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xeno426

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Everything posted by xeno426

  1. I've seen something similar to this before, but I don't recall what the fix was. Can you post the exact error message you get? It sounds like you're not loading in with a required mod or file.
  2. Updated 30 July, 2011 These two mods add more thermal scopes to the OPFOR side and add Zeroing to more ArmA2 weapons that should have it. The Thermal Scopes mod isn't meant to be realistic, as it gives the thermal imaging to FN FAL with the PVS-4 scope and to the NSPU version of the SVD. It's purpose is simply to add thermal sights to more OPFOR weapons than just the AK-74 GOSHAWK. This mod adds the Thermal scope to the FN FAL AN/PVS4, SVD NSPU, and rangefinder binoculars. It also modifies the Metis launcher so it doesn't force you into thermal mode anymore. Its default mode is thermal, but you can now toggle betwen thermal and regular optics. The Zeroing mod, however, is supposed to be a bit more realistic. Comments as to what weapons should really have a scope adjustment feature are welcome. This mod adds the ability to zero in sights has been added to the following weapons: SVD (and variants), KSVK, VSS, XM8 weapon family, DMR, Mk12 SPR, AKS-74 PSO, AK-107 PSO, AK-107 GL PSO, M249 TWS, PKP, all Mk.16 variants without ACOG/RCO sights, all Mk.17 variants without ACOG/RCO sights, MP5, MP5SD, M4A1, M16A2, M16A2 GL, M16A4, M16A4 GL, M240, M249, M249 Des, FN FAL (and AV/PVS-4), Lee Enfield No.4, G36C (and variants), PP-19 Bizon (and SD), AK-74, AK-74 GL, AKS-74, AKS-74U, AKS-74 NSPU, AKS-74 GOSHAWK, RPK-74. Weapons with RCO sights are now zeroed to 150 meters. Weapons with ACOG sights are zeroed to 100 meters. Server keys are included in the files. Thermal changelog: Zeroing changelog: Mirrors: - Armaholic: TGW Thermal Scopes v1.3 - Armaholic: TGW Zeroing v1.33 - MediaFire: TGW Thermal Scopes v1.3 - MediaFire: TGW Zeroing v1.33
  3. xeno426

    TGW Vehicle Fixes

    Unpack the Weapons.pbo file and look in the config.cpp for the two weapons the Tunguska uses (9M311Laucher, 2A38M) and make an entry for them in my mod's config.cpp. All you need to do is properly define the parent classes and then set the value of magazineReloadTime to whatever you want.
  4. xeno426

    TGW Vehicle Fixes

    Indeed. Feel completely free to re-release such an edit with your own bikey. I only request that you retain the original readme (rename it to something like "original_readme") and give proper credit. Otherwise share and share alike.
  5. ACE and MMA have always had issues with the Javelin, it seems. Every ACE update breaks the damn thing in MMA. :/ It might be better to simply disable MMA for the Javelin.
  6. xeno426

    TGW Vehicle Fixes

    Ok, updated the file. See first post.
  7. xeno426

    TGW Vehicle Fixes

    Hmm, I think I've figured out the problem. Can't test it right now, as I'm rather busy getting ready for a final tomorrow. I'll try to get a fix out this weekend. As for the reload times, I'm not sure I should touch those. It is curious to note that no other weapon system in the game has a reload time anywhere near 240 seconds...
  8. xeno426

    TGW Vehicle Fixes

    None of my other entries for NVG are in quotes, and neither are any such entries in the BIS vehicles. I suspect that Ti doesn't even need to be in quotes, but it always shows up that way in BIS vehicles, so I copied the format.
  9. xeno426

    TGW Vehicle Fixes

    That's really strange. class 2S6M_Tunguska : Tank { class Turrets : Turrets { class MainTurret : MainTurret { turretInfoType = "RscWeaponRangeZeroing"; discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000}; discreteDistanceInitIndex = 2; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {2, 3}; class Turrets : Turrets { class CommanderOptics : CommanderOptics { turretInfoType = "RscWeaponRangeFinder"; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; }; }; }; }; }; As you can see, the coding is there.
  10. That's likely an issue with the impact FX used between the D10 shell and the 2A20 shell.
  11. You could, but you'd run into problems depending on how you did it. If you did it through scripts, you could have the weapon swapped out as part of the mission (which doesn't require any kind of author permission any more than swapping the weapons out on a soldier). The problem with the script approach is that animations like gun recoil are linked to a specific weapon in the vehicle's config file; you'd have the new weapon, but none of the proper animations would play. The big advantage of this setup, though, is that the change is held in the mission file, so it's easy to disperse to all players connecting to your server and there are no extra mod files anyone needs to download.. The other option would be to write your own mod that has Vilas' mod as a requirement, and have your new sub-mod change the required code lines. This has different issues from the one above. First, distribution is more a problem, since ArmA doesn't have any kind of auto-download system for mods, and making sure everyone using your mission has the mod means encoding the mod requirement into the mission file. Second, you can't use this mod on servers that require signed mod files unless that server has explicitly allowed your mod, which requires you to create a custom bikey for it and compile the mod to produce an associated bisign file. Finally, you will likely have to get the original modder's permission to make such a mod; personally, I don't see a problem with it because you are still requiring the author's original mod files to work, but people get uptight about those kinds of things.
  12. The problem you're going to face is that the weapon config must explicitly state what magazines it can use. Unless Vilas--for some reason--has the T-62's 2A20 cannon using D-10T rounds, simply giving the T-55 rounds to the T-62 will do nothing. It's like giving a character AK-74 rounds when he has an M4; he'll have those magazines, but he won't be able to use them.
  13. xeno426

    TGW Vehicle Fixes

    Hmm, have you tried testing with no other mods active? Game mode should have no impact on that.
  14. xeno426

    TGW Vehicle Fixes

    Cool. Let me know if any issues crop up. I've tried to keep things relatively balanced, which has meant breaking realism at a few points (Mi-24P and Mi-24V don't actually have thermals and the Mi-24D has no NV IRL).
  15. xeno426

    TGW Vehicle Fixes

    The only server-side effects would be the changes to non player-controlled AI behavior and vehicles. Clients that aren't running it will (obviously) not get the benefit of the added NVG, thermal systems, launch warning and other added stuff that have been added to vehicles. Otherwise there shouldn't be any dependency issues that I know of. I'm not sure if clients that are not running the mod will be able to get the benefits of the added functionality of the edited vehicles if the server is running the mod, though I suspect not. Server-spawned M6 Linebackers should have the modified loadout, though.
  16. xeno426

    TGW Vehicle Fixes

    /facepalm That would be because I forgot to actually create a new bisign for the file. The .bisign in the folder is for the old version of the mod. I've updated the file now to version 1.551, with the correct bisign file.
  17. xeno426

    TGW Vehicle Fixes

    There's nothing in my mod that changes the way those weapons work, so it must be an interaction issue. For completeness, here's the code for the Mi-24's in my mod. class Mi24_Base : Helicopter { incommingmissliedetectionsystem = 16; lockDetectionSystem = 8 + 4; }; class Mi24_Base_RU : Mi24_Base {}; class Mi24_Base_CDF : Mi24_Base {}; class Mi24_D : Mi24_Base_CDF { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal"}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; class Mi24_Base_TK_EP1 : Mi24_Base { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; class Mi24_P : Mi24_Base_RU { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; class Mi24_V : Mi24_Base_RU { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; };
  18. We're still looking for a skinner to help with the FM-80 model as well.
  19. xeno426

    TGW Vehicle Fixes

    New version. See first post.
  20. xeno426

    Improved BRDM2 units

    Later Soviet ATGM squads that used new weapons, like the AT-4, disposed of the RPG-7 since those ATGMs don't have anywhere near the range limitations. I'd also point out that the AT-4 could be removed from the bipod and shoulder-launched, so it might be useful to also make it a weapon similar to the AT-13 Metis-M. With regards to dependencies, I think your static launcher models rely on some textures in the other mod file. I can't be sure, though, since changing mod dependencies and texture locations was one of the first things I did. :/
  21. xeno426

    Improved BRDM2 units

    I'd support this. The actual AT-3 launch system was a 3-man team; one guy carried the sight and control equipment, and the other two each carried two missiles. The case the missiles came in doubled as the launch base. The other two guys would also carry an RPG-7 with a couple rounds, since the AT-3 had a rather large minimum engagement range. Oh, on the topic of the Malyutka, I managed to fix the cursor drift in the version the Iran mod uses. I could send that one to you if you'd like.
  22. I'm currently in the midst of finals, so it will have to wait until next week.
  23. All groups can be found in the IRAN_Groups.pbo file. Here's a list of them. All the following are from the IRAN_Army under the Guerrila side. From the 77th Inf Division (class Infantry_REG): [list=1] [*]Iranian_Squad [*]IRAN_77_Weap_Squad [*]IRAN_77_Section_AA [*]IRAN_77_Section_AT [*]IRAN_77_Section_MG [*]IRAN_77_Section_SniperTeam [/list] From the 64th Inf Division (class Infantry_CON): [list=1] [*]Iranian_Squad [*]IRAN_64_InfSection [*]IRAN_64_Section_AT [*]IRAN_64_Section_Patrol [/list] From the 23rd Commando Division (class Infantry_Com): [list=1] [*]Iranian_Squad [*]IRAN_23_Weapon_Squad [*]IRAN_23_Section_AT [*]IRAN_23_Section_AA [*]IRAN_23_Section_MG [*]IRAN_23_Section_Sniper [/list] From the Motorized units (class Motorized): [list=1] [*]IRAN_64_MotInfSquad [*]IRAN_64_MotInfSection [*]IRAN_77_MotInfSquad [*]IRAN_77_MotInfSection_Weapons [*]IRAN_77_MotorizedPatrol [*]IRAN_23_MotorizedPatrol [*]IRAN_23_MotorizedReconSection [*]IRAN_VIP_PresMotorcade [/list] From the Mechanized units (class Mechanized): [list=1] [*]IRAN_64_MechInfSquadBoragh [*]IRAN_77_MechInfSquadBTR60 [*]IRAN_77_MechInfSquadM113 [*]IRAN_23_MechInfSquadMTLB [*]IRAN_23_MechInfSquadCobra [/list] From the Anti-Air units (class AntiAir): [list=1] [*]IRAN_2K12Battery [*]IRAN_Shilka_Platoon [*]IRAN_AAA_Platoon [/list] From the Armored units (class Armored): [list=1] [*]IRAN_TankPlatoon_Zulfiqar [*]IRAN_TankPlatoon_T72 [*]IRAN_TankPlatoon_OLD [/list] From the Artillery units (class Artillery): [list=1] [*]IRAN_HM20Battery [*]IRAN_2S1Battery [*]IRAN_M109Battery [/list] From the Air units (class Air): [list=1] [*]IRAN_Panha2091Flight [*]IRAN_AH1JFlight [*]IRAN_Mi8MTWFlight [*]IRAN_Mi8TBKFlight [*]IRAN_Shahabiz275Flight [*]IRAN_CH47Flight [*]IRAN_SU25_Squadron [*]IRAN_F14FighterSquadron [*]IRAN_F4CASSquadron [*]IRAN_C130Squadron [*]IRAN_An72Squadron [/list] All the following are from the IRAN_IRGC under the Guerrila side. From the Infantry units (class Infantry): [list=1] [*]IRGC_Squad [*]IRGC_InfSection_AT [*]IRGC_InfSection_MG [*]IRGC_InfSection_Mortar [*]Quds_Squad [/list] From the Motorized units (class Motorized): [list=1] [*]IRGC_MotInfSection [*]IRGC_MotorizedPatrol [*]IRGC_MotorizedATSection [*]Quds_MotInfSection [*]Quds_SpecialForcesPatrolSepher [/list] From the Mechanized units (class Mechanized): [list=1] [*]IRGC_MechInfSquad [*]Quds_MechInfSquad [/list] All the following are from the IRAN_Navy under the Guerrila side. From the Naval Infantry units (class Infantry_Navy): [list=1] [*]Iranian_Squad [/list] From the Naval Aviation units (class Air): [list=1] [*]IRAN_AB212Flight [*]IRAN_ASWFlight [*]IRAN_Mi171Flight [/list]
  24. xeno426

    TGW Vehicle Fixes

    What's wrong with them?
  25. The pilot's monocle? Nope, not possible as part of how the game itself works. For the copilot? The only way is to set your TrackIR to mouse movement. :(
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