jackmomma
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Posts posted by jackmomma
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Now this might sound weird but try downloading some mods make an addon folder and run those mods with smk in the exact same mod folder. This method also worked for me but if this doesn't work im not really sure what will.
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yeah I think the problem is that ace is over running smk but i could be wrong. -noSplash -noFilePatching -showScriptErrors -Skipintro "-name=CW2 K. Mackenzie[TF313]" "-mod=@CBA;@ACEX_SM;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@SMK" thats my target line and it works fine.
---------- Post added at 08:34 PM ---------- Previous post was at 08:32 PM ----------
Also do you run any other mods than ace and smk?
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Yeah it is weird, its not even an uncommon problem so if the skip intro and the target line aren't working my only guess would be maybe if your running the beta patch its some how interfering.
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are you launching by icon or a launcher?
---------- Post added at 08:09 PM ---------- Previous post was at 08:04 PM ----------
if you are using an icon make cba a priority for example: mod=@CBA;@ACE;@;ACEX;@whatever and so on.
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happened to me along time ago. Just put in the skip intro and no splash parameter in your target line or in six updater if you use it and it should work.
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I remember there was mission in demo, where you're supposed to do air patrol with AH-6 Little Bird. Not quite easy, but hell of a fun mission. Question is: if I download OA demo and copy mission to full game will it work?All the missions that were in the demo are included in OA the particular mission your refering to is under scenarios and it's called E06: LittleBird.
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As of right now no these ones are designed to only take down doors but i might be able to make one that will take down a wall.Will these be able to also knock down any wall in Arma? It would be nice to have a shaped charge for wall breaching, with a small blast radius, for tactical entry of courtyards. -
What about the 'ole "Hockey Puck" shaped charge? Field expedient version: Copenhagen Can with Det Cord haha.Lol if you can get me a picture or something that the modeler can go off of ill add it.
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Do you think generic' date=' non-explosive breaching tools would be possible? Like a breaching sledge. I don't know if there's an existing animation for it though, so it may be out of the question.[/quote']Honestly i have no idea if it's whether or not i would be able to do that. In the beginning I was thinking about having a set of animations like kicking down the door but i think right now it's not really an option so stuck with using explosives or your weapon.
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If anyone has any suggestions or any breaching devices you'd like to see please let me know.
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It would work well with http://www.armaholic.com/page.php?id=15180yeah it will work great with that but the buildings already have breachable doors. My main plan was to make anydoor breachable which i've already accomplished i just decided to take it a step further and add specialized explosives for it.
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Are you making custom buildings to go with this? (Most buildings in A2/OA don't have doors, that's why I ask)As of now were not planning on creating any buildings but it is a possibility. Were mainily focusing on the models and coding and right now it's only me and someone else so designing buildings is a little overwhelming right now :P especially because this is my first addon.
---------- Post added at 10:04 AM ---------- Previous post was at 10:03 AM ----------
hooo it's really great, how it works?Im not sure what your refering to the AGP-DB14 charge or the addon it self?
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This addon is designed to make arma's CQB be more tactical. It will give the player the ability to breach a door either by explosives or by shooting down the door.

This is a model of the AGP-DB14 Door Breaching Charge. So far The model is complete and some of the scripts are complete.
We plan to create more charges very shortly.
If anyone is interested in helping out email me: ken21@rogers.com
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class CfgPatches {
class BreachCharge_Strip {
units[] = {};
weapons[] = {};
requiredVersion = 1.6;
requiredAddons[] = {"Extended_EventHandlers", "ace_c_weapon", "ace_main"};
version = 1.13.0.521;
};
};
class CfgAddons {
class PreloadAddons {
class BreachCharge_strip {
list[] = {"BreachCharge_strip"};
};
};
};
class CfgAmmo {
class Breachcharge,// External class reference
class BreachCharge_Strip : G_40mm_HE {
typicalspeed = 1;
soundHit[] = {"", 1, 1};
soundFly[] = {"", 0, 0};
CraterEffects = "";
explosionEffects = "";
model = "\ca\Weapons\granat";
hit = 0;
indirectHit = 0;
indirectHitRange = 0;
explosive = 0.01;
explosionTime = 1;
deflecting = 0;
};
class BreachCharge_Strip: BreachCharge_Strip {
model = "\x\Tacbreach\addons\BreachCharge_strip";
};
This is all i have so far and im not really sure what im doing first time making an addon. If needed here's a link to the model http://www.mediafire.com/?cd9u2cwdobm8w8b
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I'm pretty sure you cant change the door animation speed. Maybe there is another way around this? This is a cool idea.Yeah i know there is a way to increase the speed on an animation i just have no idea how to lol. only other option would be to replace the opened door with a destroyed door but im not sure if it's possible since the door is part of the building and yeah i think its a cool idea too i couldn't find a breaching mod or script so i decided to give it a go.
---------- Post added at 08:51 PM ---------- Previous post was at 07:10 PM ----------
Does anyone know how to get an id for a door or even a name that i could go off of?
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well ive ran in to a problem the door opens way to slowly. Anybody know how to increase the animation speed?
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could look into the fired near event controlleryeah probably the easiest way. Do you know by any chance if theres a way to get the id of the door or even create one?
---------- Post added at 01:11 AM ---------- Previous post was at 12:10 AM ----------
Well ive gotten further than before. Im able to open or breach the door by shooting at it. There was no need for an event handeler but you would still be able to do it that way also but unfortunatly im not finished perfecting it yet :p but anyways thanks for the help guys.
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Hey, that's a great idea. Why haven't I thought of that?I'm not an expert on the scripting, but here are a couple questions. Can I assume you're using some method of getting the ID of the door into a name that you can use, having a "get nearest object..." in a game logic or something? Have you tested the door with a simpler Open script? Like a radio trigger that will open it? Some doors don't open with "Dvere", I recall.
well so far i haven't found the id of the door but it would make doing this alot easier :p. I did use nearest object but no luck and yea the door opens but the way ive made the script its stating that the building needs to be damaged but a simple bullet isnt going to do anything but if i put a satchel and damage the building the door does open. Any ideas on how to get it to open using small arms?
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So far ive tried multiple things and not one will work is there something wrong with this?
If ((damage ID3818> 0.1)) then {ID3818 animate ["Dvere1",1];}
any help appreciated :D
Swedish Forces Pack: 0.7.4 (Updated 27th of May)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Awesome stuff!