dimitri_harkov
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Posts posted by dimitri_harkov
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Good idea.
It would be great if the end user could do that himself.
Great addon, btw. Thanks for sharing and your dedicated support :)
Cheers,
D.
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Great! High time for this plane to make it into the ArmA series.
Thanks and keep it up! :)
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Indeed. The VPA needs the appropriate tools to kick some imperialist ass too :)
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Damn, that's really annoying.
This is a bug, I assume?
At least it did work in ArmA2...
Cheers,
D.
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Or you can script it so that you are temporarily given a radio while looking at the object in question.
Easy job and does the trick too.
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We had a very nice evening with CSA'38 yesterday - here are some newsreel-styled impressions:
Some great pics: Moerderhoschi's Gallery
Everyone was full of praise for the mod :)
The only major point of criticism was the sound quality (Because of the missing distance parameters. The recordings themselves are pretty ok).
Some other minor things:
-Avia airplane has radar
-Missing HE shells for Panzer II (if they existed in 1938...)
-AI PaK 38 seems to be very slow to start to fire, but this could be our AI settings
-Very often, especially on HE shells, the visible explosion effect is a LOT bigger than the actual radius of damage.
-white artifacts on tank tracks: did you try to 'move top' the faces in O2 (under the 'Faces' tab)? That might help.
We are looking forward to the next update of CSA'38 - keep up the great work!
Cheers,
D.
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Vilas created a Mercedes G for P'85.
Converting it to the only proper 'G', the Puch one, should be quite easy :)
Cheers,
D.
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Thank you :) - and good to know about that blastcore issue!
***
I might also point you guys to the recently released excellent SP-Campaign 'Operation Trident' for Guerra do Ultramar by Kommikat.
Have a look HERE.
Cheers,
D.
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Congrats on the release, it was a pleasure to beta-test for you :)
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A little bug report for this otherwise awesome mod:
-The StuG Commander can not look around when he is turned out.
-Please add a possibilty to disable the 'dig a foxhole' action. Maybe bind the action to the presence of an editor module or a trench tool item.
-Many sounds are missing the 'distance' parameter, which results in those sounds being heard all across the maps.
e.g.:
missing distance parameter:
sound[] = {"\CSA38II_sounds\w_canon\37mm_fire.wav",31622776.0,1};with distance parameter (the '20' at the end):
reloadMagazineSound[] = {"\CSA38II_sounds\w_lkvz26\reload.ogg",1,1,20};I love the update (I know, it has been 3 months...)!
The AT guns and planes are a very nice addition :)
Cheers,
D.
(and sorry for double-posting)
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I really don't think that they work with a current version of P'85, but maybe I find a weekend's time to update them (or at least the 'breakthrough' one).
Those for DIH Africa are still in co contition to be released, sorry.
Cheers!
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How do you mean, 'lost the voice sounds'? The ambient ones from GDU?
Also, isn't that 'Greetings/'targets'/weather' dialogue feature broken since the release of Operation Arrowhead anyway?
Cheers,
D.
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Hello,
great that you like it :)
I am not sure if I will port it. The models I used are ageing quickly and I would have to redo most for them not to look out of place in A3.
Also, I would have to get fresh permissions for a lot of the stuff used.
But I will definitly port the island to ArmA 3.
Cheers,
Dimitri
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Oh, a Chaika! Great job Vilas :)
Finally, we can have a ride in style :)
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Most excellent stuff!
I especially love those trucks :)
Keep it up!
Cheers,
D.
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Thanks for helping czernobyl10, tom4kb. :)
I never use any launchers, so I have no clue on these matters.
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I didn't change that from the original files.
So, the 2 Pumas and the unarmed Alouette III should still have the feature.
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This means that I have to put on or out a specific version of CBA?Or is there a specific scrip or command?
No, just put down the 'Require CBA' editor module in your mission in the editor.
Another little thing, when you released DIH_Africa for the first time (Required many P85 addons, I gess was 2010 or so...) there was a command to show FAP Portugese roundels (Cruz de cristo roundel) as it was designed by bushwars to show or not SSAF roundel.Have you maintaned it ?
Hm - I don't really understand. Is there any SSAF roundel visible? That shouldn't be.
Cheers!
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how can I detonate the antipersonnel (AP) mines you put into the mod?I put them on ground with mission editor but when I walk above they don't jump and explode...
Any script?
Due to a small oversight in a config, you sometimes have to put down the 'require CBA' module for the AP mines to work.
Thanks for the feedback guys. This and many other things will of course be fixed/added in a future update :)
Cheers,
D.
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3. Now Petr is working on Opel Blitz and then Praga RV so answer is yes.Great! This and AT guns is the only thing I am really missing in this great mod.
Keep it up!
Cheers,
D.
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Very nice one, thanks CimaleX!
I didn't get further than the second objective yet but I really enjoyed it so far. :)
Cheers!
Hell in the Pacific 0.5 beta release
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Hello,
the solution is in the first spoiler in this post:
http://forums.bistudio.com/showthread.php?143150-Hell-in-the-Pacific-0-5-beta-release&p=2260210&viewfull=1#post2260210
Cheers,
D.