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Everything posted by scorch_052

  1. Very good idea! Wish BIS had an aussie voice lol
  2. Its kind of a difficult choice to make. We have to take into consideration alot of factors, such as AGM integration and compatibility with other mods. On the one hand, its the responsibility of the mission maker to make sure everything is balanced properly. However, you also dont want the weapons and armor to be so powerful that its impossible to really counter them. We have to design the mod in a way that its actually possible for other factions to combat the UNSC in some way or another. Otherwise we'll run into the same issue we'd face if we had spartans in. Personally, I vote we make the equipment slightly stronger, but also slightly heavier.
  3. I'm currently working on improving it and the scripts that allow you to disable/enable the hud. The hud goes hand in hand with the toggle-able visor, but I've also added a userconfig to allow players to simply disable it if they dislike it. I hope to have something presentable before new years.
  4. Screen Dump http://i.imgur.com/SHUkKPl.png (552 kB) http://i.imgur.com/H9su0Ju.png (850 kB) http://i.imgur.com/lALrOIN.png (640 kB) http://i.imgur.com/LGogrpj.png (603 kB) http://i.imgur.com/vaIunuF.png (499 kB) http://i.imgur.com/og1P98m.png (490 kB) http://i.imgur.com/s5pSH6q.png (593 kB) http://i.imgur.com/3CiQ79X.png (803 kB) Battle Rifle will be in-game soon
  5. No, AI behavior will remain the same. Its on you to make sure you call them in close to you. That said, the AI is alot better about not spamming radio since A2.
  6. Forward Unto Dawn is set before the fall of Reach, around 2526, I believe.
  7. You should definitely put a bunch of random objects lying around so everyone can frantically bash things together and make hasty barricades in the tiny little rooms.
  8. Haven't had much time this week to put in work but i managed to get the UNSC Army unit in the game. http://i.imgur.com/q0oFoBQ.jpg (276 kB) http://i.imgur.com/ydTU3NB.jpg (156 kB) http://i.imgur.com/vFHWkQq.jpg (208 kB) http://i.imgur.com/R2bW5PL.jpg (203 kB)
  9. i changed it to fix this and it still doesnt work properly
  10. So does noone have a fix for this?
  11. scorch_052

    Custom function "CurrentGrenade"

    Nice, I can see this being really useful in the future.
  12. Whenever i move my mouse, the turret rotates correctly. However, the crosshair and aiming point (where the rounds actually land) do not move and remain still.
  13. Yes, gunnerview is part of the OtocHlaven selection. Also, the only reason i'm using the czech names is because i was working from the sample models.
  14. Here it is: class Turrets: Turrets { class MainTurret:MainTurret { body = "OtocVez"; gun = "OtocHlaven"; gunAxis = "Osa Hlavne"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev = -4; maxElev = 10; minTurn = -360; maxTurn = 360; initTurn = 0; turretAxis = "OsaVeze"; maxHorizontalRotSpeed = 1.2; maxVerticalRotSpeed = 1.2; gunnerAction = "driver_boat01"; gunnerInAction = "driver_boat01"; gunnerGetInAction = "GetInMRAP_01"; gunnerGetOutAction = "GetOutMRAP_01"; gunnerName = "Gunner"; hideWeaponsGunner = false; soundServo[] = {"",0.01,1}; outGunnerMayFire = 1; commanding = 1; primaryGunner = 1; memoryPointsGetInGunner = "Pos Gunner"; memoryPointsGetInGunnerDir = "Pos Gunner dir"; gunnerLeftHandAnimName = "trigger"; gunnerRightHandAnimName = "trigger"; memoryPointGun = "machinegun"; weapons[] = {"LMG_Minigun"}; magazines[] = {"2000Rnd_65x39_Belt_Tracer_Yellow"}; memoryPointGunnerOptics = "gunnerview"; gunnerOpticsShowCursor = true; castGunnerShadow = 1; startEngine = false; }; };
  15. scorch_052

    Multiple Terrains Combine

    I think someone combined Chernarus and Utes into one map in ArmA 2 before, but damned if i know how they did it.
  16. So, what has 4 wheels, doesn't get totaled when hitting a rock, and sports a triple-barreled gatling gun firing 12.7x99mm rounds at 900 rpm? Hint: Its not a puma
  17. It definitely is binarize.exe. I also use pboProject and as of today i cant pack any mods.
  18. Pod already has bottom-facing PiP camera, emergency and normal hatch opening and displays your altitude. Radar thing sounds a little complex, but i might be able to set it up to where people in your group have their LZs marked on the map automatically.
  19. Biggest focus is probably TFAR/ACRE2 support since thats relatively easy and simple. AGM/CSE/etc. support will probably be later down the road though.
  20. https://www.youtube.com/watch?v=peApqJVKdoY