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bearking19

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Everything posted by bearking19

  1. bearking19

    FOB Base Tora Bora Region

    Good job. I jsut tried it and its great. But one thing that could make it better is maybe put 1 or 2 motars, a couple of Mounted MG in the bunkers and a few mounted grenade launchers and this would be exactly like restrepo
  2. Hi has anyone tried this with infantry, both unit capture and weapon capture ? I wanted to make a CQB scene where the soldiers move tactically and employ real life CQB room breaching tactics like flashbang cover left and right.
  3. bearking19

    AC-130 Script for ARMA2 (0.3)

    I would love to see the AC 130 be able to pop the "Angel Wings" pattern flare. It is a trademark and a must have !!!
  4. bearking19

    AC-130 Script for ARMA2 (0.3)

    I have 2 questions. 1) Is it possible to change the speed of a projectile by editing the LDL scripts ? or is the projectile speed coded to the particular projectile and hence I have to edit the projectile it self ? 2) Is it possible to adjust the sound level of the radio chatter by editing the script or would I have to physically use audacity to amplify the sounds then save it back as a wav. Thanks !
  5. Sorry I did not try that yet. Thanks for the quick reply !
  6. bearking19

    Airport Template

    I have some problems with the a10 taking off as default in your template. They move a few meters then stop with engine on ? Any reasons ?
  7. I would love to use mando missile for the aircraft HUD but also have the ACE 2 AH64 gun controls such as doing a manual lase from the gunner and guiding the missile. Since mando implements its own lock on missile system for the AH64 and removes the ability to manually select the hellfire missiles, i am unable to manually guide a missile.
  8. bearking19

    WarFX : Blastcore

    If you want you can try the 227mm artillery ammo. I used it with the LDL mod and my god its insane the explosion effect and radius. EDIT: Found a bug. When using in blastcore 1.1 in conjuction with ACE 2, amoured vehicles secondary such as the 7.62 mm cannot use the lase function to calibrate for distance any more. Primary weapon still works though. The M1A2 TUSK CSAM has 3 weapons, 7.62, .50 and main cannon. Of these 3 only the .50 cal and main cannon can lase, the 7.62 is bugged when used with blast core. Please fix this thanks ! Ok the above problem is fixed with blastcore 1.2 beta. Please check out my AC130 video featuring blastcore with nice big blast effects here
  9. bearking19

    AC-130 Script for ARMA2 (0.3)

    OK i sorted it out. ACE 2 has LDL addon in it as well which I did not know. So it was loading the LDL addon and not running like how i edited in the script. Thanks for the help LDL especially the part about getting the Old FLIR running. I will post a video of the bug that I encountered while using in conjunction with SLX mod soon. Hard to explain. I uploaded a video using the old FLIR for realism effect and blastcore for nice explosion, its in the link enjoy.
  10. bearking19

    WarFX : Blastcore

    Are you running ACE 2 as well ? That could be the problem. I was running ace 2 with blastcore and 105mm were just like grenade with slightly more smoke but the blast radius is still large. ran blastcore alone without ace and the explosions were really huge.
  11. bearking19

    AC-130 Script for ARMA2 (0.3)

    Very nice thanks for pointing me in the right direction. Unfortunately the script version doesn't work for me, calling in the ac 130 does nothing but luckily addon works. I'll have to extract pbo and repbo it after that. I will try to change the shells you used to a bigger one like a bomb or hellfire missile to get that effect Hopefully the missile projectile reacts the same way as the art projectile. ---------- Post added at 09:20 PM ---------- Previous post was at 08:20 PM ---------- Hi I changed the lines to //ARMA2 Weapons LDL_ammo = ["G_30mm_HE_heli","ACE_ARTY_Sh_122_HE","ACE_Bo_GBU12_LGB"]; But it still has the same projectiles as default. Also I can't change the time for ac130 to arrive. I have disabled the addon so it runs only script but somehow it still calls for default value. Anyway to stop that ? Edit: Ok I think the problem is complications with other mods. I disabled ACE and the I got back the old FLIR using the lines Lurchi posted above, before it was not possible. SO anyone got this to work perfectly fine with ACE ? I realised with ACE the explosions are much smaller. OK another update. Ran it only with Blastcore and SLX plus the CBA and Jaynus library. Works great but when I fire a 227mm into a bunch of guys the game lags. Then it recovers and the explosion effects are moving but my camera is stuck. I can also see troops running but my camera cannot move for awhile, then its back to normal after about 30s. Could be some scripting clashes ? I like SLX for the disemberment really nice when ur using 105mm
  12. bearking19

    AC-130 Script for ARMA2 (0.3)

    Ok it seems I have a little problem here. I kind of dislike the new OA FLIR as it seems a little fake though it is rather effective. I can see enemies crystal clear with no distortion but that is unlike in reality. So my point is i want to add some distortion and noise effect such as the ones seen in the videos below. The way they did it in the videos were to just edit the contrast so that it becomes like an FLIR effect. It was available in previous versions of LDL but was removed after 0.4 I think by the OA FLIR. The reason I liked it was for the explosion effects as the smoke and dust shows up as white hot/black hot also like in reality. Ok enough of my ranting lol. i would like to find out how to edit the script such that I would be able to use the old FLIR but with the new LDL versions. Or if possible Lurchiderlurch could add it as an additional option with 0.7 ? Thanks and love your mod by the way. The reason why I still play Arma. Edit: ok watch this video its the effect I'm kinda aiming for. Especially at 2:01 that kind off 105mm explosions.
  13. bearking19

    AC-130 Script for ARMA2 (0.3)

    Yes now that you mention it i remember. Recently using the LDL ac130 has caused great lag which i dun remember before using ACe 1.8. Should be some conflict between the latest ace and the addon.
  14. bearking19

    AC-130 Script for ARMA2 (0.3)

    Alright thanks alot. i'll play around with the values and see what I get. Btw correct me if I'm wrong, the sound effects for the ac130 cannons are all in the Ac130 addon and not using the default BIS sounds ?
  15. bearking19

    AC-130 Script for ARMA2 (0.3)

    Anyone know where in the scripts I could edit lines to change the explosion damage and radius of the rounds as well as the amount of dust the 40mm and 105mm rounds kick up ? Seems pretty low for me now. But thats just me. thanks.
  16. bearking19

    WarFX : Blastcore

    Awesome mod but I have a little suggestion. using the ac 130 mod by LDL i was able to get nice big white thermal explosions as seen in this video. However with blastcore i am getting seemingly smaller thermal explosions. Like in this second video that I made. Don't get me wrong. I love this mod but I would just like to see bigger thermal explosions with it. Everybody just wanna blow things up and watch the explosions right ? Cheers and keep up the good work.
  17. I hate it how everytime I have a nice firefight going on in the background and the performance is decent, not perfectly great bout 40ish fps, and I use the MMA agm for apache, the console just goes all sluggish. Other than that I love what mndo missiles has done to all the planes and missiles, seriously awesome stuff,just that annoying lag sometimes.
  18. bearking19

    AC-130 Script for ARMA2 (0.3)

    Does this work with blastcore ? I mean getting the nice 105mm explosions. How do you up the blast effects and damages also btw thanks
  19. bearking19

    WarFX : Blastcore

    I was running this blastcore with the LDL AC130 mod and the explosions for 105mm are ridiculously small so is the 40mm bofors. Kicks up too little dust and no blast of fire when it explodes. On the FLIR just a small white puff. Could be that I run this with GL4 and ACE2 but I doubt it. Anyone else having the same problem as me or is it just blastcore hasn't made the 105mm blast bigger. Hope to see the 30mm for apache kicking up more dust too. Great job with the mod btw.
  20. bearking19

    WarFX Particles

    Is the latest version 2.0 ? The smoke and dust seems lesser in 2.0. Anyone feel the same ?
  21. Hi I have ACRE updated to latest from six updater and also latest jaymus addon, CBA and teamspeak 3 64 bit. When I run the game, there is an option to lower and raise headset, the radio appears as a PN/RC 119 or something handheld radio, when i speak with caps lock the ACRE interface appears to say i'm transmitting. However, there is still that message in the top right tellling me ACRE is not connected to team speak. I haven't got a chance to try this online yet so I can't tell for sure if its working. Any one any ideas ? Btw this is my log from teamspeak ACRE [1:32:28.784] Plugin Version: 1.0.12 ACRE [1:32:28.784] Client API Version: 8, Plugin API Version: 8 ACRE [1:32:28.784] App path: D:/Program Files (x86)/TeamSpeak 3 Client/ Resources path: D:/Program Files (x86)/TeamSpeak 3 Client/ Config path: C:\Users\Bearking\AppData\Roaming\TS3Client\ Plugin path: D:/Program Files (x86)/TeamSpeak 3 Client/plugins/ ACRE [1:57:8.273] FMOD Version: 00043102 The other teamspeak log from Appdata folder: 2010-10-30 01:32:28.704101|INFO | | | Logging started, clientlib version: 3.0.0-beta35 [build: 12724] 2010-10-30 01:32:28.778320|INFO | | | Failed to load plugin: D:\Program Files (x86)\TeamSpeak 3 Client\plugins\acre.dll 2010-10-30 01:32:28.778320|INFO | | | LoadLibrary error: 193 2010-10-30 01:32:28.795898|INFO | | | Registering plugin command id: {078d11fa-2918-46e1-adde-a75be4e081c5} acre_x64.dll 2010-10-30 01:32:29.492187|INFO |ClientUI | | Failed to init text to speech engine: 3584 2010-10-30 01:32:29.493164|INFO |ClientUI | | TeamSpeak 3 client version: 3.0.0-beta35 [build: 12724] 2010-10-30 01:32:29.493164|INFO |ClientUI | | Qt version: 4.6.2 2010-10-30 01:32:29.493164|INFO |ClientUI | | Using configuration location: C:/Users/Bearking/AppData/Roaming/TS3Client/ts3clientui_qt.conf 2010-10-30 01:32:29.954101|INFO |ClientUI | | Last update check was: Fri 29. Oct 15:13:04 2010 2010-10-30 01:32:29.955078|INFO | | | Checking for updates... 2010-10-30 01:32:30.834960|INFO | | | Update check, my version: 12724, latest version: 12724 2010-10-30 01:56:57.916015|INFO |PreProSpeex | 1| Speex version: speex-1.2beta3 2010-10-30 01:57:08.362304|ERROR |ClientUI | 1| Failed to get channel of client in update client 2010-10-30 01:57:08.388671|WARNING |ClientUI | 1| Error updating channel: 768 2010-10-30 01:57:08.388671|WARNING |ClientUI | 1| Error updating channel: 768 2010-10-30 01:57:09.170898|INFO |ClientUI | 1| Autosubscribing failed: insufficient client permissions 2010-10-30 02:00:08.734375|INFO | | | Checking for updates... 2010-10-30 02:00:09.842773|INFO | | | Update check, my version: 12724, latest version: 12724
  22. Been seeing all about this "Day movie Filter" which apparently makes OA more photorealistic. I would like to know how to enable this. Have been looking around the forum but I can't find much other than post processing effects. A short tutorial on how to go about turning on this day movie filter would be nice. Thanks !
  23. Just a quick question. I am using tango romeo's fixed wing sound addon but the F16 addon seems to be using its own, I don't hear the TR fixed wing sounds when it does a flyby. And the ACE high G blackout effects seems disabled also.
  24. bearking19

    AC-130 Script for ARMA2 (0.3)

    Hi I made a quick AC 130 video with OA and 0.4 version of the script. Works great and it was alot of fun see the link below. The 104mm explosion effects were working great once again it was really small before that but it somehow fixed it self. Many thanks to LurchiDerLurch for this wonderful addon.
  25. Alright Thanks for the quick reply can't believe its actually that simple. But one more question what if I want it in a pre made mission meaning it ain't in the editor ? can it still be done ?
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