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DJH

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Posts posted by DJH


  1. @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!


  2. @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


  3. 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


  4. @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[]={};

    };

    };


  5. 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


  6. 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.


  7. 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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