WWIII
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Posts posted by WWIII
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here are the other UK units available, but not in huge mod with UK vehicles..
http://www.armaholic.com/page.php?id=6943
http://www.armaholic.com/page.php?id=8435
http://www.armaholic.com/page.php?id=8828
http://www.armaholic.com/page.php?id=9031
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possible to add this UK para units in the next beta?
British 3rd Para
http://www.armaholic.com/page.php?id=9575
UKF Weapons Pack
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possible to add ROC3 map to OFPIP? This was a good mod back then,
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Possible to make a operational flight dashboard like in the FSX jetfighter, to make use of all the joystick and throttle operation and realism
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BTW, how do you repair a wreck station or repair station if it is destroyed?
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i need a fix for the action menu select, no more left click to activate the selection, just the default middle mouse to activate, sometime i mistake press left mouse to fire in flight while the action menu is on, and got ejected,
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still cannot fix it with changing control settings,
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When can we see this in ArmA2? would love to have this in ArmA2, will make a black hawk down mission with it,
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is there any way i can make the f16 on the Guerrila side or east side and keep it also on west side,so i can have them as badies ? thanks -
in ArmA 1, when i scroll the mouse for action menu, its default is click middle mouse to activate the selection, but in ArmA 2 when you scroll it, you can activate the selection by the left mouse fire button, this causes some problem, when you accidentally scrolled to the "Eject" in the menu during flight and then hit fire button, you got ejected, i hope there is a new patch for this,
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There is a better way of doing this.Copy this text into a textfile:
..................
I tried your code, but it cannot pack to pbo, error message
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yes it is.. i did paintball myself back in OFP days. Kinda fun.. but had nobody to play with.Do you plan to make BB Gun mod for ArmA 2? we have lots of players here who are also participate in airsoft, would have a very good game,
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Would you mind posting the solution/usage you used to fix this problem?If more people did this (followed up) it would avoid other similar posts on this forum and people would find search more valuable :)
I have not tried JakeRod's way of doing it, may be his should work easier than mine, :), please note I dont know anything about scripting, what i did is just trial and error to get what i want...
I just simply make a copy of the GLT_F16.pbo & glt_missilebox.pbo, and then change its name to RU_F16.pbo & ru_missilebox.pbo, use cpbo.exe in "Kegetys ArmA Tools" to extract the files in RU_F16.pbo, you will get a folder "RU_F16", in it there is a config.bin, use the UnRap.exe in "Kegetys ArmA Tools" to extract out alll the .hpp files in it, open the .hpp file with wordpad, you can now start to change the lines to the follow,
-----------------------------------------------------------------
in CfgFactionClasses.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgFactionClasses {
class RUAF {
displayName = $STR_GRP_RUAF;
priority = 100;
side = TEast;
};
class RUAF_BLACK {
displayName = $STR_CFG_FACTION_RUAF_BLACK;
priority = 101;
side = TEast;
};
class RUAF_NATO {
displayName = $STR_CFG_FACTION_RUAF_NATO;
priority = 103;
side = TEast;
};
class RUAF_GREY {
displayName = $STR_CFG_FACTION_RUAF_GREY;
priority = 102;
side = TEast;
};
};
------------------------------------------------------------------------
In CfgPatches.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgPatches {
class RU_Falcon {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAWeapons", "CAAir", "RU_Missilebox"};
};
};
------------------------------------------------------------------------
In cfgRadio.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class cfgRadio {
sounds[] = {};
class RU_radio_warn {
name = "";
sound[] = {"\ru_f16\snd\warning.wss", db10, 1.0};
title = "Incoming Missile";
};
};
------------------------------------------------------------------------
In CfgSounds.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgSounds {
class ru_f16_burner {
sound[] = {"\ru_f16\snd\afterburner.wss", db10, 1};
name = "ru_f16_burner";
titles[] = {};
};
class ru_f16_flare {
sound[] = {"\ru_f16\snd\flare.wss", db0, 1};
name = "ru_f16_flare";
titles[] = {};
};
};
------------------------------------------------------------------------
In CfgVehicleClasses.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgVehicleClasses {
access = ReadAndCreate;
class RU_F16_ALL {
displayName = $STR_DN_VEHICLECLASS;
};
};
------------------------------------------------------------------------
In CfgVehicles.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgVehicles {
class Plane; // External class reference
class RU_Falcon_MR : Plane {
vtol = 0;
side = TEast;
scope = public;
faction = RUAF;
vehicleClass = RU_F16_ALL;
model = "\ru_f16\ru_falcon.p3d";
displayName = $STR_CFG_MULTIROLE;
crew = "RU_Soldier_Pilot";
driverAction = "AV8B_Pilot";
weapons[] = {RU_M61A1, "RU_SidewinderLauncher", "RU_MaverickLauncher", "RU_AIM120Launcher", "RU_BombLauncher_Mk82"};
magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Maverick_GLT", "4Rnd_AIM120_GLT", "2Rnd_Mk82_GLT"};
soundLandCrash[] = {"\ru_f16\Snd\touchdown", 0.5, 1.1};
soundEnviron[] = {"\ru_f16\snd\distant_plane", 50, 1};
soundServo[] = {"\ru_f16\snd\flaps", 1, 1.15};
soundEngineOnInt[] = {"\ru_f16\snd\int\f_startup_int", 0.03, 1.0};
soundEngineOnExt[] = {"\ru_f16\snd\ext\f_startup_ext", 0.03, 1.0, 550};
soundEngineOffInt[] = {"\ru_f16\snd\int\f_shutdown_int", 0.056, 1.0};
soundEngineOffExt[] = {"\ru_f16\snd\ext\f_shutdown_ext", 0.056, 1.0, 550};
occludeSoundsWhenIn = 1.0;
obstructSoundsWhenIn = 1.0;
insideSoundCoef = 1.0;
camouflage = 5; // how dificult to spot - bigger - better spotable
iaws_pylons[] = {{1, "iaws_pylon1"}, {2, "iaws_pylon2"}, {4, "iaws_pylon3"}, {4, "iaws_pylon4"}, {4, "iaws_pylon5"}, {4, "iaws_pylon6"}, {4, "iaws_pylon7"}, {4, "iaws_pylon8"}, {2, "iaws_pylon9"}, {1, "iaws_pylon10"}};
audible = 5; // audible - bigger - better heard
accuracy = 1.9; // accuracy needed to recognize type of this target
fov = 0.5;
maxSpeed = 1300; // max speed on level road, km/h
armor = 60;
damageResistance = 0.01246;
armorStructured = 1;
irScanGround = true;
irScanRangeMin = 100;
irScanRangeMax = 12000;
irScanToEyeFactor = 4;
aileronSensitivity = 1.3; // relative aileron sensitivity
elevatorSensitivity = 1; // relative elevator sensitivity
wheelSteeringSensitivity = 1.45;
flapsFrictionCoef = 0.3;
minHeadTurnAI = -140;
maxHeadTurnAI = 140;
laserScanner = true;
gunAimDown = 0.045;
leftDustEffect = "LDustEffects";
rightDustEffect = "RDustEffects";
minFireTime = 30; // minimal time spent firing on single target
cost = 20000000;
type = "VAir";
// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
threat[] = {1, 1, 0.7};
landingAoa = "rad 10";
landingSpeed = 300;
flareVelocity = 180;
flareCount = 600;
icon = "\ru_f16\tex\f16icn.paa";
mapSize = 14;
picture = "\ru_f16\tex\f16pic.paa";
destrType = "DestructEngine";
hiddenSelections[] = {"camo1", "camo2", "tailmark"};
hiddenSelectionsTextures[] = {"\ru_f16\tex\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};
envelope[] = {0.0, 0.4, 1.9, 4, 6.8, 8.3, 8.5, 7.8, 6.2, 3.6, 2.2, 1.6, 1.1, 0.7, 0.4, 0};
class EventHandlers {
init = "[_this select 0] execVM ""\ru_f16\scr\init_plane.sqf""";
incomingMissile = "_this execVM ""\ru_f16\scr\countermeasure.sqf""";
killed = "_this execVM ""\ru_f16\scr\wrecker.sqf""";
};
class Library {
libtextdesc = $STR_RU_F16_LIBTEXT;
};
class Sounds {
class EngineLowOut {
sound[] = {"\ru_f16\snd\ext\f_engine_ext", 2.23872, 1.2, 700};
frequency = "1.0 min (rpm + 0.5)";
volume = "engineOn*camPos*(rpm factor[0.85, 0])";
};
class EngineHighOut {
sound[] = {"\ru_f16\snd\ext\f_engine_ext", 2.23872, 1.6, 700};
frequency = "1";
volume = "engineOn*camPos*(rpm factor[0.55, 1.0])";
};
class ForsageOut {
sound[] = {"\ru_f16\snd\ext\f_forsage_ext", 2.23872, 1.1, 1800};
frequency = "1";
volume = "engineOn*camPos*(thrust factor[0.5, 1.0])";
cone[] = {3.14, 3.92, 2.0, 0.4};
};
class WindNoiseOut {
sound[] = {"\ru_f16\snd\ext\f_windnoise_ext", db-5, 1.0, 100};
frequency = "(0.1+(1.2*(speed factor[1, 150])))";
volume = "camPos*(speed factor[1, 150])";
};
class EngineLowIn {
sound[] = {"\ru_f16\snd\int\f_engine_int", 0.316228, 1.0};
frequency = "1.0 min (rpm + 0.5)";
volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))";
};
class EngineHighIn {
sound[] = {"\ru_f16\snd\int\f_engine_int", 0.316228, 1.0};
frequency = "1";
volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))";
};
class ForsageIn {
sound[] = {"\ru_f16\snd\int\f_forsage_int", 0.316228, 1.1};
frequency = "1";
volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))";
};
class WindNoiseIn {
sound[] = {"\ru_f16\snd\int\f_windnoise_int", 0.316228, 1.0};
frequency = "(0.1+(1.2*(speed factor[1, 150])))";
volume = "(1-camPos)*(speed factor[1, 150])";
};
};
class Damage {
tex[] = {};
mat[] = {"ru_f16\mat\skin_rv.rvmat", "ru_f16\mat\skin_half_destruct_rv.rvmat", "ru_f16\mat\skin_destruct_rv.rvmat", "ru_f16\mat\misc_rv.rvmat", "ru_f16\mat\misc_half_destruct_rv.rvmat", "ru_f16\mat\misc_destruct_rv.rvmat", "ru_f16\mat\wep.rvmat", "ru_f16\mat\wep_half_destruct_rv.rvmat", "ru_f16\mat\wep_destruct_rv.rvmat"};
};
class animationsources {
class ABSwitch {
source = "user";
animperiod = 0.1;
initphase = 0;
};
};
class UserActions {
class Afterburner {
displayName = $STR_ACTION_AFTERBURNER_ON;
displayNameDefault = "";
position = "pilotcontrol";
radius = 35;
condition = "speed this >50 and this animationPhase ""ABSwitch"" <= 0.1";
statement = "this execvm ""\ru_f16\scr\afterburner.sqf""; ";
onlyforplayer = "False";
};
class Afterburner_1 {
displayName = $STR_ACTION_AFTERBURNER_OFF;
displayNameDefault = "";
position = "pilotcontrol";
radius = 15;
condition = "this animationPhase ""ABSwitch"" >= 0.9";
statement = "this animate [""ABSwitch"",0]";
onlyforplayer = "False";
};
};
class MGunClouds {
cloudletDuration = 0.3; // time to live (not including fades)
cloudletAnimPeriod = 0.8; // animation speed
cloudletSize = 1.0;
cloudletAlpha = 0.5;
cloudletGrowUp = 0.1; // grow-up time
cloudletFadeIn = 0.1; // fade-in time
cloudletFadeOut = 1; // fade-out time
cloudletAccY = 0; // vertical acceleration
cloudletMinYSpeed = -1000; // vertical speed range
cloudletMaxYSpeed = 1000;
cloudletShape = "\ca\data\cl_basic";
cloudletColor[] = {1, 1, 1, 0};
interval = 0.01;
size = 1;
sourceSize = 0.05; // size of area from which particles are emitted
timeToLive = 1;
initT = 0;
deltaT = 0;
class Table {
class T0 {
maxT = 0;
color[] = {1, 1, 1, 0};
};
};
};
class MarkerLights {
class RedStill {
name = "cerveny pozicni";
color[] = {0.2, 0.02, 0.02, 1};
ambient[] = {0.3, 0.03, 0.03, 1};
brightness = 0.005;
blinking = "false";
};
class GreenStill {
name = "zeleny pozicni";
color[] = {0.02, 0.2, 0.02, 1};
ambient[] = {0.03, 0.3, 0.03, 1};
brightness = 0.005;
blinking = "false";
};
class WhiteBlinking {
name = "bily pozicni blik";
color[] = {1.0, 1.0, 1.0, 1};
ambient[] = {0.2, 0.2, 0.2, 1};
brightness = 0.01;
blinking = "true";
};
};
class Reflectors {
class Left {
color[] = {0.8, 0.8, 1.0, 1.0};
ambient[] = {0.07, 0.07, 0.07, 1.0};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 1;
brightness = 1.0;
};
};
class MFD {
borderLeft = 0.02;
borderRight = 0.02;
borderTop = 0.02;
borderBottom = 0.02;
class AirplaneHUD {
topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";
borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;
color[] = {0.1, 0, 0, 0.1};
class Pos10 {
pos0[] = {0.5, 0.5};
pos10[] = {1.4, 1.4};
type = "vector";
};
class Bones {
class SpdTextPos {
type = "fixed";
Pos[] = {0.15, 0.2};
};
class FuelTextPos {
type = "fixed";
Pos[] = {0.975, 0.76};
};
class EngTextPos {
type = "fixed";
Pos[] = {0.965, 0.805};
};
class DisTextPos {
type = "fixed";
Pos[] = {0.24, 0.81};
};
class AltTextPos {
type = "fixed";
Pos[] = {0.9, 0.2};
};
class ASLFix {
type = "fixed";
pos[] = {0.85, 0.62};
};
class ASLMove {
type = "linear";
source = "altitudeASL";
min = 0;
max = 400;
minPos[] = {0.85, 0.3};
maxPos[] = {0.85, 0.62};
};
class AGLMove {
type = "linear";
source = "altitudeAGL";
min = 0;
max = 150;
minPos[] = {0.5, 1.1};
maxPos[] = {0.5, 0.5};
};
class VertSpeedMove {
type = "linear";
source = "vSpeed";
min = -50;
max = 50;
minPos[] = {0.2, 0.35};
maxPos[] = {0.2, 0.65};
};
class VertSpeedFix {
type = "fixed";
Pos[] = {0.2, 0.5};
};
class ILS {
type = "ils";
pos0[] = {0.5, 0.4};
pos3[] = {0.7, 0.6};
};
class WeaponAim : Pos10 {
source = "weapon";
};
class Target {
source = "target";
pos0[] = {0.42, 0.65};
pos10[] = {0.97, 1.25};
type = "vector";
};
class Level0 {
pos0[] = {0.5, 0.5};
pos10[] = {1.2, 1.5};
type = "horizon";
angle = 0;
};
class LevelP5 : Level0 {
angle = 5;
};
class LevelM5 : Level0 {
angle = -5;
};
class LevelP10 : Level0 {
angle = 10;
};
class LevelM10 : Level0 {
angle = -10;
};
class LevelP15 : Level0 {
angle = 15;
};
class LevelM15 : Level0 {
angle = -15;
};
class Velocity {
pos0[] = {0.5, 0.5};
pos10[] = {1.2, 1.2};
type = "vector";
source = "velocity";
};
};
class Draw {
alpha = 0.8;
color[] = {0, 0.6, 0};
clipTL[] = {0, 0};
clipBR[] = {1, 1};
condition = "on";
class Altitude {
type = "text";
align = "right";
scale = 1;
source = "altitudeAGL";
sourceScale = 1;
pos[] = {"AltTextPos", {-0.05, -0.03}, 1};
right[] = {"AltTextPos", {0.01, -0.03}, 1};
down[] = {"AltTextPos", {-0.05, 0.04}, 1};
};
class SpeedNumber {
type = "text";
align = "left";
scale = 1;
source = "speed";
sourceScale = 3.6;
pos[] = {"SpdTextPos", {-0.05, -0.03}, 1};
right[] = {"SpdTextPos", {0.01, -0.03}, 1};
down[] = {"SpdTextPos", {-0.05, 0.04}, 1};
};
class EngNumber {
type = "text";
align = "left";
scale = 1;
source = "rpm";
sourceScale = 100;
pos[] = {"EngTextPos", {-0.05, -0.03}, 1};
right[] = {"EngTextPos", {-0.01, -0.03}, 1};
down[] = {"EngTextPos", {-0.05, 0.02}, 1};
};
class FuelNumber {
type = "text";
align = "left";
scale = 1;
source = "fuel";
sourceScale = 100;
pos[] = {"FuelTextPos", {-0.05, -0.03}, 1};
right[] = {"FuelTextPos", {-0.01, -0.03}, 1};
down[] = {"FuelTextPos", {-0.05, 0.02}, 1};
};
class DisNumber {
type = "text";
align = "left";
scale = 1;
source = "targetDist";
sourceScale = 1;
pos[] = {"DisTextPos", {-0.05, -0.03}, 1};
right[] = {"DisTextPos", {-0.01, -0.03}, 1};
down[] = {"DisTextPos", {-0.05, 0.02}, 1};
};
class AGLBox {
type = "line";
points[] = {{"AGLMove", {-0.05, -0.025}, 1}, {"AGLMove", {-0.05, 0.025}, 1}, {"AGLMove", {0.05, 0.025}, 1}, {"AGLMove", {0.05, -0.025}, 1}, {"AGLMove", {-0.05, -0.025}, 1}};
};
class ASLLine {
type = "line";
points[] = {{"ASLFix", {0.02, 0}, 1}, {"ASLFix", {0, 0}, 1}, {"ASLMove", {0, 0}, 1}, {"ASLMove", {0.02, 0}, 1}};
};
class VertSpeed {
type = "line";
points[] = {{"VertSpeedFix", {0.02, 0}, 1}, {"VertSpeedFix", {0, 0}, 1}, {"VertSpeedMove", {0, 0}, 1}, {"VertSpeedMove", {-0.03, -0.015}, 1}, {"VertSpeedMove", {-0.03, 0.015}, 1}, {"VertSpeedMove", {0, 0}, 1}};
};
class Speed {};
class PlaneW {
clipTL[] = {0.0, 0.1};
clipBR[] = {1.0, 0.9};
class Velocity {
type = "line";
points[] = {{"Velocity", {0, -0.02}, 1}, {"Velocity", {0.02, 0}, 1}, {"Velocity", {0, 0.02}, 1}, {"Velocity", {-0.02, 0}, 1}, {"Velocity", {0, -0.02}, 1}};
};
class Cross {
type = "line";
points[] = {{"Velocity", {-0.04, 0}, 1}, {"Velocity", {0.04, 0}, 1}, {}, {"Velocity", {0, 0}, 1}, {"Velocity", {0, -0.04}, 1}};
};
};
class MGun {
condition = "mgun";
};
class Missile {
condition = "missile";
class Target {
type = "line";
points[] = {{"Target", {-0.03, -0.03}, 1}, {"Target", {0.03, -0.03}, 1}, {"Target", {0.03, 0.03}, 1}, {"Target", {-0.03, 0.03}, 1}, {"Target", {-0.03, -0.03}, 1}};
};
};
class Horizont {
class Center {
type = "line";
points[] = {{"Level0", {-0.25, 0}, 1}, {"Level0", {-0.07, 0}, 1}, {"Level0", {-0.07, 0.04}, 1}, {}, {"Level0", {0.07, 0.04}, 1}, {"Level0", {0.07, 0}, 1}, {"Level0", {0.25, 0}, 1}};
};
class P5 {
type = "line";
points[] = {{"LevelP5", {-0.4, 0}, 1}, {"LevelP5", {-0.15, 0}, 1}, {}, {"LevelP5", {0.4, 0}, 1}, {"LevelP5", {0.15, 0}, 1}};
};
class M5 {
type = "line";
points[] = {{"LevelM5", {-0.4, 0}, 1}, {"LevelM5", {-0.15, 0}, 1}, {}, {"LevelM5", {0.4, 0}, 1}, {"LevelM5", {0.15, 0}, 1}};
};
class P10 {
type = "line";
points[] = {{"LevelP10", {-0.4, 0}, 1}, {"LevelP10", {-0.15, 0}, 1}, {}, {"LevelP10", {0.4, 0}, 1}, {"LevelP10", {0.15, 0}, 1}};
};
class M10 {
type = "line";
points[] = {{"LevelM10", {-0.4, 0}, 1}, {"LevelM10", {-0.15, 0}, 1}, {}, {"LevelM10", {0.4, 0}, 1}, {"LevelM10", {0.15, 0}, 1}};
};
class P15 {
type = "line";
points[] = {{"LevelP15", {-0.4, 0}, 1}, {"LevelP15", {-0.15, 0}, 1}, {}, {"LevelP15", {0.4, 0}, 1}, {"LevelP15", {0.15, 0}, 1}};
};
class M15 {
type = "line";
points[] = {{"LevelM15", {-0.4, 0}, 1}, {"LevelM15", {-0.15, 0}, 1}, {}, {"LevelM15", {0.4, 0}, 1}, {"LevelM15", {0.15, 0}, 1}};
};
};
class ILS {
condition = "ils";
class Glideslope {
clipTL[] = {0.29, 0.29};
clipBR[] = {0.71, 0.71};
class ILS {
type = "line";
points[] = {{ILS, {-10, 0}, 1}, {ILS, {10, 0}, 1}, {}, {ILS, {0, -10}, 1}, {ILS, {0, 10}, 1}};
};
};
class AOABracket {
type = "line";
points[] = {{{0.42, 0.78}, 1}, {{0.4, 0.78}, 1}, {{0.4, 0.88}, 1}, {{0.42, 0.88}, 1}};
};
};
};
};
};
};
class RU_Falcon_Black : RU_Falcon_MR {
faction = USAF_BLACK;
displayName = $STR_COL_BLACK_MR;
hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};
};
class RU_Falcon_euro : RU_Falcon_MR {
faction = NATO;
displayName = $STR_COL_EURO_MR;
hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};
};
class RU_Falcon_lg : RU_Falcon_MR {
faction = USAF_GREY;
displayName = $STR_COL_GREY_MR;
hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};
};
class RU_Falcon_CAP : RU_Falcon_MR {
displayName = $STR_CFG_CAP;
weapons[] = {RU_M61A1, "RU_SidewinderXLauncher", "RU_AIM7Launcher", "RU_AIM120Launcher"};
magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_SidewinderX_GLT", "2Rnd_AIM7_GLT", "6Rnd_AIM120_GLT"};
};
class RU_Falcon_Black_cap : RU_Falcon_CAP {
faction = USAF_BLACK;
displayName = $STR_COL_BLACK_CAP;
hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};
};
class RU_Falcon_euro_cap : RU_Falcon_CAP {
faction = NATO;
displayName = $STR_COL_EURO_CAP;
hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};
};
class RU_Falcon_lg_cap : RU_Falcon_CAP {
faction = USAF_GREY;
displayName = $STR_COL_GREY_CAP;
hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};
};
class RU_Falcon_GBU : RU_Falcon_MR {
displayName = $STR_CFG_LGB;
weapons[] = {RU_M61A1, "RU_SidewinderLauncher", "RU_AGM84Launcher", "RU_BombLauncher_LGB"};
magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Harpoon_GLT", "6Rnd_GBU12_GLT"};
};
class RU_Falcon_Black_GBU : RU_Falcon_GBU {
faction = USAF_BLACK;
displayName = $STR_COL_BLACK_GBU;
hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};
};
class RU_Falcon_euro_GBU : RU_Falcon_GBU {
faction = NATO;
displayName = $STR_COL_EURO_GBU;
hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};
};
class RU_Falcon_lg_GBU : RU_Falcon_GBU {
faction = USAF_GREY;
displayName = $STR_COL_GREY_GBU;
hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};
};
class RU_Falcon_mk82 : RU_Falcon_MR {
displayName = $STR_CFG_MK82;
weapons[] = {RU_M61A1, "RU_SidewinderLauncher", "RU_BombLauncher_Mk84", "RU_BombLauncher_Mk82"};
magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Mk84_GLT", "6Rnd_Mk82_GLT"};
};
class RU_Falcon_Black_mk82 : RU_Falcon_mk82 {
faction = USAF_BLACK;
displayName = $STR_COL_BLACK_MK;
hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};
};
class RU_Falcon_euro_mk82 : RU_Falcon_mk82 {
faction = NATO;
displayName = $STR_COL_EURO_MK;
hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};
};
class RU_Falcon_lg_mk82 : RU_Falcon_mk82 {
faction = USAF_GREY;
displayName = $STR_COL_GREY_MK;
hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};
};
class RU_Falcon_AGM : RU_Falcon_MR {
displayName = $STR_CFG_AGM;
weapons[] = {RU_M61A1, "RU_SidewinderXLauncher", "RU_AIM120Launcher", "RU_MaverickLauncher"};
magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_SidewinderX_GLT", "2Rnd_AIM120_GLT", "6Rnd_Maverick_GLT"};
};
class RU_Falcon_Black_AGM : RU_Falcon_AGM {
faction = USAF_BLACK;
displayName = $STR_COL_BLACK_AGM;
hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};
};
class RU_Falcon_euro_AGM : RU_Falcon_AGM {
faction = NATO;
displayName = $STR_COL_EURO_AGM;
hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};
};
class RU_Falcon_lg_AGM : RU_Falcon_AGM {
faction = USAF_GREY;
displayName = $STR_COL_GREY_AGM;
hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};
};
class PlaneWreck; // External class reference
class RU_Falcon_MRWreck : PlaneWreck {
scope = protected;
class Armory {
disabled = 1;
};
model = "\ru_f16\wreck\RU_FalconWreck.p3d";
typicalCargo[] = {};
irTarget = false;
transportAmmo = 0;
transportRepair = 0;
transportFuel = 0;
transportSoldier = 1;
class Eventhandlers {};
};
};
------------------------------------------------------------------------
I know NOTHING about scripting, so some of the steps above might not be the best to do, but it works, :), i am just doing trial and error to get what i want, basically replace any word "GLT" to "RU", and replace USAF to RUAF, etc,
same in the ru_missilebox.pbo,
extract the pbo with cpbo.exe, unRAP the config.bin, will get this,
-----------------------------------------------------------------------
In cfgAmmo.hpp, i change it to,
// Generated by unRap v1.06 by Kegetys
class cfgAmmo {
class MissileBase; // External class reference
class M_Sidewinder_AA; // External class reference
class M_Maverick_AT; // External class reference
class Bo_GBU12_LGB; // External class reference
class RU_Sidewinder_AA : M_Sidewinder_AA {
model = "\ru_missilebox\RU_AIM9.p3d";
proxyShape = "\ru_missilebox\RU_AIM9.p3d";
irLock = false;
};
class RU_SidewinderX_AA : M_Sidewinder_AA {
model = "\ru_missilebox\RU_AIM9x.p3d";
proxyShape = "\ru_missilebox\RU_AIM9x.p3d";
irLock = false;
};
class RU_AIM120_AA : M_Sidewinder_AA {
model = "\ru_missilebox\RU_AIM120.p3d";
proxyShape = "\ru_missilebox\RU_AIM120.p3d";
hit = 300;
indirectHit = 130;
indirectHitRange = 20;
maneuvrability = 20;
irLock = false;
cost = 30000;
maxSpeed = 500; // max speed on level road, km/h
timeToLive = 120;
initTime = 0.2;
thrustTime = 30.0;
thrust = 2900;
};
class RU_AIM7E_AA : M_Sidewinder_AA {
model = "\ru_missilebox\RU_Sparrow.p3d";
proxyShape = "\ru_missilebox\RU_Sparrow.p3d";
hit = 150;
indirectHit = 35;
indirectHitRange = 7;
maneuvrability = 50;
irLock = false;
cost = 40000;
maxSpeed = 1000; // max speed on level road, km/h
timeToLive = 120;
initTime = 0.1;
thrustTime = 20.0;
thrust = 2900;
};
class RU_Maverick_AG : M_Maverick_AT {
model = "\ru_missilebox\RU_AGM65.p3d";
proxyShape = "\ru_missilebox\RU_AGM65.p3d";
};
class RU_Harpoon_LGM : M_Maverick_AT {
model = "\ru_missilebox\RU_AGM84.p3d";
proxyShape = "\ru_missilebox\RU_AGM84.p3d";
hit = 1200;
indirectHit = 40;
indirectHitRange = 5;
cost = 10000;
maxSpeed = 300; // max speed on level road, km/h
irLock = true;
airLock = false;
laserLock = true;
maxControlRange = 27000; // max range for manual control, 0 = no control (passive weapon)
initTime = 1;
thrustTime = 10;
thrust = 500;
trackOversteer = 1;
trackLead = 1;
maneuvrability = 20;
};
class RU_GBU12_LGB : Bo_GBU12_LGB {
model = "\ru_missilebox\RU_gbu12fly.p3d";
proxyShape = "\ru_missilebox\RU_gbu12.p3d";
};
class RU_Mk82_Bo : Bo_GBU12_LGB {
model = "\ru_missilebox\RU_mk82.p3d";
proxyShape = "\ru_missilebox\RU_mk82.p3d";
canLock = LockNo;
};
class RU_Mk84_Bo : Bo_GBU12_LGB {
model = "\ru_missilebox\RU_mk84.p3d";
proxyShape = "\ru_missilebox\RU_mk84.p3d";
canLock = LockNo;
hit = 7000;
indirectHit = 1600;
indirectHitRange = 24;
};
};
-------------------------------------------------------------------------
In CfgMagazines.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgMagazines {
class 300Rnd_25mm_GAU12; // External class reference
class 4Rnd_Sidewinder_AV8B; // External class reference
class 2Rnd_Maverick_A10; // External class reference
class 6Rnd_GBU12_AV8B; // External class reference
class VehicleMagazine; // External class reference
class 2Rnd_Sidewinder_RU : 4Rnd_Sidewinder_AV8B {
count = 2;
ammo = "RU_Sidewinder_AA";
displayName = "AIM-9L Sidewinder";
};
class 4Rnd_Sidewinder_RU : 2Rnd_Sidewinder_RU {
count = 4;
};
class 6Rnd_Sidewinder_RU : 2Rnd_Sidewinder_RU {
count = 6;
};
class 8Rnd_Sidewinder_RU : 2Rnd_Sidewinder_RU {
count = 8;
};
class 2Rnd_SidewinderX_RU : 4Rnd_Sidewinder_AV8B {
count = 2;
ammo = "RU_SidewinderX_AA";
displayName = "AIM-9X Sidewinder";
};
class 4Rnd_SidewinderX_RU : 2Rnd_SidewinderX_RU {
count = 4;
};
class 6Rnd_SidewinderX_RU : 2Rnd_SidewinderX_RU {
count = 6;
};
class 8Rnd_SidewinderX_RU : 2Rnd_SidewinderX_RU {
count = 8;
};
class 2Rnd_AIM120_RU : 4Rnd_Sidewinder_AV8B {
count = 2;
ammo = RU_AIM120_AA;
displayName = "AIM-120 AMRAAM";
};
class 4Rnd_AIM120_RU : 2Rnd_AIM120_RU {
count = 4;
};
class 6Rnd_AIM120_RU : 2Rnd_AIM120_RU {
count = 6;
};
class 2Rnd_AIM7_RU : 4Rnd_Sidewinder_AV8B {
count = 2;
ammo = RU_AIM7E_AA;
displayName = "AIM-7E Sparrow";
};
class 4Rnd_AIM7_RU : 2Rnd_AIM120_RU {
count = 4;
};
class 6Rnd_AIM7_RU : 2Rnd_AIM120_RU {
count = 6;
};
class 8Rnd_AIM7_RU : 2Rnd_AIM120_RU {
count = 8;
};
class 2Rnd_Maverick_RU : 2Rnd_Maverick_A10 {
count = 2;
ammo = "RU_Maverick_AG";
displayName = "AGM65 Maverick";
};
class 4Rnd_Maverick_RU : 2Rnd_Maverick_RU {
count = 4;
};
class 6Rnd_Maverick_RU : 2Rnd_Maverick_RU {
count = 6;
};
class 2Rnd_Harpoon_RU : 2Rnd_Maverick_A10 {
count = 2;
ammo = "RU_Harpoon_LGM";
displayName = "AGM84 Harpoon";
};
class 2Rnd_GBU12_RU : 6Rnd_GBU12_AV8B {
ammo = RU_GBU12_LGB;
count = 2;
};
class 4Rnd_GBU12_RU : 2Rnd_GBU12_RU {
count = 4;
};
class 6Rnd_GBU12_RU : 2Rnd_GBU12_RU {
count = 6;
};
class 2Rnd_Mk82_RU : VehicleMagazine {
scope = public;
displayName = "Mk-82";
ammo = "RU_Mk82_Bo";
initSpeed = 0;
maxLeadSpeed = 0; // max estimated speed km/h
sound[] = {"\ca\Sounds\weapons\cannon\ch-29", 31.6228, 1, 1100};
soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2", db0, 1.1, 700};
count = 2;
nameSound = "missiles";
};
class 4Rnd_Mk82_RU : 2Rnd_Mk82_RU {
count = 4;
};
class 6Rnd_Mk82_RU : 2Rnd_Mk82_RU {
count = 6;
};
class 8Rnd_Mk82_RU : 2Rnd_Mk82_RU {
count = 8;
};
class 2Rnd_Mk84_RU : VehicleMagazine {
scope = public;
displayName = "Mk-84";
ammo = "RU_Mk84_Bo";
initSpeed = 0;
maxLeadSpeed = 0; // max estimated speed km/h
sound[] = {"\ca\Sounds\weapons\cannon\ch-29", 31.6228, 1, 1100};
soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2", db0, 1.1, 700};
count = 2;
nameSound = "missiles";
};
class 4Rnd_Mk84_RU : 2Rnd_Mk84_RU {
count = 4;
};
class 6Rnd_Mk84_RU : 2Rnd_Mk84_RU {
count = 6;
};
class 8Rnd_Mk84_RU : 2Rnd_Mk84_RU {
count = 8;
};
class 500Rnd_20mm_M61A1_RU : 300Rnd_25mm_GAU12 {
count = 500;
displayName = "M-61A1 500Rnd";
};
};
------------------------------------------------------------------------
In CfgNonAIVehicles.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgNonAIVehicles {
class ProxyWeapon; // External class reference
class ProxyRU_AIM9 : ProxyWeapon {
model = "\ru_missilebox\RU_AIM9.p3d";
simulation = "maverickweapon";
};
class ProxyRU_AIM120 : ProxyWeapon {
model = "\ru_missilebox\RU_AIM120.p3d";
simulation = "maverickweapon";
};
class ProxyRU_AGM65 : ProxyWeapon {
model = "\ru_missilebox\RU_AGM65.p3d";
simulation = "maverickweapon";
};
class ProxyRU_gbu12 : ProxyWeapon {
model = "\ru_missilebox\RU_gbu12.p3d";
simulation = "maverickweapon";
};
class ProxyRU_mk82 : ProxyWeapon {
model = "\ru_missilebox\RU_mk82.p3d";
simulation = "maverickweapon";
};
};
------------------------------------------------------------------------
In CfgPatches.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class CfgPatches {
class RU_Missilebox {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAWeapons", "CAAir"};
};
};
------------------------------------------------------------------------
In cfgWeapons.hpp, I change to this,
// Generated by unRap v1.06 by Kegetys
class cfgWeapons {
class MaverickLauncher; // External class reference
class SidewinderLaucher; // External class reference
class BombLauncher; // External class reference
class GAU12; // External class reference
class Cannoncore; // External class reference
class RU_SidewinderLauncher : SidewinderLaucher {
displayName = "AIM-9L Sidewinder";
minRange = 100;
minRangeProbab = 0.015;
midRange = 1000;
midRangeProbab = 0.05;
maxRange = 2000;
maxRangeProbab = 0.005;
magazineReloadTime = 5;
magazines[] = {"2Rnd_Sidewinder_GLT", "4Rnd_Sidewinder_GLT", "6Rnd_Sidewinder_GLT", "8Rnd_Sidewinder_GLT"};
iaws_type = 1 + 2 + 4;
};
class RU_SidewinderXLauncher : SidewinderLaucher {
displayName = "AIM-9X Sidewinder";
minRange = 300;
minRangeProbab = 0.015;
midRange = 1500;
midRangeProbab = 0.05;
maxRange = 3750;
maxRangeProbab = 0.005;
magazineReloadTime = 5;
magazines[] = {"2Rnd_SidewinderX_GLT", "4Rnd_SidewinderX_GLT", "6Rnd_SidewinderX_GLT", "8Rnd_SidewinderX_GLT"};
iaws_type = 1 + 2 + 4;
};
class RU_AIM120Launcher : SidewinderLaucher {
displayName = "AIM-120 AMRAAM";
minRange = 500;
minRangeProbab = 0.05;
midRange = 3500;
midRangeProbab = 0.35;
maxRange = 7000;
maxRangeProbab = 0.0005;
magazineReloadTime = 5;
magazines[] = {"2Rnd_AIM120_GLT", "4Rnd_AIM120_GLT", "6Rnd_AIM120_GLT"};
iaws_type = 1 + 2 + 4 + 8;
};
class RU_AIM7Launcher : SidewinderLaucher {
displayName = "AIM-7E Sparrow";
minRange = 100;
minRangeProbab = 0.05;
midRange = 1000;
midRangeProbab = 0.35;
maxRange = 2000;
maxRangeProbab = 0.0005;
magazineReloadTime = 5;
magazines[] = {"2Rnd_AIM7_GLT", "4Rnd_AIM7_GLT", "6Rnd_AIM7_GLT", "8Rnd_AIM7_GLT"};
iaws_type = 1 + 2 + 8;
};
class RU_MaverickLauncher : MaverickLauncher {
minRange = 70;
minRangeProbab = 0.05;
midRange = 2500;
midRangeProbab = 0.35;
maxRange = 5000;
maxRangeProbab = 0.0005;
magazines[] = {"2Rnd_Maverick_GLT", "4Rnd_Maverick_GLT", "6Rnd_Maverick_GLT"};
magazineReloadTime = 5;
iaws_type = 2 + 4 + 8;
};
class RU_AGM84Launcher : MaverickLauncher {
displayName = "AGM84 Harpoon";
minRange = 500;
minRangeProbab = 0.05;
midRange = 3500;
midRangeProbab = 0.35;
maxRange = 7000;
maxRangeProbab = 0.0005;
magazineReloadTime = 5;
magazines[] = {"2Rnd_Harpoon_GLT"};
iaws_type = 2;
};
class RU_BombLauncher_LGB : BombLauncher {
displayName = "GBU-12";
magazineReloadTime = 3;
magazines[] = {"2Rnd_GBU12_GLT", "4Rnd_GBU12_GLT", "6Rnd_GBU12_GLT"};
iaws_type = 2 + 4 + 8;
};
class RU_BombLauncher_Mk82 : BombLauncher {
displayName = "Mk-82";
magazineReloadTime = 3;
magazines[] = {"2Rnd_Mk82_GLT", "4Rnd_Mk82_GLT", "6Rnd_Mk82_GLT", "8Rnd_Mk82_GLT"};
iaws_type = 2 + 4 + 8;
};
class RU_BombLauncher_Mk84 : BombLauncher {
displayName = "Mk-84";
magazineReloadTime = 5;
magazines[] = {"2Rnd_Mk84_GLT", "4Rnd_Mk84_GLT", "6Rnd_Mk84_GLT", "8Rnd_Mk84_GLT"};
iaws_type = 2 + 4;
};
class RU_M61A1 : GAU12 {
displayName = "M-61A1";
magazines[] = {"500Rnd_20mm_M61A1_GLT"};
class manual : Cannoncore {
displayName = "M-61A1";
autoFire = true;
sound[] = {"\Ca\sounds\Weapons\cannon\A10vulcanVII", 5.62341, 1, 1100};
reloadTime = 0.02;
dispersion = 0.0025;
soundContinuous = 0;
showToPlayer = true;
burst = 1;
aiRateOfFire = 0.5; // delay between shots at given distance
aiRateOfFireDistance = 50;
minRange = 1;
minRangeProbab = 0.01;
midRange = 2;
midRangeProbab = 0.01;
maxRange = 3;
maxRangeProbab = 0.01;
};
class close : manual {
showToPlayer = false;
soundBurst = 0;
burst = 15;
aiRateOfFire = 0.5; // delay between shots at given distance
aiRateOfFireDistance = 400;
minRange = 0;
minRangeProbab = 0.05;
midRange = 200;
midRangeProbab = 0.58;
maxRange = 400;
maxRangeProbab = 0.2;
};
class short : close {
burst = 10;
aiRateOfFire = 1; // delay between shots at given distance
aiRateOfFireDistance = 500;
minRange = 300;
minRangeProbab = 0.2;
midRange = 400;
midRangeProbab = 0.58;
maxRange = 500;
maxRangeProbab = 0.2;
};
class medium : close {
burst = 7;
aiRateOfFire = 2; // delay between shots at given distance
aiRateOfFireDistance = 9000;
minRange = 400;
minRangeProbab = 0.2;
midRange = 700;
midRangeProbab = 0.58;
maxRange = 900;
maxRangeProbab = 0.2;
};
class far : close {
burst = 4;
aiRateOfFire = 3; // delay between shots at given distance
aiRateOfFireDistance = 1500;
minRange = 800;
minRangeProbab = 0.2;
midRange = 1000;
midRangeProbab = 0.4;
maxRange = 1500;
maxRangeProbab = 0.01;
};
};
};
------------------------------------------------------------------------
Some of the above missiles parameters i changed a bit, so the missiles will not hit easily, making it more fun to dogfighting, I also change the parameters in the GLT_missilebox.pbo so both side have the same missile parameters.
I also changed some files name in the ru_missilebox.pbo, changed GLT_xxxx.p3d to RU_xxxx.p3d,
Any pro scripters out there please fell free to give me advices, i really don't know anything about scripting, :p
lastly you need to use BinPBO (BinPBO Personal Edition) to Binaries the files back to pbo, in the BinPBO options setting, add this *.p3d; to the "list of files to copy directly", click "clear temp folder", run it to make the pbo,
thats all i did, then just put GLT_F16.pbo, glt_missilebox.pbo, RU_F16.pbo, ru_missilebox.pbo into your @F-16 addons folder, Done! :-)
If you need the re-edited .pbo files, pls pm me, its a 80M file, contains all 4 re-edited pbos.
Lastly special thanks to Footmunch, for this wonderful F-16C, and others that involved in the textures and code scriptings, they've done a very nice job
-
I have re-edited the F-16 , now russian side have F-16. can target lock each other, good dogfighting... :)
-
Well the russians dont use are F-16s they got there own and insurgents should have low end jets from russia. Love the F-16s now whats we need is some fighter pilots to go with them:butbut:ok, i have re-edited the mod for an enemy F-16, now both sides can have F-16 and target lock eachother, great for a fair dogfighting !! :)
-
Hi,
I am not a mod maker, wonder if it is possible to make a mod simulate the Airsoft/BB gun, by slowing the speed of the bullet and enlarge a bit the bullet size to simulte real BB gun battle?
-
hit = 1200;
indirectHit = 40;
indirectHitRange = 5;
cost = 10000;
maxSpeed = 313; // max speed on level road, km/h
irLock = true;
airLock = false;
laserLock = true;
maxControlRange = 27000; // max range for manual control, 0 = no control (passive weapon)
initTime = 1;
thrustTime = 10;
thrust = 500;
trackOversteer = 1;
trackLead = 1;
maneuvrability = 20;
canLock = LockNo;
What do the above setting does? could anyone explain each function in detail please. I am new to scripting this game, thank you
-
hit = 300;
indirectHit = 130;
indirectHitRange = 20;
maneuvrability = 25;
irLock = false;
cost = 30000;
maxSpeed = 800; // max speed on level road, km/h
timeToLive = 120;
initTime = 0.2;
thrustTime = 40.0;
thrust = 2900;
What does the above setting does? can anyone explain the detail. thank you,
-
Possible to create a F-16 for the Enemy / Russian/ Insurgent side as well?
-
how to make it look enemy, so i can missile lock it? do i need to edit something in the config? or is there an easy script to put in the initialization box.
-
I test with the default AV-8, US Av-8 also cannot lock Russian AV-8, Russian see the US as a red dot, but US see the Russian as green dot friendly, is there something i missed? Could it be ArmA2 bug?
-
Hi,
I am making a dogfight mission, both the US and Russian has a F16, but only the Russian can missile lock on the US F-16, but not the other way round, is there a script needed?
VTS3.5 - Live Multiplayer coop mission editor
in ARMA 2 & OA - USER MISSIONS
Posted
I think we can just do it for
British 3rd Para
http://www.armaholic.com/page.php?id=9575
UKF Weapons Pack
http://www.armaholic.com/page.php?id=7718