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Everything posted by evil_brownie
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RKSL Studios - WIP Discussion
evil_brownie replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey Rock, A few days back i started to wonder something. Will your Tornado have a variant with JP233s ? -
Arma 2 Addon request thread
evil_brownie replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
for berms or breaching, yeh you'd need specialized objects that react to a frontal impact, much like the signs or rolled wire, which flatten immediately. Clearing mines (easy if you just allowdamage false to any armored BIS vehicle; or any other fully enclosed vehicle for, for instance, JTD's mines since they have shrapnel) Or create a special vehicle that "somehow" only takes damage from sth other than mines, if that is even possible. -
Arma 2 Addon request thread
evil_brownie replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Not exactly, as you don't exactly have a mine clearing vehicle in arma, unless you cheat and make an invicible vehicle to drive other them :D -
M109A6 Paladin v1.1 (UPDATED)
evil_brownie replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yup, gave it a go and yes, the firing sound depends on the charge as you said, as well as the driving and idle being a bit louder, which is nice :) -
Arma 2 Addon request thread
evil_brownie replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The FFAA weapons has a pretty good mossberg 500 with slugshot rounds, and a nice sounding pump action between shots. I know, it isn't top-notch and isn't what you want but give it a go :) you won't be disapointed. http://www.armaholic.com/page.php?id=6748&highlight=FFAA+WEAPONS Why yes there is. Gnat's Frigates has an OPFOR frigate + a nice ka27, but if you think it's a bit overkill, and who can blame you ;p you can always use attachto to stick some static guns and searchlights to a pbx or any other boat with opfor troops in it for an improvised patrol boat. http://www.armaholic.com/page.php?id=11908&highlight=WAVES -
M109A6 Paladin v1.1 (UPDATED)
evil_brownie replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I guess i'll give that a go for the small adjustments instead of, as you pointed out correctly, "blind firing alone". :D -
M109A6 Paladin v1.1 (UPDATED)
evil_brownie replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, ballistics are on your side using that manual adjusting: if the shot is forwards of where it should, give the barrell a small nudge upwards and you're there :] Ahh okidoki, makes sense that a less powerfull charge would make less noise. -
M109A6 Paladin v1.1 (UPDATED)
evil_brownie replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just gave it a quick spin, i liked the manual gun adjusting in the gunner seat, made it easier to adjust the shot location ;) All i need now it to wait a little while longer for what i've requested and i'll be a very happy, one-man-artillery-team :D EDIT: Also, i would've sworn the gun sound level is lower, is this true or i'm imagining it? -
Mando Missile ArmA for ArmA 2
evil_brownie replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
And yet the gunner's only there to control the laser-target-thingy :rolleyes: as you can't even use the rockets on gunner seat. That is true though, as a vanilla vehicle, it works fine. -
Mando Missile ArmA for ArmA 2
evil_brownie replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I see. Given your explanation and as you said, the problem in the UH60 is probably the same. Don't understand why they would use a different config system for that one vehicle, but anyway, thanks for the clearing up guys :) -
Help with Lifting Script
evil_brownie posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello everyone. I'm working on this script and i'm kinda running out of ideas to get it to work as i intend. I admit, it is an expansion of the BTC lift script (as my scripting skills aren't that great and all i wanted is to expand it a bit, since it was simple and very good, to fit my needs) Given that, this is my work so far on it: Now what i want to add is the ability for the given aircraft (plus the ones i still have to add) to airlift boats (namely RHIBs and CRRCs) and some static objects, like containers, to give it a true VERTREP feel. Adding a "gravity system" to bring stuff to the helicopters relative AGL level 0 would be nice (so one could put stuff on top of a building, instead of going through it :D) (this obviously only for static things like the artillery / objects, as vehicles tend to fall automatically (but not objects, thanks BIS for your flawed logic :D) Reason why i'm doing this (completely pointless to whoever reads this): RAV's Lifter doesn't work with GLTs MOAB for some unknown reason (confirmed) and well..., it f'ed up the flight controls of the RAF_chinook addon (have no idea why but not entirely a problem) -
Help with Lifting Script
evil_brownie replied to evil_brownie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I had tried out something only using || to select the different classes, the only problem was that i forgot to add the static class to one of the lines, efectively disabling the ability to lift those objects. I fixed it already and i can now lift all of the objects i wanted :) Last two things that this needs to be completly awesome is a working gravity system (next on my to do list ;))and maybe putting it somewhere so you wouldn't have to put it on all missions, sort of like an addon, but that's another matter. -
Mando Missile ArmA for ArmA 2
evil_brownie replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry for double post but i thought this was pertinent. Will the new version correct a couple of bugs i found using mando, namely: The BIS Wildcat AW159 (which has the cannon and CRV7-PG rockets) has the pretty nifty mando tv camera, but for some reason using the camera just once disables the ability to use the cannon anymore. And secondly, the STI UH-60 pack, which also is mando compatible, particularly the hellfire and ffar variant that has a similar bug. as pilot, you can use ffar and activate the hellfire mando cam. As gunner you can either use hellfire cam or the default way BIS locks on targets by zooming in them. I admit the uh60 issue could "probably" be solved if it had a manual fire option, to switch weapon usage to the pilot (not a mando problem i know, i have sent a PM to the author about it) as for the wildcat, i don't know why it removes the ability to use the cannon. -
Help with Lifting Script
evil_brownie replied to evil_brownie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, after receiving some rather unfortunate news :( I finally managed to make an easy gravity system only for static cannons (like the M119, but pretty sure it'll work on the rest, i'll test it out later today and then edit my post here) (Rest of vehicles still fall normally). Also it's instant fall to ground and unfortunately goes through buildings, but it's a start at least to make me happy. DetachCargo.sqf lifted = 0; _chopper = vehicle player; _chopper removeAction SganciaActionId; detach cargo_lifted; sleep 0.01; if (cargo_lifted iskindof "staticcannon") then { cargo_lifted setPos [getPos cargo_lifted select 0, getPos cargo_lifted select 1, 0]; vehicle player vehicleChat "Vehicle dropped"; }; I'll probably have a look at the Lifter coding for ideas on how it works for keeping stuff on top of others, rather than going through them, but only when i get some free time. Edit: Nope, it doesn't work with containers. -
JSDF MOD 1.0 released
evil_brownie replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I know of that one, but i gave up on ACE a while back, so... ...Yesterday, a bit bored, i started a simple system for it using triggers. I believe all that's needed is a trigger that detects when an aircraft that's coming from behind is "in position",and then you could either temporarily attach it to the kc767 while it refuels and afterwards, it detaches itself, hinting refueling complete, or if the plane simply gets really close to the probe, distance trigger gives you full fuel and you go on your merry way :) On a little side note, any plans on making F-1s or F-2s? :D -
Help with Lifting Script
evil_brownie replied to evil_brownie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i tried out that mission, but because of that invisible gravity object, objects, when dropped, flip and when they land, well...they blow up : P You only need gravity for static things, since they're not programmed to fall :/ but i think using getpos of the object when released and put it to 0 height should work well, but only for objects. this way it probably will work well. -
Help with Lifting Script
evil_brownie replied to evil_brownie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the quick reply :D Said lifter mod has a sort of gravity system to it, but asking the author for help will be tricky, as he's gone, no contact available, only checking out the contents of it. -
Arma 2 Addon request thread
evil_brownie replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
[GR]Operative: There's already a NWU soldier made by Nixo91 It ain't exactly what you want, but should keep you happy ;) http://www.armaholic.com/page.php?id=10261 -
JSDF MOD 1.0 released
evil_brownie replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Does the KC-767 have an aerial refuelling capability? Because it would be a great addition to it, or perhaps using a similar system to the ACE2 one, with a placeable module. -
Mando Missile ArmA for ArmA 2
evil_brownie replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
well, it kinda p... me off when i try to click something else and instead click that 1000 times xD But thanks Mando for info, i'll wait for next release then :) -
Mando Missile ArmA for ArmA 2
evil_brownie replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Forgive me for my lazyness for not cheking all 250+ pages for a possible answer :D, but how can i permanently disable" mando scoring, or if it's even possible to. Also, using version b97 with A2:CO+RFT i always get an error of a missing texture when deploying a torpedo on the MH60 (no other errors, torpedo still goes dead on target everytime). -
Ikar's F-14 Tomcat v1.6
evil_brownie replied to ANZACSAS Steven's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The Iranian variants don't show the weapons in them, as the US ones do. CAP versions have 8 aim54s and the mavericks/gbu12 versions have two aim9s attached together in the pylons :confused: I believe this was in the armaholic page, but i thought i'd get a better confirmation here ;) -
Operation unknown wip
evil_brownie replied to sfc.itzhak's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Never thought i'd see this pack get an update, but i'm very happy to see it : ) I have but one question. Will the ramps work properly now? As i remember you couldn't open them from outside and when you did get in it, they had a mind of their own, opening and closing against what i wanted :( -
USEC Parachutist/H.A.L.O. Series
evil_brownie replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for releasing it Rocket, wish you the best of luck out there. Edit: Already tried it out. Looks amazing and you even threw in another regular parachutist :D For anyone wanting a simple HALO jump spoiler, here it is. Put it in the init of the unit you want to use ;) -
RKSL Studios - WIP Discussion
evil_brownie replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It wasn't exactly my intent to throw it in your face, nor complaining about GT, i know it's rubbish, but react as you wish. So, some suggestions for improving the names: Ilha Africana or Ilha Afrikaans Savana Branca or PlanÃcie Branca (translates to white plains) Porto Novo (or Newport, sounds good too) Junção da Cruz Vale Final Velho Aeroporto Russo Mar de Relva Barragem Hidroeléctrica do Choque Aeródromo da Montanha do Choque Ilha da Lasca