of seconds if you call something like the following script from a mission: The output will go into your .rpt. Adjust accordingly for other tags and/or config parts (weapons, magazines ...). Cheers, D.
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