Maj D. Schultz
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Everything posted by Maj D. Schultz
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Adding TFAR LR radio to Platecarrier
Maj D. Schultz replied to OberSchutze's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
If i had to guess, it's because TFAR is only allowing the backpack class's the ability to enact the code you've put in. Likely if you ask about where you can allow this class to be able to do that, they can tell you and you can make a tack-on addon to TFAR to make it work. -
Gorgona, Italy (terrain)
Maj D. Schultz replied to major_desync's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Meant to do this awhile ago. Great map man. Please continue to support this and to create new content. As much as I miss some of the older ARMA 2 maps getting a facelift for ARMA 3, it's guys like you that help me get over the "good ol ARMA 2" days. -
USMC Aircraft (AV8B/AH1/UH1)
Maj D. Schultz replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
*face to desk* I forgot to include signed keys for dedicated servers. My fault, next time I do an update I swear it'll have properly signed keys for your folks that run tight servers. Didn't cross my mind because I run private server with signed key check turned off. -
USMC Aircraft (AV8B/AH1/UH1)
Maj D. Schultz replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For 1. I believe in this case, there is only one way to skin a cat. But yes you're original coding laid the groundwork. I believe I already credited you for the work you've done? I'll adjust my credits to reflect that. For 2. Thanks for the suggestion, I'll think about it. I had people in my unit asking for both, but sadly can only make one or the other work for right now. I plan to keep trying to figure it out. Sadly I will have to agree with you about wanting to get "proper" feedback from people. Even in my own unit, getting the "right" feedback is extremely difficult as if I can just wave a "wand" and fix everything. Even had a guy with the balls to tell me that I should just know everything and fix it. Because having IRL responsibilities, unit responsibilities and what little free time I have learning how to code... yeah... At the time the unit was using your mod, I was still considered a FNG in the unit and I was still very much developing my own ability in figuring out ARMA 3 Code or I'm sure I would of been on the same page with you, it's really only in the last 3 months that I've gotten things figured out and confident enough to open up about it. Figuring out why things brake, and don't brake in ARMA 3 is a extremely exhaustive process. I do hold the highest regard for your ability, and I only wish that my unit at the time had someone more dedicated to branching out better to mod authors. But we didn't then, but we do now. Thanks for the offers of help, you likely will get a message from me at some point. -
USMC Aircraft (AV8B/AH1/UH1)
Maj D. Schultz replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will admit the title doe's seem all encompassing. I'll adjust it. There is currently already a released MV-22 in an alpha state that you can find here http://forums.bistudio.com/showthread.php?186893-Turtle-s-Armory That is currently the MV-22 that the 15th MEU uses, however it is an "ALPHA" state. That mod author is also working on getting a CH-53 made as well. As for the 130 series of aircraft, there are plenty of other aircraft that can simulate it. Sadly I'm not a modeler or a texture guy, I know enough to get by with making minor edits and adjustments. Config work is where my skills largely lay. Actually the USMC has discontinued the CH-46 Sea Knight, they are no longer in service and are all in the process of being stripped down. As for the FA-18's. The link I posted above, the same mod author is also looking to make F-18 C/D's. However Paul Spartans F18 E/F's are excellent substitutes. Currently I have the UH1 and AH1 basing their RotorLib off of the AFF Hellcat, as that is the only craft that most realistically resembles the flight model for them. So no, currently the flight models on AFM is not accurate at all. Working, yes. But there is almost no way for me to model them realistically as I do not have access to the files needed to explain how the real thing translates into a game like ARMA 3. It's nothing so simple as "Set engine horsepower to this!" I do plan to develop and adjust the AFM over time, but it will take alot of reading and play testing. I just wanted to get working models on the aircraft, and hopefully people in the community could help me develop it further. -
cTab - Commander's Tablet - FBCB2, Bluforce Tracker, UAV, and Helmetcam Interface
Maj D. Schultz replied to riouken's topic in ARMA 3 - ADDONS & MODS: COMPLETE
15th MEU has been playing with some of the new CTab updates. We absolutely fucking adore it. keep up the great work. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
Maj D. Schultz replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Top notch work as always. I love doing missions on this map. -
Burnes Armories Tanks and Deployment Vehicles
Maj D. Schultz replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Burnes! New on the dev branch! Added: Allow Firing From Vehicles in turned out position in turrets and for copilots. Holy shit! -
Burnes Armories Tanks and Deployment Vehicles
Maj D. Schultz replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for all the work. The titan guys keep sending me tied up pvts with the note. "For Burnes. He'll know what to do." -
Marine Expeditionary Force Mod
Maj D. Schultz replied to Mattastic's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mattastic, have I got great news for you regarding helos.... I'll need to come talk to you sometime. -
You need to change its lift coefficient on the heli. I've found 1.5 able to lift anything.
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I am releasing my 3 major mods open source
Maj D. Schultz replied to Richards.D's topic in ARMA 3 - ADDONS & MODS: COMPLETE
THANK YOU THANK YOU THANK YOU. You have just made the 15th MEU mod team extremely happy as we use all 3 of these mods and were wondering about updates. Now we can fix the small problems bugging us. Also thank you for all the hard work you poured into these mods. -
Awesome work as always. The 15th MEU also thanks you for allowing us to use your script on the AAV's. Its been great seeing them splashing around and getting everybody all wet.
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Custom missiles and bombs come out of center of jet
Maj D. Schultz replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So bookmarking this page, thank you for the very detailed info. -
Is there a way to make some weapons Semi-Auto Only?
Maj D. Schultz replied to textanker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Set up the weapons config to only have semi-auto as an option. If you need an example I can post. -
Burnes Armories Tanks and Deployment Vehicles
Maj D. Schultz replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Because it hasn't been released yet. Only the 15th MEU has the prototype pbo. -
How to Create "Get out Left" and "Get out Right"
Maj D. Schultz posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm working on getting some of the ARMA 2 helicopters updated to ARMA 3 standards. AFM, Sling-load, etc. One request that i had, was the scroll whell option to exit the helicopter either on the left or right had side. I'm not much of a scripting but I know that as a user action in the config, it's all set up on condition and statement. Anybody willing to toss me a bone on this one? -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Maj D. Schultz replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you Kju for all the hard work. -
Burnes Armories Tanks and Deployment Vehicles
Maj D. Schultz replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
As promised, the video of our test last Saturday. -
*AUTHOR'S NOTE: I TAKE NO CREDIT FOR ANY WORK, MODEL, SOUNDS, SCRIPT, OR CODING. Feel free to use or distribute. Just please give credit where credit is due.* With the release of FFV, I finally am ready to release a small project I've been working on the last 2 months. If anyone doesn't care for the current Assault Boat for the following reasons. Noise and overall Sound is terrible or far too loud to attempt to talk over. Top Speed is too slow for you. The "FFV" is extremely limited. The handling/turn radius is extremely sluggish. The reverse speed is too fast. Then let me introduce you to the Zodiac CRRC. It expands the "FFV" to allow you to shoot in a *180 (Looks slightly funky, but better then only looking in one direction.) It features sounds from the ARMA 2 Zodiac CRRC. (Credit BIS) Come's with a built-in pack and unpacking script so you can carry your boat anywhere. (Credit OHally's Boats*) And has a custom gearbox (Credit FFAA Mod Team**) designed to help with speeds between Q, W and E. Also for when going in reverse. Meaning that if you use mods like AGM or CSE, you won't rocket forward and hit something and knock yourself out. The handling has been modified so that the boat is maneuverable at slow speeds, although when traveling at top speed (50 km/h) it will turn with-in reason. Edit 23/NOV/14 Updated the CRRC to version 1.01 to not have the bow so high up in the air, continued to fine tune the handling and other small adjustments to only improve the boat. Dropbox link has been updated. Edit 9/JAN/14 Updated the CRRC to version 1.02. This version makes it so the driver has radar enabled so he can actually see what bearing he is going at. As far as I could tell, there was no way to enable the compass for him to use. So this was the only solution I could think of. Also edited the overall noise to be reduced "slightly". Comment's, suggestions or otherwise. Please leave here or PM to me. Enjoy. https://www.dropbox.com/s/aenkrlw46ioyo13/ZodiacCRRC.rar?dl=0 ARMAHOLIC Download http://www.armaholic.com/page.php?id=27272 * Since mine was a custom boat, your script wouldn't work with it. So I added your script directly into the config. I take no credit for your work. ** I peeked under your hood to understand yours because I'd already spent 15 hours on trying to figure out mine. You helped me solve the one piece that was eluding me.
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Zodiac CRRC - Assault Boat
Maj D. Schultz replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd suggest opening the mission SQF file and deleting the addon dependency of my boat if it was in there before. Also any of the Zodiacs if they are placed on the map. -
Turtle's Armory
Maj D. Schultz replied to TurtleImpaler's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ramp is set too high up off the ground, makes it hard for people to get in and when exiting the craft people can get stuck or thrown into the ground and get injured or knocked out with AGM. -
Zodiac CRRC - Assault Boat
Maj D. Schultz replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll check the version I uploaded but I was running around the other day just fine. ---------- Post added at 17:36 ---------- Previous post was at 17:21 ---------- *headslap* I forgot to path the sound files correctly, my apologizes. New version has been posted on the dropbox link and should be finished uploading after some of my other files in about an hour. 1.02.1 - Hotfix to fix sound pathing for working sounds. ---------- Post added at 17:47 ---------- Previous post was at 17:36 ---------- It's uploaded. https://www.dropbox.com/s/aenkrlw46ioyo13/ZodiacCRRC.rar?dl=0 -
Zodiac CRRC - Assault Boat
Maj D. Schultz replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My boat has it built in and only works for my boat. The OHally mod won't affect it, and my boat won't affect it. -
Zodiac CRRC - Assault Boat
Maj D. Schultz replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Updated the CRRC to version 1.02. This version makes it so the driver has radar enabled so he can actually see what bearing he is going at. As far as I could tell, there was no way to enable the compass for him to use. So this was the only solution I could think of. Also edited the overall noise to be reduced "slightly". Dropbox link has been updated.