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petracephas

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Everything posted by petracephas

  1. petracephas

    RKSL 3 - A new start... Discussion

    Hi Rock So sorry for your loss. My thoughts are with you. Just to set the record strait. I tried contacting you on ARMAHolic messaging and then after chatting with some other people, found out that you where dealing with some personal matters. So I decided to not nag/bug you. My Gripen model is well advanced but has no cockpit and I would still be interested in working with you if the previous messages haven't put you off completely. Sorry for any misunderstandings and my part in it. No offence intended. I'm a big fan of your work. Best of luck. Regards Dana
  2. petracephas

    General Discussion (dev branch)

    Yes, I was hinting at "HMG ifrit or a GMG". That screen is simply filtering and sorting the list of units. You specify vehicleClass, faction, side, etc in the config so it can sort it the way it currently is. How hard would it be to add "variantDescription" and "camoDescription" as new parameters and the screen filters on that? If they are not present then it defaults to "NONE" for variant and camo. Something like the TARU with it's current 1,000 variants would work well with this. Red Hammer Studios mod has so many variants of the same vehicle, spread over so many factions that it's hard to find the vehicle/unit you want. Anyway, you get my point?
  3. petracephas

    General Discussion (dev branch)

    WOW. I know how to create new UI elements, but I was not aware that you can modify existing UI elements.
  4. petracephas

    General Discussion (dev branch)

    As a programmer with more than 20 years of experience and a little understanding of the ARMA engine, I don't understand why you say "that's not easy at all". Can you eloborate?
  5. petracephas

    General Discussion (dev branch)

    Sorry if this is the wrong place to post this. With so many cool mods coming out lately, the menus are becoming over populated. What do you guys think of my suggestion below? If it's a good idea? How do I bring this under the attention of the Devs? Should be simple to implement. Adding two properties to the base classes and if no value is supplied then it defaults to "NONE" or something.
  6. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    Update has been released (1.0.8). Check Armaholic page
  7. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    lol. the flight stick has already been modeled and I'm animating it now. pedals next. I'll also be adding one or two peaces of detail to the interior with every release. Light Anti-Tank and door gun (FNMag) version is in the works. (With the FFV, would you still use a door gun version or would it just be redundant?)
  8. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    No the ARMSCor_A109 is designed to be used on it's own or in combination with other mods, like ARMSCor. Because of this you have to copy the ARMSCor_A109.PBO and key file into an existing mod folder. Hope this helps? I have temporarily removed the option as it was again broken by the latest ARMA3 update. It will be returning shortly but only to the ARMSCor mod and not the stand-alone A109 version. Thanks. Yes. I am working on fixing that right now. The way BI implemented the angles is a bit confusing. So they are setup correctly but this does not reflect in-game. So I have to fudge the values until it's right in-game. Watch out for a release in the next couple of days. I would like your feedback on what needs to be sorted before you feel the A109 usable? This would help me to prioritize this issues that still need to be sorted/fixed. I'm sorry I have no idea what is happening. Hopefully the comments above helps you. You know that the stand-alone version does not add a faction and that the A109 will be under NATO/CSAT/AAF/CIV Air right? I work very hard to make sure my mods works with other mods but is not dependent on any other mod. I have personally tested with Zeus and had no issues. mcc and vehicle spawner I have not tried. I'd like to hear others comments.
  9. Hi All I'm having the strangest, most annoying issue. Please help. After a recent update of ARMA (Dev branch) all the helicopters, in my mod ARMSCor, are now having issues with the tail rotor.(Anti-Torque). On start-up and landing they get damaged. I have removed them from the geo lod and the hit-points lod to test. No difference. All I can think is that I need something new in my model that was not needed before as part of the helo DLC update or that it has something to do with sling loading? Thanks in advance for any help.
  10. petracephas

    Tail rotor destruction issue.

    The other thing I had to do was to make my helicopter inherit from "Heli_Light_02_base_F" instead of "Helicopter_Base_H". That way I inherit everything that BI is not telling us about and I override only the properties that make my helicopter different from the "Heli_Light_02_base_F". Hope this helps. I know your frustration. Comment out all physics/flight parameters. Use the inherited ones. Then start adding yours back one by one.
  11. petracephas

    Tail rotor destruction issue.

    For me I had to add "rotor_center" and "rotor_02_center" to the memory lod. "rotor_02_center" being the tail rotor.
  12. petracephas

    Tail rotor destruction issue.

    Thanks for the replies. WOW. I never thought my work was at a level yet where I would encounter problems that none of the other community members have yet. Thanks, it's good to know that I'm not being ignored. :) As for the answer... I'm working on a tutorial that includes the answer. I'll post a link here when done. Hopefully by the end of the weekend.
  13. petracephas

    Tail rotor destruction issue.

    I have managed to solve this problem without any assistance from the community. This would be the third time I have asked for help, both here and on ARMAHolic without any responses. Am I asking my questions in the incorrect forums? Do I come across in a bad way or is my project/problem simply not interesting enough for other to help? PS. I asked the same questions on the Skype groups and I could also hear the crickets there. :0
  14. Please contact me at ARMSCor.Mod(a)gmail.com so we can see if we/I can help you guys out. I worked very hard on setting up a system where it takes me a hell of a long time to do the first vehicle but then after that it's a simple copy and paste for the next 20. Maybe I can help you guys out. I see you have the Gripen, NH90, Galil, Carl Gustav and Leopard 2A5 on your list. These are all vehicle that ARMSCor is interested in. I also note that you say: "because we wanted to take a bit of creative license with our project", maybe the Astorian Armed Forces could use some South African build, but re-skinned equipment?
  15. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    I'll have a look see what I can do.
  16. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    Hey deniodan Have you tried the R4 ACR? It has a optic and side mount. You can also try the R5 ACR. This is a carbine version of the R4 and it has optic, side and silencer capabilities.
  17. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    :D Sorry if this bothers you. You can delete the SE.pbo, BE.pbo, AU.pbo and NZ.pbo files. This should get rid of it for you. You will unfortunately have too do this after each update. ---------- Post added at 09:06 ---------- Previous post was at 08:54 ----------
  18. petracephas

    CO_pilot setup for ARMA 3

    Having the same problem. Would you like to share your solution? :)
  19. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    Help needed! Please! I have been stuck on this problem for almost a week now and my mod progress is suffering because of it. When I start my aircraft/planes engine it tips over backwards. Changing the center of gravity does nothing. I have deleted the geo-lod and replaced it with a box for testing. No change. Moved the model around in Object Builder aka O2, no effect. In my script I have -- simulation = "airplane"; -- If I comment this out it stops tipping but then steering on the ground no-longer works. I'm ready to pull what little hair I have let out. http://i1339.photobucket.com/albums/o703/petracephas/arma32014-05-1608-59-33-82_zps90cf6f6c.png (619 kB) http://i1339.photobucket.com/albums/o703/petracephas/arma32014-05-1608-57-36-32_zps38cedf10.png (603 kB)
  20. Not sure if this answers your question. I have a similar situation. The examples I based mine on used an animationState to set the userAction condition. I think the problem is that your variable is not available at the time that the condition is validated. This is my speculation, please don't shoot me if I'm wrong. :confused:
  21. petracephas

    LIFTER for ArmA 3

    Hi Raven I'd like to make my mod compatible with LIFTER. Am I understanding it correctly that that is what is coming in v1.5? PS. Very nice mod!
  22. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    ---------- Post added at 11:27 ---------- Previous post was at 11:26 ---------- http://youtu.be/MHnrM9KJIRA ---------- Post added at 11:29 ---------- Previous post was at 11:27 ----------
  23. petracephas

    PiP and how to script it.

    Great post guys. I got it working, but I'm having problems aligning it with my gunners view. Any suggestions?
  24. petracephas

    ARMSCor Mod 3.0.3 (Work in progress)

    Have a BETA release and early access to the Rooivalk AH-2
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