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Tisor

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Everything posted by Tisor

  1. Tisor

    Max LAPD (WIP)

    Don't lie. "TISTECH" stands for Tisor Technology and this was made for Arma 3 Life. Same stands for the lightbar and lightbar scripts. Evidence: http://i.gyazo.com/d4fe3aef24506f6fab6b412d2b3625f8.png As you are taking part of MANW with this mod, I ask you to remove all the content from Arma 3 Life, Phelps (former A3L modeller) or me (I mean, full crown vic) or we will make contact with Bohemia Interactive's staff.
  2. Tisor

    Max LAPD (WIP)

    Ey Maxjoiner, just asking, where did you get that model from? I can recognized some parts of it are made by me... http://i.gyazo.com/b5c0091024616d741ee2cdfc6ac03301.png (155 kB)
  3. No, you don't get it. If you want to slip left, just push the cyclic a bit to the left and take it back to its normal position. If you keep pushing to the left, the helicopter will keep turning to the left it self making a 360º over his longitudinal axis. Is hard to explain but yeah, Arma is working good on this. If you want to go sideslip, just bank left a bit and get the joy neutral. The helicopter will be sliding. When you want to stop, then go to the other side before it stops... And if you think this is difficult, give it a try to Take On Helicopters with HTR flight dynamics... and you'll see ;)
  4. You are wrong. In real life, when you push the cyclic to the left, then the helicopter will bank to the left and it will keep its banking position until you push to the right to correct it. Is about the basics of flight dynamics. They are correctly simulated, the thing is you are not use to the joystick and its giving you wrong impressions. Look around on google to basic helicopter flying and you will see how it works.
  5. As I can see, tio1, tio2 etc... are variable names, not strings... so, why must they go into quotes? The problem here is that Arma is reading the init.sqf from another mission and not from the one Icaruk is testing... that's the real problem.
  6. Edit: I come with a workaround of Franze's script with Draw3D for the icons and now it looks "nicely". But found another difficulty: selectionPosition is working nicely for wheel axis, and that's ok for the wheels. But when it comes to another things like lights, glass or engine, I would also like to get the position of those part of the vehicle to show the icon and the action for it. Is there any way to found them? Tried some things out but nothing worked. Original post:
  7. Tisor

    Next DLC and Expansion Speculation

    RopeX finally coming for that sling loading?
  8. ch47 animate ["ani_rampa", 1] -> Up ch47 animate ["ani_rampa", 0] -> Down
  9. Hi all. Thanks for your feedbacks. IMPORTANT NOTICE Due to compatibility issues, the FFAA Launcher is being removed. The mod can be downloaded as usual as a .zip file from our website.
  10. The moment has come. After more than one year of development (without anything that comes from previous projects) finally we can bring you the first version of FFAA MOD for Arma 3, the v6.0.1. This version is the result of a big effor to solve all the first bugs reported by the player of Spanish Simulation Championship. Without their help, this first release would not have been possible. Also, we show you our new website, http://ffaamod.es (At the moment only available in Spanish), where you will find the download for the mod as .zip file. This first version features the RG-31, the Chinook CH-47, the troops for BRILAT, MOE & FAMET and the weapons pack known by all. Here you have a short video: So, it's the moment to enjoy the mod. Share your opinions with us! Remember that the mod will be updated frequently, with new content and bug fixes! Visita http://ffaamod.es for downloading.
  11. Tisor

    Adding scripts to addons

    Yeah, of course it would work. The thing I dont remember is how to call it from ingame, but I'm completly sure it can be done.
  12. The ships wont be drivable for the moment and not in long term, as bohemia looks that's not gonna fix the geo problem due to engine limitations. Althought, a lot of work still needs to be done on the ships for their release so dont expect theme any close when the lite is release. First ground vehicles will come. Regards
  13. On hold until we find any solution to the big geometry meshs and so on.
  14. I have no information on that apart than the interior must be reworked. Will ask the team ASAP to bring you up this information. Thanks again for your support MistyRonin, very appreciated.
  15. Hi all. First, sorry for the long time since the last update, but I think is time for a good Situation Report of what's going on in the mod. So here we go: Actually the progress is good, pretty good. As you may know, the actual situation of the mod is on a closed testing stage, as it's being used in the Spanish Simulation Championship during the last month. This has bring to us, till now, 47 bug reports to our feedback tracker. At this moment I'm writing, we have about 5 bugs left to fix, apart from other minimum tweaks. That doesn't mean we are gonna release tomorrow, even next week, even within this month. The release date is unknown right now and will be until the moment we decide to put the thing up. In the other hand, I would like to give you a little peaks about the other things we are working on: Launcher After having found a lot of problems on the launcher, we finally were able to fix them and now we have a stable very early version of the launcher. It is working, but in a very basic way. The launcher will be reworked from scratch in the next weeks to make it compatible with new features we wanna introduce into the mod. New website We have been working on a new website design, more friendly and where you will be able to get the launcher and get in touch with all the updates and progress of the mod. It will be translated into english also, so the community will be happier :D FFAA Compatibility Addon A new developer, Kavinsky has joined the team. He is working on the "FFAA-Comp" part of the mod, which will give FFAA the hability to be compatible with the most commonly mods used around. At the moment, the TFAR addon compatibility has been completed, featuring custom radio skins and models for the mod. Also, work is going on for another addons like ALIVE, Combat Space Enhancement (Rations and medical systems), Tao's Modular Realism, ASDG Joint Rails, ACRE, JSRS... among others. The installation of this compatibilities will be managed via the new launcher. More information will be given in further updates. New BRILAT All the skins and models for the BRILAT are being reworked by the infantry team as they don't like some of the aspects on the actual ones. I don't have more information about this at the moment, but we will show WIP when we are able to. New vehicles Big part of the incidences reported via the feedback tracker are related to configs and so on, the last stages of the development chain. We have put all our efforts there, even I who had never on weapons configs and so on, to fix them ASAP. Thanks to that, the modellers team is working on full blast to bring up new models into the release. Eurocopter Cougar, NH90, Tigre, M250, Santana Anibal, Pizarro... those are some of the models which are being worked on daily to bring them into final stages. To finish this part, wanna share with you a pic of the interior for the VAMTAC, which has been reworked and is allmost ready for the beta tests! http://i.gyazo.com/4f6d782b00a6297fe7eed0972343be06.png (1169 kB) So that's all for today. We still alive and working. Remember we are the first who want to bring you the mod, so please, be patient! Regards in the name of the full development team Tisor FFAA Project Manager
  16. Never said was a public release, but a release for the championship, which was made in the estimate date (For the start of the competition). Don't gonna answer anymore as this is not the right place for that.
  17. You are the kind of guy to who we won't dedicate a minute, even replying to this post or even making the mod, but I'll do an exception: First: We are not two months back, even 0. We have not promise any release date, so, what are you talking about? It will be ready when it is ready, and it is not, so, I won't give any more explanations about this to people like you. Second: Of course, that was our April fools' joke, so yeah, I think we made a good job writing this post via Whatsapp for this little joke ;) Third: We do this mod for FREE, as a hobby, in our spare time. We don't get paid, you don't pay for it. What are you claiming? I've been programming the Launcher in my laptop with my girlfriend sleeping next to me, as an example of when we work in the mod: in our free time. We all have studies, job, familly, friends... looks like you don't have. Fourth and last: Things like this take our motivation for making the mod to the ground. Again, thanks for people like MistyRonin keeping the calm over here. PD: Well, if a forum read this, I think "put the rg31 through the anus" is not a very good word use in this forum... if you can edit his post and delete that words?
  18. Gracias por vuestro apoyo chicos! Thanks for your support guys.
  19. We have not said nothing because there is nothing to say since the last update. A lot of bugs are being corrected and the mod won't be release until we feel is ready for it. Actually, big bugs where found and they must be corrected before releasing to the whole community. @Lone.Wolf & @MistyRonin: Thanks guys for your understanding.
  20. It depends... actual plan is two different, but if Bohemia release before the ropeX stuff on PhysX (what I really doubt) we will have it dettachable.
  21. FFAA 6.0.1 Lite Looking out the window! Yes, we know it has been a long time without any update... but we had a good reason for it. We have been working very hard on the last details for the first pack we will be releasing, and it's almost ready! It's been tested now by the Spanish Community in the Spanish Simulation Championship, and the feedback is helping us to fix some bugs. In the other hand, work has been done on the Launcher, which is allmost ready after a lot of problems.. So, what does this mean? FFAA Lite is allmost here. We are fixing the last bugs and waiting for the approval of all the team, so they are happy with their work, to release the Lite version. This version includes: Weapons Pack Infantry: BRILAT, FAMET & MOE CH47 Chinook + Custom Rapel Script RG-31 MK5 Nyala Note: Maybe more vehicles could be included before the public release Here you can see a preview of the two vehicles. (Click on them for better image quality) Keep tuned! We are allmost there!! :D
  22. Tisor

    A storm is coming (Arma 3 Zeus DLC)

    Oh! I thought they were implementing finally RopeX into Arma 3... that could be a good reason for a countdown... buuuut, I'll keep on dreaming.
  23. The problem is that the geometry lod is limited to 60x60x60 if I'm not wrong... so, the Galicia is around 200m long I think, which is limiting the capability of making in drivable. We are expecting changes on that by BI or we'll have to make it static :(
  24. We found a big problem with the LHD, as the ArmA 3 does not allow such a big geometry, so for the moment we decided to focus on other contents while BI thinks if the wanna let the big things work or not. Regarding the launcher, only thing you will need to download manually are the launcher updates itself (the .exe). All the mod content will be updated trought the launcher.
  25. Good morning all! Situation update: The 3rd Spanish Simulation Championship has been announced, and with it, the FFAA 6.0.1 Lite version. It will be released in mid-February! FFAA 6.0.1 Lite will be featuring a limited version of the mod, including all the weapons (some of them still WIP and will be updated in further versions), troops and some vehicles, like the RG-31, among others. In the other hand, the mod will be ONLY available trought our new FFAA Launcher. The reason why we have chosen to create a very own launcher is the facility to us to release small updates without the need of uploading gigas and gigas of information to the network in a compressed file. With that option, we can just update one file and the Launcher will make the rest in the client computer. Launcher is programmed in Java so shouldn't be giving any problems in different versions of Windows. We will try to make the launcher available in both Spanish and English versions at the time of the release, but it is not priority. If we are not able, will attach a detailed "translation" on the process to update your files (Shouldn't be difficult btw.) Here you have a screenshot of how it is looking at the moment, while work still in progress: More information to come on the next days. Regards
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