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superrat

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Everything posted by superrat

  1. superrat

    Custom units...

    i always wondered since hex editing is so hard to explain is there good tutorial for it i tryed to use it just got a headache from it {is there other way to edit any models}
  2. yea its not inheriting from arma2 class thats why it did not work with class DefaultEventhandlers { init = "_scr = _this execVM ""\ca\Data\ParticleEffects\SCRIPTS\init.sqf"";"; fired = "_this call BIS_Effects_EH_Fired;"; killed = "_this call BIS_Effects_EH_Killed;"; ill try your suggestion thank you destrType=DestructEngine; it worked
  3. hi i got a problem its killing me i ported vehicle from arma 1 works fine however it wont burn it only looks chared when is destroyed it doesnt burn how do I edit this is this rvmat.destruct file or what I AM DESPRETE ANY ASSISTANCE WOULD BE GOOD!!!!
  4. is this project sill alive any updates {to all those who gonna critisize me i know this is hard work takes time and its free} LOL this gets OPFOR side stornger in the game
  5. superrat

    Project RACS

    can you guy's snap any pic's of ARTY from pracs i know wld showed some couple months ago
  6. superrat

    the FEW

    loving this big fan of W.W 2 airplanes except parachute overrides for rest of my addons modern pilots use ww2 chute's
  7. just WOW thaks for creating this mod
  8. fixed crew problem could anybody help me with how to make vehicle burn so this is script + config ?? any help please
  9. it looks like mig29 on steroids lol
  10. "BMP2" i want to burn like btr90 or brdm2 so is this command throuhg config or ? while i am asking this this addon vehicle supposed to have commander,gunner and driver however when i load it for exmp. i am commander in 1 second driver just disepears but gunner is still there i am puzzeled "by the way this is mod that i got from arma1 but i just got only vehicles that wanted from this mod
  11. superrat

    CSLA3 Phase1

    want that lizard in arma2 badly
  12. superrat

    SBP Slovenian Soldiers

    wow OSA would be great in A2 ICE so yugo arms comin to A2 ?
  13. superrat

    Photoshop camo patterns

    Sas troop those reskins look good all kind camo patterns just google it
  14. superrat

    Project RACS

    assuming boffors and other static weapons will be realesed last??
  15. vilas did u realese DANA yet? didnt read much of the tread just couple pages
  16. man i was looking foward to this mod what a bummer all that quality punish the steelers let it be known who they are:sneaky2:
  17. superrat

    RH Aks pack 1.0

    great pack thak's just recoil bit high at semi just my opinion
  18. HI can anybody explain to me how to convert a1 to a2 addon is it in config p3d or what model stays the sam change only config???? LOOKED around coulnd find something that just shows me simple way do they have to be non binarized or binarized can be converted without author's LOD:confused:
  19. superrat

    1.06 beta patches.. when?

    hope all crap that is missed in 1.5 will be resolved in 1.6 some stuff in bin config is missing like 125 mmHe hit explosion class in UI config splash class is missing and couple others i am going back to 1.4 till 1.6 comes out
  20. superrat

    pack BTR 70

    i have trouble with this addon it makes my vehicle under car on all sides gunner is missing i think the problem is that there is commander gunner and driver in cfg. should be only gunner and driver
  21. pbo view great tool google pbo view works for me great save the file somewhere in for exmp. document file and everytime when u use it start aplication window shows up browrse pbo that u want to unpack
  22. WOW i am in love with this pack that weapon sound amazing only recoil bit high love this though!!!
  23. mine is asking me for bmp.p3d file i installed new patch when i click on ok to get that error out game crashes when i go to 1.4 its fine
  24. superrat

    Photoshop camo patterns

    yea i figured it out recently
  25. class CfgPatches { class bihCHO { units[] = {"Mi24_P"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAAir", "CAWeapons", "CACharacters2", "CA_Anims_Char"}; }; }; class CfgVehicles { class bihCHO; // External class reference class Car; // External class reference class Air : bihCHO { class NewTurret; // External class reference irScanRangeMin = 500; class ViewPilot; // External class reference }; class Helicopter : Air { class HitPoints { class HitGlass1; // External class reference class HitGlass2; // External class reference class HitGlass3; // External class reference class HitGlass4; // External class reference }; class Turrets { class MainTurret : NewTurret { class HitPoints; // External class reference }; }; class ViewPilot : ViewPilot {}; class AnimationSources; // External class reference }; class Plane : Air { class ViewPilot : ViewPilot {}; class EventHandlers; // External class reference }; class ParachuteBase : Helicopter { class ViewPilot : ViewPilot {}; class Turrets {}; class EventHandlers; // External class reference }; class Mi24_Base : Helicopter { destrType = "DestructWreck"; scope = 0; picture = "\ca\air2\data\UI\Picture_mi24_CA.paa"; icon = "\ca\air2\data\UI\Icon_mi24_CA.paa"; mapSize = 20; accuracy = 0.5; memoryPointGun = "machinegun_2"; weapons[] = {}; magazines[] = {}; model = "\ca\air2\Mi35\mi24_v.p3d"; displayName = $STR_DN_MI24; vehicleClass = "Air"; memoryPointLMissile = "Missile_1"; memoryPointRMissile = "Missile_2"; memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; class Turrets : Turrets { class MainTurret : MainTurret { body = "mainTurret"; gun = "mainGun"; minElev = -60; maxElev = 20; initElev = 0; minTurn = -60; maxTurn = 60; initTurn = 0; soundServo[] = {"", 0.01, 1.0}; memoryPointGun = "machinegun"; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; weapons[] = {"YakB", "AT6Launcher", "S8Launcher"}; magazines[] = {"1470Rnd_127x108_YakB", "4Rnd_AT6_Mi24V", "80Rnd_80mm"}; gunnerName = $STR_POSITION_GUNNER; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; gunnerOpticsEffect[] = {"TankGunnerOptics1"}; gunnerAction = "HIND_Gunner"; gunnerInAction = "HIND_Gunner"; gunnerGetInAction = "GetInHigh"; gunnerGetOutAction = "GetOutHigh"; primaryGunner = 1; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.155; minFov = 0.047; maxFov = 0.155; }; }; }; class AnimationSources : AnimationSources { class Gatling_1 { source = "revolving"; weapon = "YakB"; }; class Doors { source = "user"; animPeriod = 1; initPhase = 0; }; }; class HitPoints : HitPoints { class HitGlass1 : HitGlass1 { armor = 5; }; class HitGlass2 : HitGlass2 { armor = 0.5; }; class HitGlass3 : HitGlass3 { armor = 5; }; class HitGlass4 : HitGlass4 { armor = 0.5; }; }; armor = 33; damageResistance = 0.00138; irScanRangeMin = 0; irScanRangeMax = 1000; nightVision = 1; driverAction = "HIND_Pilot"; driverInAction = "HIND_Pilot"; cargoAction[] = {"HIND_Cargo"}; getInAction = "GetInHigh"; getOutAction = "GetOutHigh"; transportSoldier = 8; crew = "RU_Soldier_Pilot"; typicalCargo[] = {"RU_Soldier_Pilot", "RU_Soldier_Pilot", "RU_Soldier_AT", "RU_Soldier_AT"}; transportAmmo = 0; transportMaxMagazines = 150; transportMaxWeapons = 30; supplyRadius = 2.5; initCargoAngleY = 10; minCargoAngleY = -60; maxCargoAngleY = 120; gunnerUsesPilotView = 0; cargoIsCoDriver[] = {0, 0}; driverCanSee = 31; gunnerCanSee = 31; class Damage { tex[] = {}; mat[] = {"ca\air2\mi35\data\mi35_sklo.rvmat", "ca\air2\mi35\data\mi35_sklo_damage.rvmat", "ca\air2\mi35\data\mi35_sklo_damage.rvmat", "ca\air2\mi35\data\mi35_sklo_interier.rvmat", "ca\air2\mi35\data\mi35_sklo_interier_damage.rvmat", "ca\air2\mi35\data\mi35_sklo_interier_damage.rvmat", "ca\air2\mi35\data\mi35_001.rvmat", "ca\air2\mi35\data\mi35_001_damage.rvmat", "ca\air2\mi35\data\mi35_001_destruct.rvmat", "ca\air2\mi35\data\mi35_002.rvmat", "ca\air2\mi35\data\mi35_002_damage.rvmat", "ca\air2\mi35\data\mi35_002_destruct.rvmat", "ca\air2\mi35\data\mi35_003.rvmat", "ca\air2\mi35\data\mi35_003_damage.rvmat", "ca\air2\mi35\data\mi35_003_destruct.rvmat"}; }; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"\ca\bihCHO\mi24p_001_co.paa"; dammageHalf[] = {}; dammageFull[] = {}; viewDriverShadow = 1; viewGunnerShadow = 1; viewCargoShadow = 1; gearRetracting = 1; gearUpTime = 1; gearDownTime = 1; maxSpeed = 310; mainRotorSpeed = 1.2; backRotorSpeed = 6.1; memoryPointsGetInCargo[] = {"pos cargo"}; memoryPointsGetInCargoDir[] = {"pos cargo dir"}; soundGetIn[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-getin-01", 1.0, 1}; soundGetOut[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-getout-01", 1.0, 1, 40}; soundEnviron[] = {"", 0.0316228, 1.0}; soundDammage[] = {"ca\sounds\Air\Mi17\int\alarm_loop1", 0.000562341, 1}; soundEngineOnInt[] = {"ca\sounds\Air\Mi17\int\int-Mi17-start-1a", 0.562341, 1.0}; soundEngineOnExt[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-start-01a", 0.794328, 1.0, 700}; soundEngineOffInt[] = {"ca\sounds\Air\Mi17\int\int-Mi17-stop-1a", 0.562341, 1.0}; soundEngineOffExt[] = {"ca\sounds\Air\Mi17\ext\ext-Mi17-stop-01a", 0.794328, 1.0, 700}; class Sounds { class Engine { sound[] = {"ca\sounds\air\Mi17\ext\ext-sovietheli-engine-6", 5.62341, 1.0, 900}; frequency = "rotorSpeed"; volume = "camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound[] = {"ca\sounds\air\Mi17\ext\ext-Mi17-rotor-low-2", 1.77828, 1.0, 1400}; frequency = "rotorSpeed"; volume = "camPos*(0 max (rotorSpeed-0.1))"; cone[] = {1.6, 3.14, 2.0, 0.95}; }; class RotorHighOut { sound[] = {"ca\sounds\air\Mi17\ext\ext-Mi17-rotor-high-2", 3.16228, 1.0, 1650}; frequency = "rotorSpeed"; volume = "camPos*10*(0 max (rotorThrust-0.9))"; cone[] = {1.6, 3.14, 2.0, 0.95}; }; class EngineIn { sound[] = {"ca\sounds\air\Mi17\int\int-sovietheli-engine-3", 1.0, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound[] = {"ca\sounds\air\Mi17\int\int-Mi17-rotor-low-2", 1.77828, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*(0 max (rotorSpeed-0.1))"; }; class RotorHighIn { sound[] = {"ca\sounds\air\Mi17\int\int-Mi17-rotor-high-2", 1.77828, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*3*(rotorThrust-0.9)"; }; }; 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 = "L svetlo konec"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.0; }; }; minFireTime = 30; threat[] = {0.8, 1, 0.6}; class UserActions { class OpenRdoor { displayName = $STR_AM_OPENRDOOR; position = "right cargo door"; radius = 1.6; onlyForplayer = 0; condition = "this animationPhase ""dvere_p_vrch"" < 0.5 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)"; statement = "[this] exec ""ca\air2\Mi35\data\scripts\rdoorop.sqs"""; }; class CloseRdoor { displayName = $STR_AM_CLOSERDOOR; position = "right cargo door"; radius = 1.6; onlyForplayer = 0; condition = "this animationPhase ""dvere_p_vrch"" > 0.5 AND Alive(this)"; statement = "[this] exec ""ca\air2\Mi35\data\scripts\rdoorcl.sqs"""; }; class OpenLdoor { displayName = $STR_AM_OPENLDOOR; position = "left cargo door"; radius = 1.6; onlyForplayer = 0; condition = "this animationPhase ""dvere_l_vrch"" < 0.5 && (getpos this select 2) < 3 && (speed this < 3) AND Alive(this)"; statement = "[this] exec ""ca\air2\Mi35\data\scripts\ldoorop.sqs"""; }; class CloseLdoor { displayName = $STR_AM_CLOSELDOOR; position = "left cargo door"; radius = 1.6; onlyForplayer = 0; condition = "this animationPhase ""dvere_l_vrch"" > 0.5 AND Alive(this)"; statement = "[this] exec ""ca\air2\Mi35\data\scripts\ldoorcl.sqs"""; }; }; }; class Mi24_Base_RU : Mi24_Base { accuracy = 1.5; side = 1; faction = "RU"; }; class bihCHO_Mi24_P : Mi24_Base { scope = 2; accuracy = 1000; model = "\ca\air2\Mi35\mi24_p.p3d"; displayName = bihCHo_MI24P; vehicleClass = "Air"; }; class Library { libTextDesc = $STR_LIB_MI24_P; }; weapons[] = {}; magazines[] = {}; class Turrets : mi24_P_Base_MainTurrets { body = ""; gun = ""; weapons[] = {"GSh302", "AT9Launcher", "HeliBombLauncher", "80mmLauncher"}; magazines[] = {"750Rnd_30mm_GSh301", "4Rnd_AT9_Mi24P", "2Rnd_FAB_250", "40Rnd_80mm"}; }; }; hiddenSelectionsTextures[] = {"\ca\bihCHo\mi24p_001_co.paa"}; class Viewoptics { initAngleX = 0; minAngleX = 0; maxAngleX = 0; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 1; minFov = 0.2; maxFov = 1.2; }; }; CAN ANYBODY HELP ME I AM DOING RESKIN OF A CHOOPER I CANT DEFINE TURRET CLASS I AM MESSIN SOMETHING UP
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