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diesel5187

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Everything posted by diesel5187

  1. diesel5187

    NATO Striders

    Mainly the weight, it is also signed and has its server key. I would need to look at Nights code so see if there are other differences. Mine just call on the latest BIS assets, no modification what so ever.
  2. diesel5187

    NATO Striders

    I know bud. The thing is my unit wanted a much lighter version. I already knew that the vanilla game had the textures so I made a quick script for it last night. Check it out! class CfgPatches { class NATO_Striders { units[] = {"NATO_Strider", "NATO_Strider_HMG", "NATO_Strider_GMG"}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgVehicles { /*extern*/ class MRAP_03_base_F; class NATO_Strider: MRAP_03_base_F { author = "Diesel"; scope = 2; displayName = "Strider"; side = 1; faction = "BLU_F"; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_lite_F"}; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"\A3\soft_f_beta\MRAP_03\Data\mrap_03_ext_co.paa", "\a3\data_f\vehicles\turret_co.paa"}; }; /*extern*/ class MRAP_03_hmg_base_F; class NATO_Strider_HMG: MRAP_03_hmg_base_F { author = "Diesel"; scope = 2; displayName = "Strider HMG"; side = 1; faction = "BLU_F"; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_lite_F"}; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"\A3\soft_f_beta\MRAP_03\Data\mrap_03_ext_co.paa", "\a3\data_f\vehicles\turret_co.paa"}; }; /*extern*/ class MRAP_03_gmg_base_F; class NATO_Strider_GMG: MRAP_03_gmg_base_F { author = "Diesel"; scope = 2; displayName = "Strider GMG"; side = 1; faction = "BLU_F"; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_lite_F"}; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"\A3\soft_f_beta\MRAP_03\Data\mrap_03_ext_co.paa", "\a3\data_f\vehicles\turret_co.paa"}; }; }; //}; What I am going to work on next is to see if I can re-texture the interior so it matches the exterior.
  3. diesel5187

    MOD: NATO Hellcats

    For those who think DAGR rockets are overpowered, well, they are real. http://en.wikipedia.org/wiki/Direct_Attack_Guided_Rocket Changelog Version 1.3: -Fixed a script error on the transport version of the Hellcats which would affect a server from loading a mission if the unit was placed and did not load flares. -Halved the size of the config file. Version 1.2: -Changed DAR unguided dumb rockets for DAGR guided Air to Ground missiles. -Changed rounds from yellow tracers to red tracers to fit in with NATO forces. -Increased Flare count from 168 to 240. -Mod still calls on latest BIS Hellcat asset so it should be foward compatible with any updates. Version 1.1: -Added new texture by RedPhoenix, "AW159 BlackCats". -Version 1.0 is fully compatible with the ARMA 3 update on 1/21/2014 and this mod should have no issues with any future updates as it always calls on the latest BIS Hellcat asset. Version 1.0: -Signed with bisign and key. -Re-classed helicopter for NATO forces with correct crew. -Changed name to real world counterpart AW159. -8 versions of the helicopter under: NATO>Air> AW159 Armed Black AW159 Armed Green AW159 Armed Grey AW159 Armed Camo AW159 Armed BlackCats AW159 Transport Black AW159 Transport Green AW159 Transport Grey AW159 Transport Camo AW159 Transport BlackCats Download:
  4. This is awesome!!! Can't wait for physX integration!!!
  5. diesel5187

    EricJ Release thread

    SWEET! Looking good! Will you be making suppressed sounds for each gun?
  6. diesel5187

    EricJ Release thread

    Good to know, this is a very nice mod, little bit more polishing and it will be amazing. Can't wait for future updates.
  7. diesel5187

    EricJ Release thread

    M24 becomes semi auto when surefire suppressor is attached. Will you be making weapon specific suppressors? The M107 accepts the suppressor but can't see it on the gun.
  8. diesel5187

    MOD: NATO Hellcats

    Unlikely since I do not have access to the models.
  9. diesel5187

    EricJ Release thread

    Perfect! That is going into our mod pack as soon as it doesn't have the TMR mod dependency! I appreciate the quick response, thank you, and of course, great mod, my guys are really enjoying playing with the SCARS.
  10. diesel5187

    EricJ Release thread

    I am aware what TMR does, my unit is using VTS Weapon Resting, can I use your mod with it without issues? Is TMR 100% required?
  11. diesel5187

    EricJ Release thread

    Why does it need TMR?
  12. diesel5187

    Speed Of Sound

    Just wanted to swing by and say I love V2 of your mod. I can't use it as often as I would like because some PBOs are not checking out properly with the key on our server. I hope this feedback is useful, can't wait for the future versions!
  13. diesel5187

    A-10C for Arma 3

    Canopy went up on me a couple of times while I was flying.
  14. Are we going to get a sonic boom eventually? Good job.
  15. diesel5187

    A-10C for Arma 3

    Trust me when I tell you, you are not the only one!
  16. diesel5187

    MOD: NATO Hellcats

    Do you of a laser guided rocket? Creating an F-18 type loadout screen would be interesting, I'll look into it.
  17. FYI - the AT Satchel mod is not signed properly, had to open it and sign it myself.
  18. diesel5187

    MOD: NATO Hellcats

    Thanks! Now go kill some stuff!!! Feel free to alter the config, all you would need to remove these 4 lines from each helicopter in the config and it will be set as a regular independent with the camos and the upgrades. faction = "BLU_F"; side = 1; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; OPed, I thought the same, but when you go to war you don't look for it to be fair, in general, all attack helicopters is used properly are overpowered. I just felt like adding another variable to the engagement, specially if you have a small team at the moment. Being a little bit more reasonable, it was a feature on the Arma 2 version of this helicopter, had a big gun and lock on missiles. I got some info from some one in the know and they told me that the DAGR rockets are made to substitute dumb rockets with the Hellfire guidance unit, so it is in sense realistic. Furthermore, speaking about in game, the Orca has the same DAGR rockets capability, just that it has a gun on one side and the rocket pods on the other limiting the ammo. I did not feel like altering the model and the rocket pods are exactly the same in both helicopters, so I just did an upgrade to the rockets. I am glad you are putting to good use!
  19. diesel5187

    MOD: NATO Hellcats

    I was requested to bring back the Hellcats capability of guided air to ground missiles like the Wildcats had in ARMA 2. This was never planned if not it would have been done in the last update. Changelog Version 1.2: -Changed DAR unguided dumb rockets for DAGR guided Air to Ground missiles. -Changed rounds from yellow tracers to red tracers to fit in with NATO forces. -Increased Flare count from 168 to 240. -Mod still calls on latest BIS Hellcat asset so it should be foward compatible with any updates. Version 1.1: -Added new texture by RedPhoenix, "AW159 BlackCats". -Version 1.0 is fully compatible with the ARMA 3 update on 1/21/2014 and this mod should have no issues with any future updates as it always calls on the latest BIS Hellcat asset. Version 1.0: -Signed with bisign and key. -Re-classed helicopter for NATO forces with correct crew. -Changed name to real world counterpart AW159. -8 versions of the helicopter under: NATO>Air> AW159 Armed Black AW159 Armed Green AW159 Armed Grey AW159 Armed Camo AW159 Armed BlackCats AW159 Transport Black AW159 Transport Green AW159 Transport Grey AW159 Transport Camo AW159 Transport BlackCats Download: Version 1.2:------------------------------------------------ Credits: -Many thanks to sykoCrazy for his great re-textures. -Diesel5187 for the script. -RedPhoenix for the BlackCats texture. -BadHabitz for teaching Diesel5187 basic scripting. THANK YOU! -surpher for giving me a fix for an animationsources.scope error on V1.2. -BIS for giving us a sandbox game and letting us do some great mods with their engine.
  20. I find this quite appropriate, it is working now with no entry errors. THANK YOU!
  21. I am working on switching the current missiles from the current DAR missiles to the better DAGR missiles. The problem is I am having one error, "No entry config.bin\cfgvehicles/animationsources.scope" when I start the game. Can anyone tell me what I am doing wrong? I know there is a better and shorter way to do the config but I want to get this working before I change it. This is WORKING config file: class CfgPatches { class AW159 { units[] = {"AW159_Armed_Black", "AW159_Armed_Green", "AW159_Armed_Grey", "AW159_Armed_Camo", "AW159_Armed_Blackats", "AW159_Transport_Black", "AW159_Transport_Green", "AW159_Transport_Grey", "AW159_Transport_Camo", "AW159 _Transport_BlackCats"}; weapons[] = {""}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class I_Heli_light_03_base_F { /*extern*/ class AnimationSources; }; class AW159_Armed_Black: I_Heli_light_03_base_F { scope = 2; displayName = "AW159 Armed Black"; faction = "BLU_F"; side = 1; weapons[] = {"M134_minigun", "missiles_DAGR", "CMFlareLauncher"}; magazines[] = {"5000Rnd_762x51_Belt", "24Rnd_PG_missiles", "240Rnd_CMFlare_Chaff_Magazine"}; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\black.paa"}; class AnimationSources: AnimationSources { class GunL_Revolving { source = "revolving"; weapon = "M134_minigun"; }; class GunR_Revolving: GunL_Revolving { }; class muzzle_hide { source = "reload"; weapon = "M134_minigun"; }; class Muzzle_Flash { source = "ammorandom"; weapon = "M134_minigun"; animPeriod = 0.000001; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_DAGR"; }; }; }; class AW159_Armed_Green: I_Heli_light_03_base_F { scope = 2; displayName = "AW159 Armed Green"; faction = "BLU_F"; side = 1; weapons[] = {"M134_minigun", "missiles_DAGR", "CMFlareLauncher"}; magazines[] = {"5000Rnd_762x51_Belt", "24Rnd_PG_missiles", "240Rnd_CMFlare_Chaff_Magazine"}; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\green.paa"}; class AnimationSources: AnimationSources { class GunL_Revolving { source = "revolving"; weapon = "M134_minigun"; }; class GunR_Revolving: GunL_Revolving { }; class muzzle_hide { source = "reload"; weapon = "M134_minigun"; }; class Muzzle_Flash { source = "ammorandom"; weapon = "M134_minigun"; animPeriod = 0.000001; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_DAGR"; }; }; }; class AW159_Armed_Grey: I_Heli_light_03_base_F { scope = 2; displayName = "AW159 Armed Grey"; faction = "BLU_F"; side = 1; weapons[] = {"M134_minigun", "missiles_DAGR", "CMFlareLauncher"}; magazines[] = {"5000Rnd_762x51_Belt", "24Rnd_PG_missiles", "240Rnd_CMFlare_Chaff_Magazine"}; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\grey.paa"}; class AnimationSources: AnimationSources { class GunL_Revolving { source = "revolving"; weapon = "M134_minigun"; }; class GunR_Revolving: GunL_Revolving { }; class muzzle_hide { source = "reload"; weapon = "M134_minigun"; }; class Muzzle_Flash { source = "ammorandom"; weapon = "M134_minigun"; animPeriod = 0.000001; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_DAGR"; }; }; }; class AW159_Armed_Camo: I_Heli_light_03_base_F { scope = 2; displayName = "AW159 Armed Camo"; faction = "BLU_F"; side = 1; weapons[] = {"M134_minigun", "missiles_DAGR", "CMFlareLauncher"}; magazines[] = {"5000Rnd_762x51_Belt", "24Rnd_PG_missiles", "240Rnd_CMFlare_Chaff_Magazine"}; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\camo.paa"}; class AnimationSources: AnimationSources { class GunL_Revolving { source = "revolving"; weapon = "M134_minigun"; }; class GunR_Revolving: GunL_Revolving { }; class muzzle_hide { source = "reload"; weapon = "M134_minigun"; }; class Muzzle_Flash { source = "ammorandom"; weapon = "M134_minigun"; animPeriod = 0.000001; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_DAGR"; }; }; }; class AW159_Armed_Blackats: I_Heli_light_03_base_F { scope = 2; displayName = "AW159 Armed BlackCats"; faction = "BLU_F"; side = 1; weapons[] = {"M134_minigun", "missiles_DAGR", "CMFlareLauncher"}; magazines[] = {"5000Rnd_762x51_Belt", "24Rnd_PG_missiles", "240Rnd_CMFlare_Chaff_Magazine"}; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\blackcats.paa"}; class AnimationSources: AnimationSources { class GunL_Revolving { source = "revolving"; weapon = "M134_minigun"; }; class GunR_Revolving: GunL_Revolving { }; class muzzle_hide { source = "reload"; weapon = "M134_minigun"; }; class Muzzle_Flash { source = "ammorandom"; weapon = "M134_minigun"; animPeriod = 0.000001; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_DAGR"; }; }; }; /*extern*/ class I_Heli_light_03_unarmed_base_F; class AW159_Transport_Black: I_Heli_light_03_unarmed_base_F { scope = 2; displayName = "AW159 Transport Black"; faction = "BLU_F"; side = 1; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\black.paa"}; }; class AW159_Transport_Green: I_Heli_light_03_unarmed_base_F { scope = 2; displayName = "AW159 Transport Green"; faction = "BLU_F"; side = 1; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\green.paa"}; }; class AW159_Transport_Grey: I_Heli_light_03_unarmed_base_F { scope = 2; displayName = "AW159 Transport Grey"; faction = "BLU_F"; side = 1; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\grey.paa"}; }; class AW159_Transport_Camo: I_Heli_light_03_unarmed_base_F { scope = 2; displayName = "AW159 Transport Camo"; faction = "BLU_F"; side = 1; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\camo.paa"}; }; class AW159_Transport_Blackats: I_Heli_light_03_unarmed_base_F { scope = 2; displayName = "AW159 Transport BlackCats"; faction = "BLU_F"; side = 1; crew = "B_HeliPilot_F"; typicalCargo[] = {"B_HeliPilot_F"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\AW159\textures\blackcats.paa"}; }; }; //};
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