xeno426
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Everything posted by xeno426
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Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sixth item. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Did you read the readme? -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That exact same question was asked not two pages ago. Simply move the "MH60S" from the "BIS MH60S and Iranian iran_ab212asw torpedo armed chopper" to another entry, like the line that has "mando_missile_path+"huds\mando_hud_lift.sqf" -
Cluster Bomb pack Beta Release 1.0
xeno426 replied to NutzMcKracken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That is another unacceptable problem with all the current cluster bomb scripts I've seen (besides this one). If just one bomb causes such a huge slowdown for several seconds, having a couple people release multiple bombs over a period of time would be unplayable. -
Cluster Bomb pack Beta Release 1.0
xeno426 replied to NutzMcKracken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Glad to see you're still around, though. The big reason I like this mod is because all the current alternatives for cluster bombs use scripting to do it, and the scripts cause massive slowdown on weapon impact, making them absolutely unusable for any kind of MP game. -
Another second for this. A regular version would be great.
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I second this. An updated Chally would be great.
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Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have b97 -
Cluster Bomb pack Beta Release 1.0
xeno426 replied to NutzMcKracken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry to dig this thread back up, but has there been any further development? -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Say Mando, whatever happened to that change to the TV system that would show the zoom level as a value of magnification rather than a percentage of current zoom? And can you increase maximum zoom? The zoom on the AH-64's camera mode is considerably higher than what you allow. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Huh, the one I have doesn't have that error. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ooo, what file is that in? -
Well, I fixed the issue with the UH-1Y lacking countermeasures. I also improved its code so that it isn't so bloated. See first post.
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More Thermal Scopes and Zeroing
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Update to mod that fixes Muecke's problem (and a couple others as well). See first post. -
Can anyone else confirm this? I've never heard of this function before.
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More Thermal Scopes and Zeroing
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, not sure offhand why that would be happening. I'll do some tests and see if I can't fix it. Does this happen with the ANZINS version, or just the vanilla version? -
FRL Airforce Addons release thread
xeno426 replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If he didn't require OA then you would get errors when you used the weapons, as they make use of OA's new countermeasures code. -
FRL Airforce Addons release thread
xeno426 replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Isn't that intended? -
This mod is no longer supported. All the changes it added have now been included in Vilas' mods, found in this thread. Specifically, the updated AKS weapons pack can be found here, with the config file here. The Western Weapons Pack can be downloaded here. The purpose of this mod is to update Vilas' West Weapons Pack (http://www.armaholic.com/page.php?id=10353) and Russian Weapons Pack (http://www.armaholic.com/page.php?id=9218) to Operation Arrowhead standard. Among the things updated are the inclusion of OA's new zeroing system for weapons that should have them (to the best of my knowledge), new icons for all weapons that Vilas didn't already provide icons for, a few new sounds for several weapons (APS, APB, M60, M60E3, RPG-22, RPG-26, SKS, G3, AS Val, FN MAG), improved and cleaned up the text from the mod and made it easy to add additional language support, and finally the disposable launchers (RPG-22, RPG-26, RPO-A) make use of Inko's Disposable Launchers system. The names of a few vanilla BIS weapons were changed to help to both distinguish them from their Vilas counterparts and to give them more accurate names. The BIS RPK is now RPK-74, BIS FN FAL is now FN FAL 50.63, A small bug with the Galil ARM was fixed that caused it to fire extemely slow (at about 65 rounds per minute). It now has the correct fire rate. The following magazines have been added or changed: A 75-round 7.62x39mm drum magazine for the RPK added A 50-round 5.56x45mm box magazine for the Galil ARM added FFV502 HEDP round added to Carl Gustav The PYa magazine contains 7N21 rounds, which have a much higher peak pressure (and thus muzzle velocity) than the NATO standard 9x19mm rounds. More info can be found here under "SP-10" The BHP magazine has been reduced in size to 12 rounds, as most military accounts have stated they only loaded that many rounds to reduce feed problems and spring issues This mod requires the following mods: Vilas' West Weapons Pack: http://www.armaholic.com/page.php?id=10353 Vilas' Russian Weapons Pack: http://www.armaholic.com/page.php?id=9218 INKO Disposables: http://www.armaholic.com/page.php?id=6973 New armory library entries are from either Wikipedia or world.guns.ru, so special thanks to them. Known issues: Due to my limited monolingustic capabilities, the mod is only available in English. If anyone is interested in providing a translation, I have provided the strings table file (can be opened in Notepad). I will gladly add any translation to future versions of the mod with due credit. Several of Vilas' weapons are not shown in the Armory; this is intentional. They are still in the mod, but do not show up in the armory to help reduce the amount of duplicate weapons that show up. Examples include the AKM, AKS-74, and PKM. When the RPG-22 and RPG-26 tubes are dropped (as part of INKO Disposable), the ground model is the RPG-18. This is because, for whatever reason, the actual RPG-22 and RPG-26 models don't actually fall to the ground when dropped but instead float away from the user at a perpendicular angle to the ground. This is outside my ability to fix, as the model itself would need tweeking. Note: I make no claim on the icons or text entries in this mod. If Vilas, or anyone else, wants to use the icons or string entries in their own mod, please do so, just give credit. In fact, I very much welcome Vilas to use anything he wants from this mod in his next release. MediaFire mirror: http://www.mediafire.com/?2beqa8amfq0143u
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Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If this is a question about what weapons units in a Vilas mod uses, you're best asking in his thread. As I stated before, this mod is no longer supported. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I was 'herpin in my post. The class names for the regular Galil is "vil_Galil" and the ammo it uses is "Vil_35Rnd_556x45_G" and "Vil_50Rnd_556x45_G" The readme files that come with Vilas' weapon packs (readme_west_pack.txt in this case) contains all weapon and magazine class names used. Well, this entire mod is now obsolete. All the changes in this mod have now been incorporated into the latest versions of both Vilas' weapons packs, so you'll find better support in his thread. If you're talking about the weapons in the vanilla game, you can find all those on the ArmA Wiki. The M4's in the WWP are all original M4 (not M4A1); they have no full auto setting, having instead a burst fire mode like the M16A2. To directly answer your question, all the M4A1 class names are M4A1, M4A1_AIM (this is the CCO), M4A1_AIM_CAMO, M4A1_RCO_GL, M4A1_AIM_SD_CAMO, M4A1_HWS_GL (this is the Holo), M4A1_HWS_GL_CAMO, M4A1_HWS_GL_SD_CAMO, and M4SPR. OA adds M4A3_CCO_EP1 and M4A3_RCO_GL_EP1. -
Can you provide references for that? I've got multiple people saying different things, and in the lack of evidence to support any one side I'm going to go with "it's cooler if the commander has TI."
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So, these vehicles should not have any thermal imaging? Um, wow. I don't know how I missed that. I based that off these three posts from this thread. The gunner-like optics as green is according to this post in that same thread. I've never heard of that key function before. As far as I know, [R] is default to reload or fire countermeasures. Where is this function located?
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Am I the only one who disliked the futuristic approach?
xeno426 replied to ray243's topic in ARMA 3 - GENERAL
Well, it's the F-35B, not C. The C is for the Navy. SCARs are in limited service, but only with special forces. They were originally requested by the Marines, hence the Mk designation system. For PMC, the XM8 was already in the game from ArmA2, which itself I found baffling. Their other equipment, though, exists; the AA-12 shotgun is available for private purchase, so it's not implausible for a PMC to acquire them for CQC maneuvers. The Ka-137 is also a real vehicle, though there isn't much info about it online besides that its first flight was in 1998. Again, though, a few small UAVs are not something you would never expect a large PMC to purchase. So really, the Su-34 (only a handful have yet been built) XM8 and F-35 are the only truly out of place equipment, with the distribution of the SCAR as the other bit of inaccuracy that's really noticeable. The problem I have is that this constitutes a fairly large tone shift in ArmA. OPF/ArmA have traditionally been about being a realistic milsim with a few embellished or slightly anachronistic vehicles and weapons, but nothing that really jumped out at you or couldn't be fixed by a small config mod (like giving US Army forces M16/M4's instead of SCARs). For highly speculative weapon and equipment choices, Modern Warfare and Battlefield 3/Bad Company 2 already deliver that. -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm afraid I do not know exactly how the Dispersion value translates to in-game behavior. Obviously higher equals less accurate, but to what degree? I just kept the values the gun originally had. Dexterity is how fast you can change weapons; it has nothing to do with gun accuracy. Higher values mean a slower transition.