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tromac

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Everything posted by tromac

  1. John_Spartan, Any chance of Australian RAAF skins for your awesome models?
  2. Howdy Sabre, It was great meeting you at the Land Warfare Conference last year mate. Sorry I haven't touched base before now, it's been busy with BISIM and life. I and all the OCB guys are hoping you guys continue on with the AAW mod as without any doubt it has been the best modding work I've seen. Cheers, Tro
  3. Nouber I know that my group would be more than willing to donate funds to ACRE to get a release as soon as possible. No ACRE is the only thing stopping us from playing Arma 3 in our regular events throughout the week. Have you considered a kickstarter project to help fund it?
  4. tromac

    Arma 2 on Windows 8

    Confirming this worked for me as well, thanks. Windows 8 Pro 64-bit
  5. Happy to help with any feedback as well, I just provided the support for the ADF ARH evaluation for VBS2 so can provide some helpful feedback to get it as the most realistic ARH available.
  6. Tested and works great. Aussie, you sir are a gentleman and a scholar! Thanks ---------- Post added at 10:25 AM ---------- Previous post was at 10:19 AM ---------- Quick question. Where would I define the direction of the object? Answered my own question :-) _this setDir 120;
  7. Hi all, I've been searching for hours through the forums for a solution and finally decided it's time to ask for help. I want to create an ACE object, the VS-21 panel (classname ACE_VS21CPANEL) on a roof at coordinates 7408.17,11687.3,9.0871 and I just cannot find how to do that. Could anyone please assist? Thanks
  8. Thank you so much Aussie. I haven't tried this yet as I'm just checking the replies from the iPad, but shall test it first thing. The island I'm using is Reshmaan. Appreciate your answer.
  9. Meatball my long lost buddy these are awesome!! Any word on making them ACE compatible as we at OCB want to use them in our missions. Just can't use earplugs, sun glasses, etc :(
  10. I've been searching the forums and most likely have missed this somewhere, so please forgive me if I did. How do we get the ACR content running on our dedicated servers?
  11. Hi guys, I've been looking and have only found the topic on conversations which is too complicated for what I am after. It's 2am here and I so desperately need to get to sleep but this is the last thing to do in the mission. What I want to do is have a trigger activate an AI to say something in direct text to the player who activated the trigger. Basically I have locked aircraft with mechanics working on them and when someone goes to get in it the mechanic says "Sorry mate but she's grounded" or something similar. How do I do this? Please use idiot speak as I am tired and not great at this. Thanks in advance. ---------- Post added at 02:56 AM ---------- Previous post was at 02:22 AM ---------- I think I am on the right track with this topic http://forums.bistudio.com/showthread.php?t=92393&highlight=direct+chat But how do I define the string? I tried using crw4 directSay _tech01; where crw4 is the AI and _tech01 is the string in Description.Ext I'm not sure I am defining the string correctly as all I have is _tech01 = "Sorry sir but this bird is being serviced. She's out of action unless the OC says otherwise"; HELPPPPPP
  12. It's released! Thanks all http://www.arma2.com/index.php?option=com_rokdownloads&view=file&Itemid=20&id=805%3Aa2co-compatibility-mp-patch--acr-lite-〈=en
  13. AFAIK not a confirmation :p Anyone able to confirm this? Hmmmm let's check the files on the servers and see if I can confirm.
  14. Hi guys, I'm trying to find the classnames for the ASLAV's, I couldn't access Norrin's readme as it says forbidden access when clicking on the link. Can anyone please tell me the classnames? I also saw mention of the .50 cal Bushmaster being out but see no classname or reference to it in the editor, is it a config change for the model or am I missing something altogether. I'm a bit thick.... should have checked the mission file. It's been a long time since I've been playing or editing missions for Arma lol Thanks, Tromac
  15. tromac

    F/A-18 Super Hornet

    Yes. Meatball also wants to do the D and E.
  16. tromac

    F/A-18 Super Hornet

    I've the privilege of flying the pre-release of Meatball's work and it is awesome. Our next plans include the addition of a few additional RAAF skins and variants, including an Aggressor. Plus Meatball has some other US Squadron's in mind. ---------- Post added at 04:52 PM ---------- Previous post was at 04:36 PM ---------- Love your work!
  17. tromac

    F/A-18 Super Hornet

    Meatball and I like your question and have decided we'll try and put together an F/A-18D in an aggressor scheme. Stay tuned :)
  18. tromac

    F/A-18 Super Hornet

    A sneak peak of the upcoming 1SQN RAAF F/A-18F I've skinned for Meatball. He'll be releasing it in due course but just wanted to share the pics with you. The front aircraft number could be a little smaller, as can the roundel. The squadron marking needs to be rotated a little more. I'll do that soon.
  19. Hi all, I've been reading the various lock/unlock threads but unfortunately they don't help me to get the script I need. Basically I am wanting to do what xeno does in the Domination missions. Have an admin able to lock or unlock vehicles by going up to them and selecting the option. Is any of you brainy sorts able to assist with a script for this? Thanks,
  20. Hi guys, Just a few things if I may. Any word on adding an engineer to the troops? And Soldier mentioned the landing bug I am experiencing may be related to the AAW choppers, which turned out to be correct. Anyway OCB's resident genius was having a look at them and posted this on our forums so I thought I would pass it on to help you guys out. I'm sure he would be willing to help out if you would like, though I know you guys also have an immense amount of talent anyway. "Yep, I pulled apart the AAW choppers, I found the cause to be 2 bugs: One is a get out event handler script error which teleports the units to double the height of the helicopter due to a mathematical error. The other is the cause for the chopper to hover 5m high and that is the boundary box of the 3d model goes way below the actual model. I can fix the script error but the 3d files are binarized so without the original uncompressed copies I can't fix them and the units just unload below the helicopter from thin air. I can script a workaround though to make the chopper land and keep to rotors turning." The first bug was causing me major headaches with a Chernarus carrier based mission where on getting out on the carrier the players were catapulted high into the air.
  21. hey Soldier, yes I'm using the AAW ones so that's a bugger. Any ideas on when or if this is being looked at? cheers, Troy
  22. Let me first say that this map is truly awesome! Very nice and huge. I'm starting work on a series of Australian missions where it starts from a wholey insurgent occupied zone and each mission will expand on the previous with a FOB slowly being built. But I've struck my first hurdle. I have used heli insertions previously and just cannot get the helicopters to put down on the ground to unload. I've tried several methods to make them do so but none are working. The heli's just hover about 5 meters up and the guys all bail out injuring themselves. I've tried moving the LZ to different grounds and still the same. These methods do work on other maps so I'm wondering if somehow the map is reporting the ground level incorrectly to the choppers? It's just really really odd and getting very frustrating. If anyone has successfully used a heli insert would you mind emailing me a copy of your mission to tromac2010@bigpond.com ? Thanks all in advance.
  23. I just confirmed that unfortunately ACE causes a really bad stutter. Reloaded without ACE and it was a lot better and usable. I really hope it something that can be addressed as I wanted to make the series of missions using ACE.
  24. I have a great idea for a mission, well a series of missions which starts with establishing a foothold in the Tora Bora region then slowly establishing a FOB. What I want to do is have AI aircraft using the ACE 2 slingload to carry vehicles, etc in. Is there any way to have AI aircraft spawned with the vehicles slung underneath flying in to deliver and drop them? Thanks, Troy
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