desmondb
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Everything posted by desmondb
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Blackhawks by YuraPetrov
desmondb replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
congrats on the update, a note though... UH-60L and HH-60A still are missing flares, is this intentional or a bug? also are there plans for UH-60Ls without the ESSS wings? also, I know its been mentioned before but some update sounds wouldn't go awry. -
After I run unRap, I get this as the config.bin: // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Enabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #include "CfgPatches.hpp" #include "CfgVehicleClasses.hpp" #include "CfgGlasses.hpp" #include "CfgFactionClasses.hpp" #include "cfgNonAIVehicles.hpp" #include "CfgVehicles.hpp" which I assume is correct but the actually config.bin still looks like it did before I used the Unrap.exe Still a bunch of garbled mess, could it be a setting on my setup?
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@Jedra, I've tried everything possible to get Unrap to work right but after running it, I'm still getting "hieroglyphics", I went ahead and tried editing the config right from eliteness and it compiles fine but when I try to have a look at an editted unit in the mission editor it gives me this warning "cannot open object tf86_tempsf_us/ussf_w_tl.p3d" :banghead:
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Alright, I've been trying to add weapons to the Temp pack for a couple days now with no luck. after I do the unrap is the config file supposed to look like this: Ê HitLegs hiddenSelections NVG_Raised model \TF86_TempSF_US\ussf_w_tl.p3d weapons Throw Put ItemMap ItemCompass ItemWatch ItemRadio ItemGPS Binocular NVgoggles magazines respawnweapons Throw Put ItemMap ItemCompass ItemWatch ItemRadio ItemGPS Binocular NVgoggles respawnmagazines Wounds I O armor 333?material ÿÿÿÿ name head_hit passThrough ‹ armor À?material ÿÿÿÿ name body passThrough Ê armor ?material ÿÿÿÿ name hands passThrough armor ?material ÿÿÿÿ name legs passThrough I tex mat TF86_TempSF_US\sf_data\ussf_tl_w.rvmat TF86_TempSF_US\sf_data\ussf_tl_w_wound1.rvmat TF86_TempSF_US\sf_data\ussf_tl_w_wound2.rvmat ca\characters\heads\male\defaulthead\data\hhl_white.rvmat ca\characters\heads\male\defaulthead\data\hhl_white_wounds.rvmat ca\characters\heads\male\defaulthead and where do I add in the weapons?
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Jungle Wars: Island of Lingor
desmondb replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hmm this is the same name of the mercenary pilot from a early nineties movie here in the states called "Firebirds" :cool: -
Blackhawks by YuraPetrov
desmondb replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice looking model, besides the fixed need for the rotor, my only suggestions would be add FLIR, Flares and to add RH's Blackhawk sound mod, I'd suggest the same sounds for your seahawks, jayhawks and any other -60 series aircraft you release. -
Thanks a bunch Jedra, I'll give it a try tonight
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Hey guys, might be a silly question but since I've never tried it before, what tools are needed to edit the config for the Temp SF addon, I'm thinking about adding RH's and Lennard's weapons to them, thanks in advance.
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Is there a config available using the RH weapons for the temp pack? They default to having no weapons.
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US Army Special Forces *A2OA port*
desmondb replied to clawhammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
finally some Green Berets for ARMA II -
awesome!! is anyone working a config for the SJB SAS addon using these?
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Marine Naval Aviator
desmondb replied to Meatball0311's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the hard work on a much needed addon :cool: do you plan on doing a helo crew version without the oxygen mask in the future? -
Seahawk Addon By YuraPetrov
desmondb replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ditto, especially the sounds suggestion -
Binkowski's WIP thread
desmondb replied to Binkowski's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
what he said ^^ some decent US pilot addons would be very welcome, the default pilot models are.... :j: -
Task Force 121 pack by Fox '09
desmondb replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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Jungle Wars: Island of Lingor
desmondb replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks like a very solid update, looking forward to it :cool: -
Seahawk Addon By YuraPetrov
desmondb replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
would recommend swapping out the current engine sounds and using RH's blackhawk sounds instead. Looking forward to the other variants :cool: -
Seahawk Addon By YuraPetrov
desmondb replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
FINALLY!!!! downloading now :cool: -
Jungle Wars: Island of Lingor
desmondb replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Some additional vehicle suggestions: for GAL - UH-1H (reskin), C-130H (from RACS mod), L-39 (reskin) and M60A1 or Leopard (from RACS mod), RHIB (reskin), Zodiac (reskin) for ARL - Technical's (reskin), M-113 (reskin), Cessna 185 (from Gnat), Zodiac (reskin) for Venator PMC - Mi-8 (reskin) -
Jungle Wars: Island of Lingor
desmondb replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is anyone else having issues with 1.3 clashing with the PRACS. In the editor screen, when you try to select a Royal Sahrani Air Force aircraft, the listing in the editor shows it as ARL Rebel Airforce :confused: but if you select an aircraft, it still shows correctly as a PRACS jet/helo etc, removing 1.3 fixes the issue -
F/A-18 Super Hornet
desmondb replied to Meatball0311's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
congrats on the release but yeah, the size is definitely too big and only the US Navy and Royal Australian Air Force fly the Super Hornet, not the USMC. -
I didn't notice it until today, but it looks like the latest version breaks the BAF Jackals, when I have this mod activated the Jackals don't have a crew, when I deactivate the mod, the BAF Jackals are crewed correctly again :confused:
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The update looks great but a question "request" for future updates, would it be possible to make the zetaborn stuff seperate, I know some guys are fans of the sci-fi stuff, others aren't. I've decided to not install the zetaborn files but now everytime I try to chose any faction aligned with resistance in the editor, I get a warning that I'm missing the zetaborn files ...
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ditto
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Is there anything new included?