rexehuk
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M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sound has only been swapped, the mid charge sound was actually the low charge sound, and vice versa, they should increase in loudness the further you go up now per 2 bracket. You should hear a difference in the driving sound though hopefully, and she's a bit louder in idle. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks very much OB. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
9c7aQpBU1WA M109A6 - Version 1.1 Thank you to everybody who has downloaded the mod so far, we hope you have enjoyed it. We tried to release it with no bugs, alas we failed like human beings, so as a present you can now have it with no bugs ;). This is not the final release, we do have a few little plans down the road still to come. Changelog Fixed EXCALIBUR locality issue for ShotRocket Fixed NO FUEL issue Fixed UNLIMITED AMMO bug on gunner control page Changed CLR button usage in FCS (See manual > Page 33) Added manual LAY (Use arrow keys in gunner position) (See manual > Page 33) Added Gunner ability to enable/disable travel lock for the turret Added Maptools V1 Added 6400 MIL compass (Optional PBO) Some sound improvements Manual has been updated Maptools & Compass are automatically turned off when using ACE, so no worries about it overwriting ACE content etc. Downloads: VERSION 1.1 Havoc Company - http://www.havoc-company.com/downloads/SNR_M109A6_V1.1.rar SPAFF - http://213.239.206.79/alex/SNR_M109A6_V1.1.rar RacerIV - http://raceriv.com/arma2/SNR_M109A6_V1.1.rar Also available on SixUpdater -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I smell... an update... When will it come, who knows ;). -
Warning for the View Distance in TOF
rexehuk posted a topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
Just a friendly warning to anyone changing VD in TOF, it will also affect your OA settings, so don't go mental when you go play OA and have 0 FPS, it is due to your view distance being at 20k. To change back just go into your video settings and set as appropriate. -
Any anti team kill dedi script/mod?
rexehuk replied to cja100's topic in ARMA 2 & OA - Servers & Administration
Could just move them off the map if they shoot in base, that would piss them off a bit ^^ -
How to pick data from DAC Configs?
rexehuk replied to Falke88's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
http://forums.bistudio.com/showthread.php?t=112701&highlight=DAC+Variables I compiled this... no ones used it though. Be advised ALL variables must be read SERVERSIDE as they are not transmitted across the network. This basically means w/e you're scripting needs to be ran in the server environment, not on clients. -
NIM Dynamic Weather (ArmA2 Compatible!)
rexehuk replied to Binkowski's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This needs converting to SQF really. Was quite a good addon back in the day. -
Group Link 4 Special FX Edition
rexehuk replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That is all you need to do. Along with the userconfigs present on the server. It just works from then on. Best way to test is place some groups down with empty vehicles, see if they hop in and cause chaos, then you know GL4 is running. -
Group Link 4 Special FX Edition
rexehuk replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No such thing on a dedicated server... atleast not in my experience. We run it as an AI only mod though serverside, never had a box come up. I assume you're using it on clients and server with modules? Check your RPT... perhaps theres init msgs in there. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Next version we will have something similar. I forgot to mention, the sounds on this are not completed yet fully. Hopefully you like them so far... the only ones I "THINK" are final are: Engine IDLE Engine Drive Super 8 Charge I accidentally configured the engine DRIVE twice into the Movement also, I since then have a nice seperate sound while driving to give it a bit more character. The charge sounds for the low levels are also a WIP and are subject to change, they might even be completely redone. I have some ideas for the future sound on this vehicle such as sound locations on the model so that the flaps etc produce sound from their latches and for the gun servo. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can find them on our sixupdater repository under @CAA_HC. - sixupdater://www.havoc-company.com:85/rsync/havoccompany.yml Be aware these are offered with NO support, they are experimental fixes, not that drastic at the moment so should be compatible with normal CAA. The map patches are invididual in the package, you should see the following files oa_afghan oa_avgani oa_razani Which are the patches for the maps we have so far. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not missing ;) coding is all there for the Copperhead. There are some bugs with it though, so it was not listed in the release. By next version it should be functional I imagine. -
WIP: Stuff you are working on 2!
rexehuk replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Not the best lighting... but yeah. Looks cool though. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is doable... maybe with the next release with the BIS help functions implemented. I'll take note of it. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
HE and GPS He... difference is HUGE. One can hit CEP 5 meters and the other has a CEP of like 20+ meters. GPS HE is the Excalibur artillery round, a truly extraordinary bit of engineering. 3m34eZF3Bsk Explosive wise they are pretty much the same, but the Excalibur comes in Block I (HE) and Block II (DPICM) versions. -
Yomas repo has it. Click default servers at the top.
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TKOH CP introduced RTT to OA :)
rexehuk replied to zooloo75's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
RTT is not in the engine. The EXE was most likely layering a new engine on top of the existing OA content, so your RTT coding and capability will be in the TOH exe. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Lol @ This. Soul Asssassin over to you! (Inside joke). If someone modelled it for us then it's easy to implement. I've been annoying Soul Assassin asking when he's doing the rest of the model, it's been met with evil stares. Doing the interiors is a huge amount of work for little gain due to their current limited functionality. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have to agree with Nou. This addon has been created for MULTIPLAYER use primarily, where people using the system will enjoy doing all of this. It is all well and good having things user friendly and open to all, but you are playing a simulation game with military technology. See it as a learning experience to use something that you would never really get to use in real life, rather than just another pretty model to drive around in. Most of the stuff modelled for Arma 2 doesn't extend of the actual model itself, essentially things just become a reskin or a plane, offering nothing extra. If BI artillery system was added to this, it would not only be a waste of 6 months work, but it would just be "another model" and an overpowered one at that. It was unfortunate that we couldn't push an AI friendly first version, but it was important to get it out in the wild so that any issues could be resolved early on in the codes development. Feedback is good, and I think all three of us have been happy with everyones input so far. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey, It's hard to mention the light time as it depends purely on the trajectory of the round. I will note it down anyway and perhaps add a new page mentioning some more information about the rounds in terms of gameplay. As for the infinite ammo bug, that is a simple solution as the roundtype needs to be changed upon being 0, I'm sure Nou has already fixed it. Hope you're enjoying it anyway, Rob -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Depbo and see the amount of scripting Nou had to embark on... I imagine you won't see things like this that often. :p Anyone got feedback on the manual? Any issues you've come up against? If so I can make sure they are rectified for the next version. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What do you mean by this? I'm trying to gauge your intention. Do you find the addon too complex to use? This is designed for MP at present... not single player gameplay. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Video is fine, glad to see you got it all working. I recommend trying some ADAM shells, they are pretty nice. All classnames can be found at the end of the manual before the credits, how to add them is also there for you guys. -
M109A6 Paladin v1.1 (UPDATED)
rexehuk replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What maps are you using that use fubared grid systems? I don't think it's in the scope of the addon to cater for them, as they are non-standard. What I can do is provide ways to patch the maps you use and convert to a numbered coordinate system. If this applies to CAA maps for example, I have the patches already as part of my CAA rework.