ramazoti
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Everything posted by ramazoti
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EGYPTIAN Egyptian Armed Forces V1.1 apdate
ramazoti posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://puu.sh/gI4HM/6f3e4a79a9.jpg (611 kB) http://puu.sh/gI4V2/463f3b4408.jpg (452 kB) Features: - One new faction: Egyptian Armed Forces mod for Arma 3 with several infantry units and some of Air vehicles that operating in the Egyptian Air Force. - Retextured uniforms and vehicles. - Airborne Units, Commandos Units, Navy Units, Task Force Comabat Unit 999, Counter-terrorist Combat unit 777, Police special operation Forces units and regular infentary units. - A retextured c-130, CH-47, Mi-8, Mi-17 and 2 light chopers from Arma 3. Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/ 64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/ After extraction it should look like this: Steam/Steamapps/Common/ArmA 3/@your_mod_folder_name You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this: mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mo d_name5 Included files: - egy_dev_a3.pbo - egy_dev_pa_a3.pbo - Egypt_flags.pbo - kio_balaclava_expanded.pbo - kyo_mh47e.pbo Required addons - EBU_C130 by theebu - cha_mi8 by Chairborne - NATO_Russian_SF_Weapons by Massi Credits & Thanks: Devs: - config and retextures Omar2205 Thanks: - The biggest thank you to konyo for allowing us to modify his Boeing/SOAR MH-47E mod and to be included in our mod! - A sincere thank you to theebu for allowing us to modify his C-130 and to be included in our mod! - Omar2205, for his scratch config file and support. - massi, the author of nato_russian_sf_weapons that added so much "fun" to ARMA III. - Thanks to Kiory. For his balaclava mod. - Bohemia Interactive Studios for making this game we all love. DownloadLink https://dl.dropboxusercontent.com/u/96035968/%40egy_dev_a3.rar (the old one was wrong .. now this is the right one) Change log: v1.0 Release V1.1 - added new uniforms for the Airforce [Airman Battle], Airborne [ML], Police SOF and balck vest - replaced weapons from nato_sf_russians to hlc [AK12,AUK12,RPK12], and akp_rpg7 - fixed uniforms not visable in Virtual arsenal - added an insigna for the Airborne and al Sa'ka License: - For personal use only. Do not edit without permission. - Released under Arma Public License - read here for more information: http://www.bistudio.com/community/li...public-license. - in addition any usage by military or semi-military is forbidden. - The addon maker assumes no responsibility for any unintended damages as a result of the use of this addon. By downloading this addon you agree to the above terms. Copyright © 2014 by EG Devels. All Rights Reserved. -
EGYPTIAN Egyptian Armed Forces V1.31 Bug Fix
ramazoti posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Features: - One new faction: Egyptian Armed Forces mod for Arma 3 with several infantry units and some of Air vehicles that operating in the Egyptian Air Force. - Retextured uniforms and vehicles. - Airborne Units, Commandos Units, Navy Units, Task Force Comabat Unit 999, Counter-terrorist Combat unit 777, Police special operation Forces units and regular infentary units. - A retextured c-130, CH-47, Mi-8, Mi-17 and 2 light chopers from Arma 3. Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/ 64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/ After extraction it should look like this: Steam/Steamapps/Common/ArmA 3/@your_mod_folder_name You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this: mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5 Included files: - egy_dev_a3.pbo - Egypt_flags.pbo - kio_balaclava_expanded.pbo - kyo_mh47e.pbo Required addons - EBU_C130 by theebu - cha_mi8 by Chairborne - NATO_Russian_SF_Weapons by Massi Credits & Thanks: Devs: - config and retextures Omar2205 Ram - Textures Yossef Tamer (YOYO) Thanks: - The biggest thank you to konyo for allowing us to modify his Boeing/SOAR MH-47E mod and to be included in our mod! - A sincere thank you to theebu for allowing us to modify his C-130 and to be included in our mod! - Omar2205, for his scratch config file and support. - massi, the author of nato_russian_sf_weapons that added so much "fun" to ARMA III. - Thanks to Kiory. For his balaclava mod. - Bohemia Interactive Studios for making this game we all love. DownloadLink https://dl.dropboxusercontent.com/u/96035968/%40egy_dev_a3.rar Change log: v1.0 Release License: - For personal use only. Do not edit without permission. - Released under Arma Public License - read here for more information: http://www.bistudio.com/community/licenses/arma-public-license. - in addition any usage by military or semi-military is forbidden. - The addon maker assumes no responsibility for any unintended damages as a result of the use of this addon. By downloading this addon you agree to the above terms. Copyright © 2014 by EG Devels. All Rights Reserved. -
EGYPTIAN Egyptian Armed Forces V1.31 Bug Fix
ramazoti replied to ramazoti's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Halloo Guys this is a bug fix for the Egyptian Armed Force mod.. https://dl.dropboxusercontent.com/u/96035968/%40egy_dev_a3.rar Kinf Regards Omar -
EGYPTIAN Egyptian Armed Forces V1.31 Bug Fix
ramazoti replied to ramazoti's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Features: - One new faction: Egyptian Armed Forces mod for Arma 3 with several infantry units and some of Air vehicles that operating in the Egyptian Air Force. - Retextured uniforms and vehicles. - Airborne Units, Commandos Units, Navy Units, Task Force Comabat Unit 999, Counter-terrorist Combat unit 777, Police special operation Forces units and regular infentary units. - A retextured c-130, CH-47, Mi-8, Mi-17 and 2 light chopers from Arma 3. Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/ 64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/ After extraction it should look like this: Steam/Steamapps/Common/ArmA 3/@your_mod_folder_name You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this: mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mo d_name5 Included files: - egy_dev_a3.pbo - egy_dev_pa_a3.pbo - Egypt_flags.pbo - kio_balaclava_expanded.pbo - kyo_mh47e.pbo Required addons - EBU_C130 by theebu - cha_mi8 by Chairborne - NATO_Russian_SF_Weapons by Massi (Not Required in 1.2) Credits & Thanks: Devs: - config and retextures Omar2205 Thanks: - The biggest thank you to konyo for allowing us to modify his Boeing/SOAR MH-47E mod and to be included in our mod! - A sincere thank you to theebu for allowing us to modify his C-130 and to be included in our mod! - Omar2205, for his scratch config file and support. - Thanks to Kiory. For his balaclava mod. - Bohemia Interactive Studios for making this game we all love. DownloadLink https://dl.dropboxusercontent.com/u/96035968/%40egy_dev_a3.rar Change log: v1.0 Release V1.1 - added new uniforms for the Airforce [Airman Battle], Airborne [ML], Police SOF and balck vest - replaced weapons from nato_sf_russians to hlc [AK12,AUK12,RPK12], and akp_rpg7 - fixed uniforms not visable in Virtual arsenal - added an insigna for the Airborne and al Sa'ka V1.2 - Removed NATO_Russian_SF_Weapons (Not Required in 1.2) License: - For personal use only. Do not edit without permission. - Released under Arma Public License - read here for more information: http://www.bistudio.com/community/li...public-license. - in addition any usage by military or semi-military is forbidden. - The addon maker assumes no responsibility for any unintended damages as a result of the use of this addon. By downloading this addon you agree to the above terms. Copyright © 2014 by EG Devels. All Rights Reserved. -
EGYPTIAN Egyptian Armed Forces V1.1 apdate
ramazoti replied to ramazoti's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hlc ak -
[WIP] Von Quest Industries - H.A.L.O. System
ramazoti replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
a small question .. i tried to ware the slipstream as indbendent and i can't .. any advice?? -
EGYPTIAN Egyptian Armed Forces V1.31 Bug Fix
ramazoti replied to ramazoti's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i think u can.. i need to look at it.. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
ramazoti replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Guys i've the Warthog Hotas and Custome use 20 is not working with me at all any help -
Arma 3: Community wishes & ideas- NO DISCUSSION
ramazoti replied to Maio's topic in ARMA 3 - GENERAL
virtual reality is very important as it's coming up so .. be prepared guys .. http://www.oculusvr.com/ -
Hello Guys, This is the 1st Egyptian desert map in Arma II OA. It's a real Area of Saint Katherine with 10Km*10km. A lot of help and support from great people Like Jakerod, IceBreakr and Bushlurker made this map real. The map has 1 main town, 2 medium sized towns good for (CQB), 1 big monstry and 11 small villges. I wanted to put some custom 3D models but my experince in configs is not that good so it's still V0.10 and with the incoming updates i think it'll be much more richer than now. this is my 1st map I've learned alot in each step I took and still there is a long way to go and learn more. Map Requirments: - Arma 2 OA - brg_Africa - ibr_dtowns - MBG_Buildings2 - mbg_gen_afr_buildings Download Link : http://www.mediafire.com/?qac03gbc4thy4dt Known issues: when loading on editor there is an error saying no entry ....... location names. when exiting the editor the same error with cfgworlds.st but every thing is working fine i just can't solve this 2 silly errors Your Feedback will be highly appreciated on orazzaz@web.de Thank you all for your support and understanding Omar El-Razzaz Ram
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Saint Katherine Map Released
ramazoti replied to ramazoti's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
now i'm working on 3D models to improve the map .. i promise you it will be much more nicer than what you see now, with the next updates ... i can join you with 2 or 3 players here is our teamspeak : 85.131.163.93:2790 -
Saint Katherine Map Released
ramazoti replied to ramazoti's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The car was exa-RG-31 i really like this car .. i made the Egyptian Tex. for it. ---------- Post added at 00:14 ---------- Previous post was at 00:13 ---------- -
ST. Katherine Map V0.10 in progress
ramazoti posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Halo BI community, this is Saint Katherine map in Sinai Egypt, map size is 10*10km with 1 main town and 13 villages between medium and small, 95% is enterable buildings. CQB is there too I'm working on since last June, I'm nearly finished and then i decided to add some custom 3D models so it will gone take a little bit more time. this is a threat i opened to keep you all updated and to take some opinions .. i hope you like it http://imageshack.us/a/img145/1324/arma2oa2013032600333599.jpg (180 kB) http://imageshack.us/a/img17/9914/arma2oa2013032600351128.jpg (160 kB) http://imageshack.us/a/img708/6291/arma2oa2013032600353939.jpg (131 kB) http://imageshack.us/a/img69/2060/arma2oa2013032600411763.jpg (150 kB) http://imageshack.us/a/img7/6390/arma2oa2013032600421320.jpg (116 kB) http://imageshack.us/a/img404/428/arma2oa2013032600452107.jpg (107 kB) http://imageshack.us/a/img705/6666/arma2oa2013032600453212.jpg (200 kB) http://imageshack.us/a/img248/9532/arma2oa2013032600464528.jpg (121 kB) and here an youtube intro for the map give me some feed back guys Ram -
ST. Katherine Map V0.10 in progress
ramazoti replied to ramazoti's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
so i did more big rocks but the custom 3D buildings i think i'll wait a little bit as i'm not so good in configurations and so. so i'll update it later on as i move through. i want all to test and give me feedback ... Jackerod i'll never forget your help without you nothing was made .. thanks again.. -
TUT sample map wont run in editor
ramazoti replied to Wraith68's topic in ARMA 2 & OA : TERRAIN - (Visitor)
so i think you're missing with the config too much.. 1st you don't need any thing in requiredAddons[] = {"Takistan"}; so it's need to be like this for now requiredAddons[] = {}; don't put any thing i was just giving you an example with my config :) this is defining which addons the map need so when you run the game is tilling you that this addon is not there. and as you just started with your map just put things directly from ca folder so you don't need any addons now cause every thing is already there.. the PDF with bush tut is perfect and here is again a useful link http://tactical.nekromantix.com/wiki/doku.php?id=arma2:sgtace_terrain_tutorial and again this is Bush PDF http://www.armaholic.com/page.php?id=15141 --Answering you questions to make an island you need visitor not arma 2 editor. -- Every map has it's own config.cpp file and this is like your map :) every single detail is written there and you find it in your P:\yourmapname just move with the PDF and you'll understand the hole concept. let me know if you need any thing else :) -
TUT sample map wont run in editor
ramazoti replied to Wraith68's topic in ARMA 2 & OA : TERRAIN - (Visitor)
a line in the config.cpp you'll gone find as this requiredAddons[] = {"Takistan","ibr_plants","ibr_dtowns","mbg_african_buildings"}; remove Utes and Binarize again and check. ---------- Post added at 19:56 ---------- Previous post was at 19:50 ---------- and i think your config.cpp is a little bit missed up overall. i moved with Bush tut and i got my map and i'll release it today i hope.. this is a config from bush tut again don't play too much in it and he explained what u need to change do it again and i'm sure that it will work ... -
hi Guys, it's matter of hours to release my map St. Katherine in Sinai Egypt. since long time ago i had this dream and now it become true with a lot of help from you guys. I really appreciate and respect this community, all of you are there to help and support .. thank you Bohemia to gather all this great people in one big great community i called (Arma World). now my map is ready and before i release it i wish that this two errors are fixed. 1st if i'm in editor and click preview i got this error: No entry 'bin\config.bin/cfglocationTypes.'. 2nd error when i exit the editor after playing in the map i got this No entry 'bin\config.bin/cfgworlds.st i don't know what to do with this errors as every thing inside the map working fine.. thanx again Omar
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Oasis (NEED help in making)
ramazoti replied to ramazoti's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Solved ... it was a glitch in the library i'm using -- -
so i'm doing a dessert map and i'm nearly finished .. i decided to put an Oasis in visitor so i put from the library (water_ravanay_pond). so after binirizing i can see the water in game but when i start to move inside water i keep walking normal (the oasis is like 3 or 4m deep) also there is no water sound or when i walk on the shore.. so if any one have any Idea how to make it work i'll be happy. thanx in advance Omar
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Halo BI, if you are releasing samples for Characters in 3D max and P3D formats .. why not releasing a sample textures files as PSD containing all the layers we need to re texture the same soldiers and sample config file.. i appreciate the great job you all doing and you will do ... this is the 1st time to be happy with alpha release. again Thank you BI .. thank you all Omar
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really i can't pick and from the ground .. only open is there but i can't pick them from the ground did any one faced the same?
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Share your first Arma3 Beta Impressions (all first impression type posts here pls)
ramazoti replied to fabrizio_t's topic in ARMA 3 - BETA DISCUSSION
Really I would like to thank every one participate in Arma 3, and i want to say a job well done. this is only the beginning... we need more .. thank you and keep up. -
now i mange to do the palms from a library i found over internet i think in BI .. I manged to re texture them successfully ..in visitor every thing looks good and fine but in game after binaries in the iditor i can see that there is a tree or palm but in side the game after pressing view there is nothing and there is an error with the same name of my palms but showing only palm no 2 ... here is my config file : class CfgPatches { class Katherine Palms { units[] = { "Land_Kat_palm_01", "Land_Kat_palm_02", "Land_Kat_palm_03", "Land_Kat_palm_04", }; "Land_Kat_palm_10", weapons[] = {}; requiredVersion = 0.1; requiredaddons[] = {"CAData","CABuildings"}; }; }; class cfgVehicleClasses { class Kat Plants { displayName = "katherine Palms"; }; }; class CfgVehicles { class All{}; class Static: All{}; class NonStrategic: Static{}; class House: NonStrategic{}; class Static; class Kat_plants_base : Static { displayname = ""; accuracy = 0.1; model = ""; namesound = ""; animated = 0; simulation = "house"; cost = 0; armor = 300; ladders[] = {}; placement = "slope"; }; class Kat_plants : Kat_plants_base { destrtype = "destructtree"; accuracy = 1000; placement = "vertical"; }; class Land_Kat_palm_01 : Kat_plants { scope = 2; vehicleclass = "Kat_pla"; displayname = "palm_01"; model = "\Omar Lib\Palms\palm_01.p3d"; }; class Land_Kat_palm_02 : shez_plants { scope = 2; vehicleclass = "Kat_pla"; displayname = "palm_02"; model = "\Omar Lib\Palms\palm_02.p3d"; }; class Land_Kat_palm_03 : shez_plants { scope = 2; vehicleclass = "Kat_pla"; displayname = "palm_03"; model = "\Omar Lib\Palms\palm_03.p3d"; }; class Land_Kat_palm_04 : Kat_plants { scope = 2; vehicleclass = "Kat_pla"; displayname = "palm_04"; model = "\Omar Lib\Palms\palm_04.p3d"; }; class Land_shez_palm_10 : Kat_plants { scope = 2; vehicleclass = "Kat_pla"; displayname = "palm_10"; model = "\Omar Lib\Palms\palm_10.p3d"; }; }; and here is my model.cfg class CfgModels { class Default { sections[]={}; sectionsInherit=""; }; class palm_01: Default { }; class palm_02: Default { }; class palm_03: Default { }; class palm_04: Default { }; class palm_10: Default { }; class Kat_palm: palm_01 { skeletonName="Kat_palmSkeleton"; class Animations { }; }; }; can any one till me what's wrong? and give me a model config file i can work on.. thanx Omar
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Tree or Palm Config file help
ramazoti replied to ramazoti's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
any one?? -
Tree or Palm Config file help
ramazoti replied to ramazoti's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
it didn't work mate i copy paste the scriüt and it didn't work the same problem ---------- Post added at 01:46 ---------- Previous post was at 01:42 ---------- /*extern*/ class Static; what the meaning of this?