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KEVINMGXP

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Everything posted by KEVINMGXP

  1. KEVINMGXP

    F/A-18 Super Hornet

    you need to update your missile box to the latest version Mandatory GLT Missilebox - http://www.armaholic.com/page.php?id=6071 now you will be set up entirely on the GLT setups be sure to take the latest update on the F18 if you are not sure how to keep your addons up to date consider installing six updater - its a nice tool you can run once in a while to check for updates on addons, http://www.six-updater.net/p/download.html I hope this helps ;) kind regards
  2. KEVINMGXP

    F/A-18 Super Hornet

    Erm I don't want to burst any bubbles but, the file you are pointing at dear meatball mar_pilot_V1.0 I get this message anyway I downloaded your newer fighter pilots from armaholic, if they are not the updated ones maybe you can contact an admin there so they will upload the correct ones. also a report on the gear, I am not sure if it is supposed to be like that but there is not any action present in the scroll bar for extracting or retracting the gear, when I launch the F18 from the outer left launch pad of the nimitz the gear is not extracting after launch. however it does work fine when I launch form other launch pads. ohw it should be this moveingunner ''vehiclename'' but that does not seem to work on the F18 maybe you can look in to it by doing it in the editor maybe you can see then whats causing it, ohw i also tried this assignasgunner ''vehiclename'' and it does not work either while moveindriver works perfectly, maybe it is something in the config settings of the addon that you need to adjust ... and ehm keep it cool :cool: people are only asking because they want it to work properly and to my knowledge thats common sense to ask the author for info or adjustments, you can only be happy that people are in fact trying to figure it out. anyway nice work meatball so far, iron out those small issues and you have a hell of an addon. for me already standard issue in my mod folder :D kind regards
  3. I am a dumb ass :o to even forget that I was cracking my head on it :D thanks for the light :cool: kind regards
  4. I seem to have a problem with camPrepareTarget in sqs format, for some reason everything else works perfectly but when i want to force the cam to target a specific given units name in this case s1 it does not follow its target. When I give s1 as a target it picks a own point in the editor away from the actual target, I also have the same when i give the target a other name or even pick a other target to check it out .... whats wrong with the layout do i need to change something? kind regards
  5. KEVINMGXP

    Das Totschlager on MW3

    Well someone at our clan made a post on our forums and i went overboard :D pretty good acting and a good humorist parody, no offense meant to anyone :cool: .... zCHeh-oi2_E Original post: Just don't mess with this grandma :p
  6. This is a short introduction of my new upcoming Music video project, up until now I did not had the time to really focus on making such a trailer so in fact this will be my very first huge project related towards Fan based Video material. So far the project is making good progress, I am using the ArmA2 editor to make my footage, various features from ArmA2 like scripts, modules, animations and everything what ArmA2 has to offer for video editing. The editing work it selves is don in Sony vegas pro. Making these footage made me realise you have to know a lot of programs and tricks .... to make an astonishing, blood curdling, hair raising experience. I hope in the end I will not be disappointing anyone on its end release, so ill try to take my time before I do. This is a re upload of the introduction with a new tittle and better colors, a few changes are been made trough the progress already, the Previous video can be found here so you can see the difference ... http://www.youtube.com/watch?v=lh7O-CHx054 3mYq4lWFxgU Kind regards
  7. I tried to set up a cam script in the mission editor of ArmA2, for this I am using the line this exec "camera.sqs" this worked fine in the past the thing right now is I am confused about the scripting part in the past i just used this. http://community.bistudio.com/wiki/Camera.sqs setting up my camera editor script First you need to make a mission edtior map to your mission folder so I take chernarus in this example and save it project001 1/ In the editor i dropped a unit away form the shot area which was the player. 2/ then a game logic on the shot area where i put in the game logic init line: this exec "camera.sqs" 3/ then I take a cam position I like and just press left mouse and the paste it in notepad. 4/ I save the notepad then for example as scene1.sqs and place it in my mission folder that i made project001. So the script will look basic like this: (this is just an example how i did it in the past) at least thats what I think how I did it now at this very moment I am not entierly sure anymore. titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] ;=== 14:51:29 _camera camPrepareTarget [-55102.08,84473.38,19.82] _camera camPreparePos [3724.91,3606.90,0.45] _camera camPrepareFOV 0.500 _camera camCommitPrepared 0 @camCommitted _camera ~30 _camera cameraeffect ["terminate","back"] camdestroy _camera end1=true; exit; 5/ normally i then take several shots and do the above and after a few shots it would look like this, I change the target init line in the game logic to this exec "scene1.sqs" and hit preview titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder false; ;comment "10:36:28"; _camera camPrepareTarget [100715.07,30271.86,28013.98]; _camera camPreparePos [8662.93,2898.78,54.57]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0 @camCommitted _camera ~30 ;comment "10:38:19"; _camera camPrepareTarget [101138.14,40858.19,-3997.54]; _camera camPreparePos [8709.33,2918.15,36.55]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0 ~30 ;comment "10:39:34"; _camera camPrepareTarget [57489.33,-72549.63,-43607.45]; _camera camPreparePos [8725.89,2979.38,31.98]; _camera camPrepareFOV 0.892; _camera camCommitPrepared 0 ~30 ;comment "10:40:39"; _camera camPrepareTarget [45393.99,-90039.72,1858.80]; _camera camPreparePos [8730.37,2981.31,12.29]; _camera camPrepareFOV 0.472; _camera camCommitPrepared 0 ~30 ;comment "10:41:22"; _camera camPrepareTarget [34740.94,-93290.68,-7584.93]; _camera camPreparePos [8740.22,2958.53,1.58]; _camera camPrepareFOV 0.401; _camera camCommitPrepared 0 _camera cameraeffect ["terminate","back"] camdestroy _camera end1=true; exit; hence the showcinemaborder false; normally this need to make the cinema border go away but that does not work anymore while it worked perfect in the past. also notice the ~30 this it is the time it takes to get to the next shot, but now comes the strange thing it jumps to the next screen what I want is that it will move to that location without the jump like the cam is on the move, I am not sure how I can explain that any better. the thing is or I ether forgot how to do it or I just doing it completely wrong so I am trying to find that out, i need the scripting because without it I am inefective for arma video editing. I can do with actors standing but some shots need to be scripted in just like i want to. ah crap this is going to take such a long time, I forgot the damn basics :cry: anyone that can help me trough to refresh my mind again. I feel like an idiot :o Kind regards
  8. Here you go, it still works in SQS but the shots are more difficult to manipulate. titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder false ;comment "10:36:28"; _camera camPrepareTarget [100715.07,30271.86,28013.98]; _camera camPreparePos [8662.93,2898.78,54.57]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0 @camCommitted _camera ~10 ;comment "10:38:19"; _camera camPrepareTarget [101138.14,40858.19,-3997.54]; _camera camPreparePos [8709.33,2918.15,36.55]; _camera camPrepareFOV 0.700; [color="Red"]_camera camCommitPrepared 5[/color] [color="Red"]~10 [/color] ;comment "10:39:34"; _camera camPrepareTarget [57489.33,-72549.63,-43607.45]; _camera camPreparePos [8725.89,2979.38,31.98]; _camera camPrepareFOV 0.892; _camera camCommitPrepared 7 ~10 ;comment "10:40:39"; _camera camPrepareTarget [45393.99,-90039.72,1858.80]; _camera camPreparePos [8730.37,2981.31,12.29]; _camera camPrepareFOV 0.472; _camera camCommitPrepared 8 ~10 ;comment "10:41:22"; _camera camPrepareTarget [34740.94,-93290.68,-7584.93]; _camera camPreparePos [8740.22,2958.53,1.58]; _camera camPrepareFOV 0.401; _camera camCommitPrepared 9 _camera cameraeffect ["terminate","back"] camdestroy _camera end1=true; exit; _camera camCommitPrepared 5 When you want to let the camera move from the first location to the next you can give it a time code here if you keep it at 0 it will jump strait away to the next shot ~10 This is the time it will take before it will go to the next shot This format is in SQS you can replace the shots with your shots and it will work however take note when you want to preview don't do it on the mission map but on the intro map or the cinema border will still show up. so it is best to take the shots directly in your intro section of the editor. The only thing you need to do now is just play around with it to take nice cam shots and tape it with fraps or a similar program for in game capturing. After that you can edit this in a program like camtasia studio or sony vegas pro, there are a few free versions out there to that you can use. or like koni said this is a good way to go also ... for some reason you can manipulate the cam better in SQF like targeting a car or a shopper, in SQS it seems to have problems with that kind of directions.... Kind regards
  9. yep just found that out while i was chatting with a clan member of hours. It took some time to get it figured out but he gave me the lines that I was missing, and putted it in a solid template script to work with so ill be fine ,thanks for responding :) kind regards
  10. KEVINMGXP

    Navy vs. Army

    He said clearly the sub will not be movable its a static thing, but however if you are making one go ahead knock your selves out :D kind regards
  11. KEVINMGXP

    They better have female soldiers...

    thanks thats a good find, however I would like to find an entire exact list would be easy to know then which countries do have combat enlisted females in the army and which countries only enlist at curtain brashes like logistics or combat fighter pilots helicopter pilots and so on, which i cant find atm its kinda strange .... kind regards
  12. KEVINMGXP

    ArmA3 Interview with Ivan Buchta by nordrassilradio

    :eek: maybe they poke and punch but they keep bounded to the project together :p
  13. KEVINMGXP

    Navy vs. Army

    No no you where reading it exactly as it was meant to be; are you sure about that? I though the marines are not flying the F18's only the navy as far as I can recall, besides that the link does not work .... fixed link: http://marines.mil/unit/mcasmiramar/Pages/default.aspx Ah i see good find hmmm I really thought the navy flew them not the marines but it looks pretty right good thing even better then so a replacement file would not be bad for arma2 thanks for the enlightenment hehehe your never to old to learn ha ;-) kind regards
  14. KEVINMGXP

    changing the gear (addon can become part of this ? )

    Well like now in ArmA2 the units are in a whole the gear is added by configuration file config.ccp (not exactly sure about the file I also just recently am looking in to it) in the pbo file. It is then attached on the unit, if the configs are setup differently like as not in ArmA3 standard configuration setups then it will be available in the old way like in arma2 the units will be there with the gear like the addon maker developed them with weapons layouts helmet and clothing textures + body Armour . When the addon maker would decide to do it with the new config setups for ArmA3 you will probably be able to select it trough the menu. but at this point we are not actually sure how this is going to work out .... edit: thought of an other option, it also might be so that it is mission dependable so that the mission/campaign developer needs to make the option available by adding it in config.sqf and such kind of script files. kind regards
  15. KEVINMGXP

    USS Nimitz CSG Template

    hes working on the animations but he stated he had problems with it to get it right as said on the first page ;) kind regards
  16. KEVINMGXP

    Navy vs. Army

    and the Fixed wing aircraft F35B, better setting would be the F18 from meatball ;-) maybe a good id for a replacement file :D edit: however the F18 is not flying on the USMC but its more personal taste :p
  17. I actually ask my selve is it even something worthy for OT discussions common :D rofl hah IE users are having lower IQ's I always knew it :rolleyes: I knew iiiiit .... sorry could not resist :p
  18. KEVINMGXP

    ArmA3 Interview with Ivan Buchta by nordrassilradio

    don't worry about your English mine is not that good aether ;-) ... I see I think I get this, but on the other hand I also think we need to just let the community do it. If you take a closer look at it this should cost tons of time and recourses that bis better puts in other things. The creativity of the community stays alive that way, I have some things that I would like to see in ArmA3 on standard release because I think such things are better don by them, this way the community can build on it but former stuff from e.g. Operation flashpoint cold war crisis, Armed Assault and ArmA2 etc etc can be ported by us ... kind regards
  19. KEVINMGXP

    Social Engineering Scam

    I went rofl, could not stop laughing with that guy seriously this is good stuff +1
  20. KEVINMGXP

    Navy vs. Army

    Source: http://en.wikipedia.org/wiki/Carrier_Strike_Group Their is a lot more to read on that page about the Us Navy if interested link is above .. Other Sources: http://www.militaryhomefront.dod.mil/ http://www.carson.army.mil/pao/Deployment%20Page/deployment_information.htm Now that all said I think there is so many things out that we can ask but how many can we actually ask? Maybe DLC's? But out of the box on release I don't know,, it would be to way to much think about it ;-) and a other good thing said already is guy's its still a game and we also have a modding community don't forget that ..... kind regards
  21. KEVINMGXP

    They better have female soldiers...

    Who knows, I am not entirely known to which country's don't allow females to enlist in the army or even to do duty for their country in any form. But I feel if an individual is fit and mentally able to defend or to serve their country they need to be able to do so. but just for the fun of it ill look it up which county's don't allow it .... edit: this is what i can find so far i cant find a direct exact list but ill look in it deeper later on ... uhm looked for hours now this is funny I can find a entire list of countries without military forces but I cant find an exact listing of countries that enlist females in the army :o ?????? lol I know Belgium and the Netherlands also enlist females I do not think wikipedia has entirely correct info ... Female allowance to serve active duty: source wiki back on topic ... The point of having female soldiers in ArmA's 3th installment is just something I like to see because I like to be in the editor and make some footage to edit it again in vegas, but like I said I think the chance of it is pretty small because of the skeletons and animations. They might add it later in a DLC or maybe never but at least I am open for it when they will bring such a feature to the ArmAverse. I don't see any harm and it will add something different then the usual. kind regards
  22. KEVINMGXP

    They better have female soldiers...

    Ive would of give you the benefit of the doubt. You say I am unlogical? Like the person before me already said your calculations have zero meaning and you are basing these facts on what? WW2? People where still multiplying in that global war like rabbits mate, humping like crazy for the love of god ... I have been reading more biography about deaths in wars then you can count on your 2 hands in Europe alone there where more deaths amongst civilians then soldier casualties in the past 2 centuries not only that European wars where the most devastating things on the entire earth so far so let me try to put this nicely you are NOT making any sense at all ... Even to add some extra after all those past wars we have had so far, the global population is growing at a higher rate then ever so what you are saying is just uhm bull :/ and to be totally clear wars will never be banned out of our lives we can dream on it but it will never happen. And don't try to contradict it with something like "If we would not lose females we would even multiply faster." I will just contradict it with HOW are we going to feed the mayoraty of the population then huh? (which will not mean that it justifies war in any way!) but we are barely able to feed the population as it is now look at Africa mate, they are starving to death ..... A front-line is a line where soldiers try to push the enemy back as far as I recall we live in 2011 but like you put it above, thats sector controlled warfare it is not even constant. This means guariallia warfare! A field of action is not a front line these days we did not had a global front line anymore for more then six Decenniums. 1 what link? and 2 global warfare ... can I ask you where do we have a global war? .... as where we stand now in this world a global war will not happen very soon on the scale like we knew it at the period of WW2 or we will have to see a mayor shift in how coalitions/alliances are formed at this point. For the record I did not stated anywhere that I am agreeing with you, I however stated that I can understand some views said by DMarkwick and others you where amongst them. The perception on your concern on humanity to survive and not able to survive because to many females will be on the front lines, I responded on that you don't need to worry. And also the perception on the mere fact how men react when a female takes a bullet but you should read whole the paragraph where I also say that when people react dumb and without thinking they need to be considered combat ineffective. It is not because I say I can see and understand your pov that I agree on it, those are 2 different things. Don't read what you want to read just to feel right about things you have said. Besides that I also thought I said that I like to put this thread back on topic but in stead you are bringing this whole thing WAAAAY OFF TOPIC so my final question would be are you willing to start a own thread or are you planning to hijacking this one? .... kind regards
  23. KEVINMGXP

    ArmA3 Interview with Ivan Buchta by nordrassilradio

    Eh? Now if bis can make the content up to par to the new engine they will have it. So is it in real life mate! some units can change gear like specops others are restricted to use standards issued gear some weapons can be customized other weapons will not able to do so, some aircraft have countermeasures others aircrafts are in fact not geared for it. So from my pov i don't see a problem with it as long if it is up to par on the new engine requirements and thus everyone will be happy on the so highly discussion that bis decided to take a more newer approach .... kind regards
  24. KEVINMGXP

    ArmA3 Interview with Ivan Buchta by nordrassilradio

    I see, where you pointing at. However why let bis do it while we have wolle's team that is doing such a good job at it .... Anyway I still have the old ofp installed and I still play it when I want to go back where it all started. However I think it would be nice to see it all at one place in the latest installment Cold war assault Armed assault ArmA 2 with all the campaigns and islands and units in ArmA3 gimmi gimmi :D
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