DJH
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Posts posted by DJH
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@RUDOLF
The UKF Jackals and BWMOD Eurofighters can be ported over quite easily [though you'll need permission to release them], and the LCU just works with minor errors if you have CAA1. Didn't have any joy with the Boss Landrovers or RKSL Lynx's though [unless you like white glass].
There's already an L119 [M119] ingame, and a harrier, a great RAF Chinook available, and the PMC Apache [it says US army on the side, but really, it's not going to get close enough to notice!]
So basically- One land vehicle, one boat, one transport chopper, a CAS Chopper, a field gun and two air support planes. Should be enough to get you started!
Not much else available atm, have to wait for the modellers to finish their masterpieces!
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@RM Snipe
Hopefully I'll have dodged the Gestapo for keeping it to myself but you never know!
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@eJay
So don't use the UKF Javelin yet, use the BIS one, use the FFAR mod's "Accuracy" as the L96, etc.
This puts SA80s and LSWs in the game, pretty much everything else can be begged and borrowed from BIS and 3rd party A2 mods. Use it for what its good for!
Cheers Stemack mate, I did a crappy port over myself, but far too lazy to get permission, I'm gonna go compare configs :D
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Noticed this morning that there are all the textures you need to make fully Woodland [and probabbly fully Desert] Marines in this pack... Renamed a few .paas and now I've got fully woodland, Chernarus-ready Commandos!
Happy days!
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Download links are here:
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=69;t=72236
You'll have to ask nikita320106 for permission to edit it for Arma 2...
EDIT: Oops, my bad, apparently not! See below. You'll have to find out who made the sounds and ask their permission]
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Great mod mate, few bits of feedback for an almost perfect upgrade of the game:
+ Lots of pauses for a second or two, usually at the start of firefights. Will have a play around removing PBOs and see what makes it better.
+ Safety func. is a bit annoying, it also [ironically] makes it very easy to shoot yourself in the foot [literally] if used on a rifle. So turned that off
+ Drag function sometimes causes units to get stuck 'in' eachother, they can't move until ordered to disembark
+ Speedy anims are a bit too speedy, though I much prefer the crawl speed in your mod, if somebody's shooting at you, you'd get a mooch on, prone or not!
+ I'm not a fan of the sounds, much prefer stock or VOP sounds
+ Vehicle crews sometimes get out of their vehicles to go grab a weapon, I've also had them refusing to get into a vehicle in a position where a teammate has died
+ The AI's cover taking ability is now about 4 million times better, THANK YOU, THANK YOU, THANK YOU! I was getting sick of watching people standing in the open next to ruined buildings, houses, blocks of flats, ladders, etc. and not using them
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Hmm, none I'm afraid. I'm not sure where else the mission could 'remember' to look for the addon other than the SQM.
You could try and blag the game that you do have the addon actually. See my post here http://forums.bistudio.com/showthread.php?t=84673&page=4 and just change swtanks to Britcom3, see if that works
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@Lightninguk
Open up your mission.sqm and remove britcom3 from the first [addons] section. Should work after that
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@rstratton
That does make things a bit more tricky... How about making your own swtanks addon? Just do a config with CfgPatches for an addon called SWTanks. You wouldn't need to put anything in the config [i don't think] just make it into a PBO
Not ideal I know, but that should satisfy the mission's checks for swtanks.
Something like this
class CfgPatches
{
class swtanks
{
units[]={};
weapons[]={};
requiredVersion = 1.000000;
requiredAddons[]={};
};
};
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Work great for me man, cheers!
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You sir, are a legend. Nice one!
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Just remove "swtanks" from the mission.sqm file, it should load fine after that
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Smuke, did you use version 1.2 or 1.1? I can't get 1.2 to work for me
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@ Animalmother92
Open the misison.sqm in wordpad or whatever you use. Replace EVERY occurance of USMC_Mh53E with gac_USMC_MH53E [if you use wordpad there's a replace function]. Should sort it.
EDIT: Whoops, wolfrug beat me to it!
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Hi, I get an error on the new, unbinarized version it cannot load "CA\characters\data\SKLO-pass2.rvmat". This is no doubt because the path should be "CA\Data\sklo-pass2.rvmat".
This apparently tells the model it has legs, because when it loads the game, the guys' torsos are ok, but they're on the ground, and their legs turn into huge smudges of camo infront and behind them.
It actually looks pretty cool, but not sure you'll consider it a feature!
EDIT: Also, looking at the config, they don't seem to have maps, watches, radios or compasses either
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It just looks like a c130 man
The problem in the editor is the side/faction.
at the moment it is:
side = 0;
faction = "WEST";
Which brings up an error and makes the guns East
You can solve this by changing it to:
side = 1;
faction = "USMC";
This will make it available under UMSC -> Static and it will come with a USMC Crewman gunner already in.
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Here's a very basic sample mission, just copy the text from the spoiler into a mission.sqm and put that in a folder called spookytest.utes, or whatever you want .utes!
It puts player as pilot flying over UTES with a few tanks and infantry to massacre. Nothing complex at all. You can switch between pilot/gunners using team switch.
EDIT: The spotter is in the sea atm because I left him 'FLYING', just change him to 'NONE' in the editor
version=11;
class Mission
{
addOns[]=
{
"utes",
"CAAir2_C130J",
"cacharacters2",
"gau_12u_equalizer",
"l60_bofors_cannon",
"m102_cannon",
"CATracked2_T90",
};
addOnsAuto[]=
{
"CAAir2_C130J",
"cacharacters2",
"CATracked2_T90",
"gau_12u_equalizer",
"l60_bofors_cannon",
"m102_cannon",
"utes"
};
randomSeed=1943659;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
class Groups
{
items=3;
class Item0
{
side="WEST";
class Vehicles
{
items=5;
class Item0
{
position[]={3585.7651,0.32273775,892.83087};
special="FLY";
id=0;
side="WEST";
vehicle="C130J";
player="PLAYER COMMANDER";
leader=1;
skill=0.60000002;
text="gunship";
init="this flyinheight 800";
};
class Item1
{
position[]={3496.9695,25.036808,3313.4194};
special="FLY";
id=4;
side="WEST";
vehicle="USMC_Soldier_Crew";
player="PLAY CDG"
skill=0.60000002;
text="gau_gunner";
init="this moveingunner gau";
};
class Item2
{
position[]={3538.3943,26.385708,3321.7007};
special="FLY";
id=5;
side="WEST";
vehicle="USMC_Soldier_Crew";
player="PLAY CDG"
skill=0.60000002;
text="bofors_gunner";
init="this moveingunner bofors";
};
class Item3
{
position[]={3559.9351,27.346973,3328.3257};
special="FLY";
id=6;
side="WEST";
vehicle="USMC_Soldier_Crew";
player="PLAY CDG"
skill=0.60000002;
text="m102_gunner";
init="this moveingunner m102";
};
class Item4
{
position[]={3610.6216,18.919838,3571.9844};
special="FLY";
id=10;
side="WEST";
vehicle="USMC_Soldier_Light";
player="PLAY CDG"
skill=0.60000002;
ammo=0;
text="spotter";
init="deletecollection this; this setcaptive true; this allowdamage false";
};
};
};
class Item1
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={3679.6265,19,3622.0325};
id=7;
side="EAST";
vehicle="T90";
leader=1;
rank="CAPTAIN";
skill=0.73333329;
};
class Item1
{
position[]={3684.6265,19,3612.0325};
id=8;
side="EAST";
vehicle="T90";
rank="LIEUTENANT";
skill=0.59999996;
};
class Item2
{
position[]={3689.6265,19,3612.0325};
id=9;
side="EAST";
vehicle="T90";
rank="SERGEANT";
skill=0.46666664;
};
};
};
class Item2
{
side="EAST";
class Vehicles
{
items=12;
class Item0
{
position[]={3501.4939,19,3617.1123};
id=11;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="LIEUTENANT";
skill=0.59999996;
};
class Item1
{
position[]={3504.4939,19,3612.1123};
id=12;
side="EAST";
vehicle="RU_Soldier_MG";
rank="SERGEANT";
skill=0.46666664;
};
class Item2
{
position[]={3506.4939,19,3612.1123};
id=13;
side="EAST";
vehicle="RU_Soldier_AT";
rank="SERGEANT";
skill=0.46666664;
};
class Item3
{
position[]={3508.4939,19,3612.1123};
id=14;
side="EAST";
vehicle="RU_Soldier_LAT";
rank="CORPORAL";
skill=0.33333331;
};
class Item4
{
position[]={3510.4939,19,3612.1123};
id=15;
side="EAST";
vehicle="RU_Soldier_GL";
rank="CORPORAL";
skill=0.33333331;
};
class Item5
{
position[]={3512.4939,19,3612.1123};
id=16;
side="EAST";
vehicle="RU_Soldier_Marksman";
rank="CORPORAL";
skill=0.33333331;
};
class Item6
{
position[]={3514.4939,19,3612.1123};
id=17;
side="EAST";
vehicle="RU_Soldier_MG";
rank="CORPORAL";
skill=0.33333331;
};
class Item7
{
position[]={3516.4939,19,3612.1123};
id=18;
side="EAST";
vehicle="RU_Soldier_AT";
rank="CORPORAL";
skill=0.33333331;
};
class Item8
{
position[]={3518.4939,19,3612.1123};
id=19;
side="EAST";
vehicle="RU_Soldier_AR";
skill=0.2;
};
class Item9
{
position[]={3520.4939,19,3612.1123};
id=20;
side="EAST";
vehicle="RU_Soldier_LAT";
skill=0.2;
};
class Item10
{
position[]={3522.4939,19,3612.1123};
id=21;
side="EAST";
vehicle="RU_Soldier_GL";
skill=0.2;
};
class Item11
{
position[]={3524.4939,19,3612.1123};
id=22;
side="EAST";
vehicle="RU_Soldier";
skill=0.2;
};
};
};
};
class Vehicles
{
items=3;
class Item0
{
position[]={3587.6895,30.727095,3282.7793};
special="FLY";
id=1;
side="EMPTY";
vehicle="GAU_12U_Equalizer_Gunship";
leader=1;
skill=0.60000002;
text="gau";
init="this attachto [gunship,[0,-3,-7]]; this setdir 90; deletecollection this";
};
class Item1
{
position[]={3622.072,32.940033,3304.3101};
special="FLY";
id=2;
side="EMPTY";
vehicle="L60_Bofors_cannon_Gunship";
leader=1;
skill=0.60000002;
text="bofors";
init="this attachto [gunship,[0,1.5,-7]]; this setdir 90; deletecollection this";
};
class Item2
{
position[]={3626.2144,35.039009,3287.3335};
special="FLY";
id=3;
side="EMPTY";
vehicle="M102cannon_Gunship";
leader=1;
skill=0.60000002;
text="m102";
init="this attachto [gunship,[0,6,-7]]; this setdir 90; deletecollection this";
};
};
};
class Intro
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=12582725;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroWin
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=12346072;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroLoose
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=16276668;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
I've noticed a couple of problems
1) The weapons have to be manned separately as they're only available from "Empty - Static"
2) Even when crewed by USMC they show up as enemy on the radar
3) No crosshairs to aim with if user-manned guns
4) Sound cuts out after first shot of each weapon
Also a few things it would be nice to add
1) FLIR [from the essential addon on the forums]
2) Some kind of detection script, the spotter works ok at the moment, but it'd be better to have a permanent solution rather than the invisible man!
Thanks for releasing this though, its a very, very good start and is certainly useable mate.
People saying its the worst addon ever are just being @rseholes, the poll does invite trouble though!
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@ Colonel Stagler
They're silent 'cos they've not got radios, you need to add "ItemRadio" to each one like adding a weapon to get them to speak.
You can also "ItemMap", "ItemCompass", "ItemWatch", "ItemGPS" and if you want the corresponding item.
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Superrat, why don't you have a look through the config mate?
The MG3 magazines are: FFAA_762x51_Mg3, 100Rnd_762x51_M240, 200Rnd_556x45_M249, 20Rnd_556x45_Stanag,30Rnd_556x45_Stanag and 30Rnd_556x45_StanagSD
I wouldn't recommend the 20rnd Stanag btw!
Also note the amazing multi-calibre gun barrel lol
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The impact sounds are brilliant, I love the metal impact sound!
Think I'll stick with VOP at the moment, but this is a great sound mod, thank you!, I'll definitely check out any future versions.
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What browser are you using? I couldn't download it with google chrome, but it worked straight away with IE. I'd disabled my firewall [briefly] too.
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Don't worry about your English SenChi, a picture is worth a thousand words anyway mate! An island is worth a million!
UKF Weapons [Port]
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Wouldn't dream of it Pathy!