pandur
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Everything posted by pandur
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AC-130 Script for ARMA2 (0.3)
pandur replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
OK here it is... After testing your AC130 in coop we stumbled across minor stuff, all in all it worked great. Especially for the team on the ground it was like the millennium New Year's Eve :D 1) even for the serverplayer the target camera shakes a little bit if you zoom in a lot. I'm well aware that this is most likely an arma/networkcode thing and therefore inevitable. Still it's absolutely playable and FUN. 2) When I applied for the gunner-coop seat I always got the message "Camera unavailable /..." - regardless of the flight altitude. Workaround was to close it and to use the action menu "camera view" and not the gunner-coop option. Minor problem, but I don't think that's the way you planned it. 3) My buddy (client) told me one time that the "N" button didn't work for him to switch to all the possible cameras. No big deal, because your panelbuttons around work well. I (server) didn't have this problem. 4) One time assigning a new target area didn't work for a while. Clicking on the map didn't change the target area. Got it working after closing the gunner view and opening the "camera view" again. 5) just an opinion of my buddies, they liked the old 40mm sound better. I didn't hear a difference though. They said it sounded more brutal/ louder (?) some versions earlier... To sum it up it was awesome to see you killing-machine in action. We enjoyed it a lot. Another good news: it also worked with the blastcore effects. That's it for now. More to come. Keep it up. -
Awesome weapons. Thx +1 WalrusMZ.
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ARMA 2 - Realistic Paradrop
pandur replied to DAP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice, thx a lot. was looking for something like that for a while... (3 years ;-)) is it possible to activate a steerable parachute somhow? (for human players of course) that would be very useful. -
TGW RAH-66 Commanche for CO
pandur replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
After using this great bird in two coop sessions (8 hours+ ;)) we found two things which could need some attention. 1) if a human-player as gunner closes the weapon bay it opens itself automatically after a couple of seconds. Not a big deal though. 2) after figuring out problem nr.1 the gunner wasn't able to select the hellfire anymore, although the bay was open and the hellfires where visually there. After restarting the level and not touching the weapon's bay option all was fine again. Anyway these are minor problems, I just wanted to mention them... We love this chopper the way it is and are really thankful for this update. -
AC-130 Script for ARMA2 (0.3)
pandur replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
:pet13: Awesome!!! No sleep for me tonight... Can't wait to test this in coop. I love the new hud. THX LDL! -
TGW RAH-66 Commanche for CO
pandur replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's great that way if you play with a human gunner, plz don't change. Maybe it's possible to make the AI gunner close the bay automatically if those weapons aren't needed at the moment and make him open it when missles are selected? If that's too complicated (and I honestly have no idea about it) second solution could be to give the pilot the option only if AI is gunner. What do you think? -
TGW RAH-66 Commanche for CO
pandur replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thx, all clear now concerning the textures. btw handling is great imho. most mod helicopters are responding way to aggressive in relation to their size/ weight (even with a saitek x52 pro) which results in unrealistic maneuverability. thinking about it I got another question: playing with an ai gunner I can't find a way to close or order to close the weapon bay... have a nice day Xeno426. :cheers: -
TGW RAH-66 Commanche for CO
pandur replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
:clap: Thank you for your work Xeno426 !!! One quick question : For changing the overall skin do I have to put this below into the helicopter's init line? (tried but got "missing ;" message...) did I miss something? hiddenSelections[]={"camo1", "custom_map"}; hiddenSelectionsTextures[]={"\modem_dkmm_rah66\data\rah66_body_co.paa", "\modem_dkmm_rah66\data\maps\desert.paa"}; -
Awesome! Thank you for this great addon. I love the new steam effect. (...any chance of getting the towing-tractor to work with Myke's F-16 addon?) Thanks again, have a nice day.
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THX for the response. Can't wait... (but have to ;-))
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Sounds cool, but what about custom maps? Is BC differentiating there also? Or will there be two versions? anyway EXCITING!:dancehead:
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same goes for the small blufor mortar...
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Rejenorst's Missions [SP/MP/COOP]
pandur replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
OK I understand. But isn't your (btw really cool) companel the most complicated code-script-thing in your mission? Because that wouldn't be needed in a MP mission, where one plays the pilot and the other the gunner. That's what I meant originally. But maybe I don't know enough about it. Anyway good mission I enjoyed playing it and recommended it to all my friends, thank you. -
Rejenorst's Missions [SP/MP/COOP]
pandur replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
THX you, nice mission! any chance of getting a MP version, so that we can play it with friends? -
Raunhofer's - Island Project 3
pandur replied to Raunhofer's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I liked Thirsk a lot. Can't wait for this one. THX -
WIP: Stuff you are working on 2!
pandur replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
An update for the Nimitz? -
I'd agree here: "the lingering dust, and smoke, when it disappears quicker then norm destroys immersion of the game" and "spark effects have a very very small viewable radius" but the "'holy fuuuuu moments'" are definitely there for me. Buddy of mine was grinning like a shark when I showed him the new artillery impacts. Without Blastcore Arma would be -25% fun imo. Does anyone know how I can go around this "White Phosporus" problem?
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...using you latest update I got a CTD and several freezes. I played around a bit and could localize the "source of evil". ;-) The Bradley pbo from 210511 causes the game to crash 100%. I removed it and replaced it with the older pbo from 090311 and all was fine. Apart from that all seems to be fine... Best combination for a nice evening: Blastcore, some buddies, beer and your brand-new artillery sounds.
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:292: Wicked explosion sounds!!! Good work! If I had one wish for Christmas next month, I'd ask you to put a little bit of the original mortar sound into yours. I'm talking about the whistling sound shortly before the mortar shell hits the ground... I'm missing that a bit. THX for sharing those awesome sounds!
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Hi Opticalsnare, Your new masterpiece is far better than cinema :popcornsmilie: I just had 2 hours full of fun and beer checking out all your new stuff. Very impressive!!! But one thing is unfortunately mixed up now... If I call in White Phosporus (using the som module) I get HE shells instead. (Blastcore deactivated and all is back to normal.)
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ARMA 2: OA beta build 81423
pandur replied to -GLT-Sarge's topic in ARMA 2 & OA - BETA PATCH TESTING
If you're the driver/commander of a vehicle sooner or later all your subordinates around you align to the direction the gunner is watching. Happens after a few minutes, especially after enemy contact. (If you have an AI gunner who is scanning the area, that means constant moving of your subordinates instead of fighting.) Could you please look into that matter? This bug is as old as Arma2 itself and makes me... -
:622: ahhhhh better than WAGNER! Can't wait for your arty and mortar sounds...
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Backpacks in description.ext
pandur replied to Alwarren's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thx that helped.