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SGT Fuller

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Everything posted by SGT Fuller

  1. SGT Fuller

    United States Air Force

    I dont really understand the question. are you asking if AI themselves will be able to fly to the tanker to refuel without player guidance?
  2. SGT Fuller

    United States Air Force

    It will be improved but fighters aren't that big a priority right now
  3. SGT Fuller

    ArmA 2 C-130J and MV-22 Redux

    Sakura_chan inbox me or head over to my thread so that we can get them already integrated for refueling
  4. SGT Fuller

    United States Air Force

    New picture of the KC-130 refueling the first helicopter addon HH-60 pavehawk
  5. SGT Fuller

    United States Air Force

    Major update: the Kc-135 script has now become universal by none other than dezkit..he has spent literally all day working to get the script to where it is now. All addon makers would need to do is add in two memory points and a couple lines of config and that's it. Thanks john spartan for making the initial and dezkit for upgrading it will be avaliable in v 0.2. Also the kc135 that is out currently will be decommissioned and replaced with the new and improved version that allows for basket refuels for males and boom refuels for female version. The KC-130 will also be in V0.2 for helicopters and Jets that have male probe THE NEW C-5 Galaxy textures done by shockley. Notice the attention to detail even with the minor stuff he has really outdone himself
  6. SGT Fuller

    United States Air Force

    Hey all i would just like to announce there has been a small delay in the release of V 0.2..but its not without cause. A good friend has stepped up to do the textures and by god they bring more life to the planes. I will post some of his work later on but you will be happy that the update was delayed by a bit..stay tuned I also would like to thank Lt. Shadow and Shazer for there marvelous sounds that will be added to V 0.2.
  7. The picture speaks for itsself. The muzzle effects are constant and i would like some help to know how to make them only show up when firing. Im also looking for muzzle effects for the CSAT Anti Air vehicle and the Nato Slammer to add in the smoke i would like to do also. Any help would be appreciated and thanks
  8. ok will try this out thanks eggbeast
  9. how do i direct them towards the rear?
  10. trying to fix the camera angle so that its not facing the front anymore. Here is my config portion for that particular seat. Also a reference picture anybody got any clues? class Ing3 : MainTurret { body = ""; gun = ""; commanding = -1; proxyIndex = 4; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; weapons[]={}; magazines[]={}; castGunnerShadow = true; viewGunnerShadow = true; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Commander_02_w_F"; memoryPointGun = "Boom_operator_view"; memoryPointGunnerOptics = "Boom_operator_view_dir"; gunnerForceOptics = 1; gunnerAction = "Zodiac_Cargo01"; gunnerInAction = "Zodiac_Cargo01"; gunnerName="Boom Operator"; primaryGunner = 0; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = -180; minAngleY = -100; maxAngleY = 100; initFov = 0.42; minFov = 0.022; maxFov = 0.94; visionMode[] = {"Normal", "Ti"}; thermalMode[] = {0, 1}; }; }; }; };
  11. here is the turrets part of my config ---------- Post added at 15:02 ---------- Previous post was at 14:52 ---------- [/color] class Turrets { class MainTurret : NewTurret { body = "main1turret"; gun = "main1gun"; animationSourceBody = "main1turret"; animationSourceGun = "main1gun"; gunnerAction = "AC130U_Pilot"; selectionFireAnim="zasleh"; gunnerName = GAU_12/U Equalizer; turretInfoType = ""; discreteDistance[] = {800, 900, 1000, 1100, 1200, 1500, 1800, 2250, 2500, 2750, 3000}; discreteDistanceInitIndex = 2; gunnerOpticsModel = ""; proxyIndex = 1; castGunnerShadow = 0; ejectDeadGunner = 0; proxyType = "CPGunner"; minElev = -22.5; maxElev = 22.5; initElev = 0; minTurn = 70; maxTurn = 110; initTurn = 90; weapons[] = {GAU_12}; magazines[] = {"2000Rnd_PGU_25_HEI", "2000Rnd_PGU_25_HEI", "2000Rnd_PGU_25_HEI", "2000Rnd_PGU_25_API", "2000Rnd_PGU_25_API", "2000Rnd_PGU_25_API"}; soundServo[] = {"\ac_130u\sounds\weapons\turret.ogg", 0.000178, 0.9}; memoryPointGun = "machinegun_GAU_12"; memoryPointGunnerOptics = "gunnerview_GAU_12"; showgunneroptics = 1; startEngine = 0; forceHideGunner = 1; outGunnerMayFire = 1; inGunnerMayFire = 1; irScanToEyeFactor = 0.1; sensitivity = 1; hasgunner = 1; gunBeg = "muzzle_GAU_12"; gunEnd = "chamber_GAU_12"; gunnerForceOptics = 1; commanding = -1; primarygunner = 1; class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Commander_02_w_F"; }; class Medium : Wide { opticsDisplayName = "M"; initFov = 0.093; minFov = 0.093; maxFov = 0.093; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Commander_02_m_F"; }; class Narrow : Wide { opticsDisplayName = "N"; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Commander_02_n_F"; initFov = 0.029; minFov = 0.029; maxFov = 0.029; }; }; }; class Main2Turret : MainTurret { weapons[] = {L60}; magazines[] = {"10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE", "10Rnd_40mm_HE"}; proxyIndex = 2; soundServo[] = {"\ac_130u\sounds\weapons\turret.ogg",3,0.9}; gunnerName = L/60 Bofors cannon; body = "Main2Turret"; irScanToEyeFactor = 0.1; gun = "Main2Gun"; animationSourceBody = "Main2Turret"; animationSourceGun = "Main2Gun"; gunBeg = "muzzle_l60"; gunEnd = "chamber_l60"; memoryPointGun = "machinegun_l60"; memoryPointGunnerOptics = "gunnerview_l60"; gunnerForceOptics = 1; primarygunner = 0; commanding = -2; }; class Main3Turret : MainTurret { weapons[] = {M102}; magazines[] = {"100Rnd_105HE"}; soundServo[] = {"\ac_130u\sounds\weapons\turret.ogg",3,0.9}; proxyIndex = 3; gunnerName = M102 howitzer; irScanToEyeFactor = 0.1; body = "Main3Turret"; gun = "Main3Gun"; animationSourceBody = "Main3Turret"; animationSourceGun = "Main3Gun"; gunBeg = "muzzle_m102"; gunEnd = "chamber_m102"; memoryPointGun = "machinegun_m102"; memoryPointGunnerOptics = "gunnerview_m102"; gunnerForceOptics = 1; primarygunner = 0; commanding = -3; }; class Main4Turret : MainTurret { gunnerName = Copilot; weapons[] = {}; magazines[] = {}; gunnerInAction = "AC130U_Pilot"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; preciseGetInOut = 0; gunnerForceOptics = 0; gunnerLeftHandAnimName = "stick_copilot"; gunnerRightHandAnimName = "stick_copilot"; proxyIndex = 4; LODTurnedIn = 1100; LODTurnedOut = 1100; gunnerCompartments = "Compartment1"; commanding = -1; startEngine = 1; class ViewPilot : ViewPilot { initFov = 1; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -40; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; }; }; }; class EventHandlers { init = "[_this select 0]execVM ""ac_130u\scripts\orbit\init.sqf"";[_this select 0]execVM ""ac_130u\scripts\init.sqf"""; }; class AnimationSources { class door_1 { source = "user"; animPeriod = 2.5; initPhase = 1; }; class door_2_2 { source = "user"; animPeriod = 2.5; }; class door_2_1 : door_2_2 {}; class ramp_top : door_2_2 {}; class ramp_bottom : door_2_2 {}; class recoil_source_M102 { source = "reload"; weapon = M102; animPeriod = 0.01; }; class recoil_source_L60 { source = "reload"; weapon = L60; animPeriod = 0.01; }; class Muzzle_flash { source = "ammorandom";/// this source returns some random value changine each time ammo is spent from this weapon - used for muzzle flashes weapon = GAU_12;/// this is the said weapon }; class Gatling_GAU_12 { source = "revolving"; weapon = GAU_12; animPeriod = 0.01; }; }; class cfgWeapons { class CannonCore; class m102 : CannonCore { scope = 1; cursor = "Vehicle_W_MG"; cursorAim = "EmptyCursor"; cursorSize = 0.5; flashSize = 0.25; displayName = M102; nameSound = "cannon"; ballisticsComputer = 1; magazines[] = {"100Rnd_105HE"}; reloadSound[] = {"\ac_130u\sounds\weapons\reload.ogg", 1.0, 1, 20}; magazineReloadTime = 2; autoReload = 1; canLock = "LockYes"; modes[] = {"manual"}; laserLock = 1; irLock = 1; selectionfireanim="m102_muzzleflash"; class manual : CannonCore { autoFire = 0; sound[] = {"\ac_130u\sounds\weapons\105_fire.ogg", 10.0, 1, 1200}; reloadTime = 3; dispersion = 0.0001; initSpeed = 1090; multiplier = 6; showToPlayer = 1; burst = 1; aiRateOfFire = 3; aiRateOfFireDistance = 2000; minRange = 10; minRangeProbab = 1.0; midRange = 1500; midRangeProbab = 1.0; maxRange = 4000; maxRangeProbab = 1.0; }; }; class GAU_12 : CannonCore { scope = 1; cursor = "Vehicle_W_MG"; cursorAim = "EmptyCursor"; cursorSize = 0.5; flashSize = 0.25; displayName = "GAU-12/U"; nameSound = "cannon"; ballisticsComputer = 1; magazines[] = {"2000Rnd_PGU_25_HEI", "2000Rnd_PGU_25_API"}; canLock = "LockYes"; modes[] = {"manual"}; laserLock = 1; irLock = 1; class manual : CannonCore { displayName = "Auto"; autoFire = 1; sound[] = {"\ac_130u\sounds\weapons\GAU12_s2.wss", 10.0, 1, 1200}; reloadTime = 0.00770614; dispersion = 0.0009; initSpeed = 1590; multiplier = 6; showToPlayer = 1; burst = 1; aiRateOfFire = 0.001; aiRateOfFireDistance = 2000; minRange = 10; minRangeProbab = 1.0; midRange = 1500; midRangeProbab = 1.0; maxRange = 4000; maxRangeProbab = 1.0; }; }; class L60 : CannonCore { scope = 1; displayName = "Bofors 40 mm L/60"; nameSound = "cannon"; cursor = "Cannon"; cursorAim = "EmptyCursor"; cursorSize = 0.5; ballisticsComputer = 1; weaponLockSystem = 4; magazines[] = {"10Rnd_40mm_HE"}; magazineReloadTime = 5; autoReload = 1; canLock = "Lockyes"; modes[] = {"manual"}; selectionfireanim="l60_muzzleflash"; class manual : CannonCore { displayName = "Auto"; autoFire = 1; sound[] = {"\AC_130u\sounds\l60.wss", 10.0, 1, 1200}; reloadTime = 0.5; dispersion = 0.001; initSpeed = 1590; showToPlayer = 1; burst = 1; aiRateOfFire = 0.001; aiRateOfFireDistance = 1500; minRange = 10; minRangeProbab = 1.0; midRange = 1500; midRangeProbab = 1.0; maxRange = 3000; maxRangeProbab = 1.0; }; }; };
  12. Is that wrong klamacz? do you happen to know a solution to my problem
  13. After so much trial and error i still cannot get the animations to go off when firing..smoke works fine.
  14. SGT Fuller

    The Army Combat Uniform Mod

    hey dave clean your inbox brother :)
  15. Ok after doing some tests with dezkit at the helm he got them to dissappear now we cant get them to reappear upon firining
  16. Thanks for the effect names makes it easier to get what i need. Will these smoke names be effected by blastcore? that's what i want also
  17. SGT Fuller

    United States Air Force

    Lets stop the arguing ill post the V0.2 list here. Manly it is bug and texture fixes for the current aircraft and a precursor to moving on to the fighters Update on progress of V0.2 -KC-135's turn radius and take off speed have been fixed -KC-135's Gear issues have been fixed -The current AC-130 has been decommissioned and a newer version will be released with V 0.2 with the texture errors fixed -AC-130's weapon damage has been increased -AC-130's gear issues have been fixed. -You are now able to move freely from seat to seat even if you have a AI crew in the AC-130 -B-1's Turning radius has been fixed -C-5 Galaxy turning radius has been fixed and markings on the Tail wing have been turned to proper direction -AC-130s Recoil not working for the L60 has been fixed. - USAF_SFS issues with pilots have been resolved. - Textures have been updated on AC-130 - B-1 Bombers speed has been increased to reflect real life. Afterburners are being fixed
  18. Hey rock can you check your PMs for me brother
  19. SGT Fuller

    United States Air Force

    Final testing of V0.2 has begun release is imminent
  20. SGT Fuller

    United States Air Force

    but it could be modified into one..either way i hit him up and asked
  21. SGT Fuller

    United States Air Force

    Its the BI model so the lighting 1. I wish i had a model for the Lightning II
  22. SGT Fuller

    C-130J Port Release

    Both..me and theebu work together on alot of stuff and has worked on the mod alot lately..more than grateful for his help
  23. SGT Fuller

    United States Air Force

    [/img] Just a preview of the new Pilots and the F16 and F35. This pack will have all versions of the F35. The A version is the Air Force version, The B version is the Marines Version and will be the only one with VTOL action, The C versions wings are a tad bit longer and will have foldable wings as well as a tail hook. The B and C version also come with the Gun Pod while the A versions gun is integrated. The new pilots will be in the V 0.2 that will be released soon. More to come and thanks for all the support you are giving.
  24. SGT Fuller

    C-130J Port Release

    Already done
  25. SGT Fuller

    United States Air Force

    already ahead of you :)
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