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Everything posted by flanker
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BAFX and Rangemaster mod packs - released
flanker replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The OSV is a beauty! One thing i did not mention that turned out to be crucial was that i modified the test mission. I used an OPFOR character instead of the BLUEFOR provided... And since you said the meele system currently works only against EAST side so thats why... Maybe you could share the IDs of the action menus regarding the meele system? I could take a look and make it EAST side "compatible"? Im not sure how exactly you made the meele system but if i remember correctly there is a possibility of adding a condition if to show action menu item or not. So i assume you have the logic deciding this outside of the actual melee action menu item? I wil ltest the pellets and airburst. Thanks man! -
BAFX and Rangemaster mod packs - released
flanker replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Guys hats down... for making ARMA 2 still alive... The Mig-31 and 25 models are awesome! I tested yesterday. I have a question: How does the Melee system works? What keys are binded to specific actions like knife attack and buttstock attack. How do you throw the knife? I was checking out the testing mission and could not figure it out. Thats one thing and the other thing is: I have noticed that the GP-25 airburst/pellet grenade does not work. It shoots but with no effect? Another question: Are aircrafts repaired within 150 m of Hangars and rearmed? Again i tested yesterday on the test mission but nothing happened. Anyways great work! Hats down for the number of features and weapons, vehicles, items present all in one addon release bugs like these happens here and there but guys you have my admiration.... BTW do you have any time frame when there will be a OSV-96 rifle model? Currently KSVK model is used. Thanks! -
BAFX and Rangemaster mod packs - released
flanker replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What?!? Rifle but as a weapon to disarm enemy?! Whoa... guys you are the best! Just one comment regarding the TIGoggles... as of now they are pretty useless because althouygh they are handled as if binoculars but they dont have the zoom of binoculars and IMHO o think that having thermal Goggles should come with being able to hold your weapon simultaneusly (and shoot it ofcourse) at the same time as wearing those goggles... so i think should be fixed in the future. Other than that... GREAT WORK! I love that there is still somebody caring for the development of arma2 despite the fact that arma3 is for some years active... Hats down you guys deserve some credit for this... Do you have plans to make Gaz Tiger vehicle? -
Pookie i meant You had in your account shared a folder with Tiger images...\ Do you plan to work on it? Or it has been abandoned?
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pookie < I was able to download the pack 1.7 but the original one you have uploaded by pausing the download after it stalled and then resuming the download... but the later zip files im unable to download because the service reports that it is unable to scan it for viruses... By the way i noticed you had Tiger vehicle in your folder... do you plan to work on the vehicle or was it just an idea that never came to be?
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pookie < Man you made my dream come true... i wanted the SA10 in Arma2 so baaad.... will download it and check it out asap. Great work!
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BAFX and Rangemaster mod packs - released
flanker replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great news... thanks for the update. BTW im not sure if anyone has reported this and its probably for pookie but buckshot grenades are not working... and also it would be great to make chemical and buckshot grenades for RG-6 and GM-94, probably the same goes for their bluefor counterparts... Great work guys! Can't wait to see the SA-10. Do you plan to introduce a semimobile model or just a static one? -
BAFX and Rangemaster mod packs - released
flanker replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep its working. Im not sure why but somehow it got fixed :) (I dont use ACE) I have read that there are going to be TIGoggles and TIBinoculars... Boy when i found out from the readme i though FINALLY somebody....!!!! :D When i will have some time in the summer i plan to make a campaign that will heavilly depend on your addon and other addons involving Russian HW. Anyways there is this stuff that i dont understand: If you are a heli pilot having AI gunner you can switch by righ mouse button to the gunner to laser guide a missile? From the armory i was trying but nothing happened... Right mouse button i have weapon optics associated with it. Care to give me some info on this or link to yt video? -
BAFX and Rangemaster mod packs - released
flanker replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well i have tested random opfor and bluefor airplanes and helis and none of them was dispensing the chaff/flares using the key which i have mapped for this "R" - i think this is default. So i guess this is not a problem of single vehicle model but something in core logic? But i haven't investigated beyond that... Let me also point out that i have many addons but i have not installed recently any one ones beside this mod update... Also i have a question regarding the new SAM system vehicles... i have read somewhere that hcpookie was planning to have working mobile version of S-300 SAM. Is this still in the works or it has been abandoned? I know that some Russian guys were working on it but have made only couple of vehicles before the work died... Any updates on this? And i will try to figure out in the evening the flare / chaff issue... it would also be good to know if im the only one experiencing it or are there others? Thanks! -
BAFX and Rangemaster mod packs - released
flanker replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys First of all thank you very much for this simply awesome mod! I have a question: Im not sure if i missed something but after i updated to latest mod version chaff/flare dispensers stopped working - or perhaps the key mapping got somehow changed and i haven't noticed? Have you changed it or is it a known bug? -
SmokeShell place of impact script
flanker posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi people. Im new to the forums so please have some patience with me if i do something wrong... I was trying to solve a problem of mine regarding script im working on. Im working on a script that has to determine the place a smokeshell has landed: I am providing the code for it: _objectForEH = player; objPos = getPos player; _smokeShellHandler = _objectForEH addEventHandler ["Fired", { muzzleFired = _this select 2; ammoFired = _this select 4; projectileObj = _this select 6; tmpCount = 0; if (muzzleFired == "SmokeShellMuzzle") then{ //Sleep does not work when in this context - it would have to execute a differrent script to work height = ((getPosATL projectileObj) select 2); while {height > 0.1} do { height = ((getPosATL projectileObj) select 2); tmpCount = tmpCount + 1; }; landPosProj = getPos projectileObj; "Sign_Checkpoint" createVehicle landPosProj; hint "Smoke shell landed and marked!"; }else{ hint "You have used a differrent weapon!"; }; }]; The pseudologic is: Attach a fire event handler to the objewct being monitored Check if its a smoke shell that has been fired... Get the projectile height above the ground Loop till that height is above 0.1 Get the position of the projectile before impact Place a sign object on that position (for debugging purpose) The problem is: For some reason the hint at the end of the if is being executed right after the smokeshell leave soldiers hand, tmpCount is allways 10000 (this is a variable for debugging purposes), and player and projectile positions are slightly differrent but the sign object that should be placed near the position of impact is placed near the position of soldier throwing the smokeshell. Its as if the loop was not executed at all but according to that variable it is.... the only thing that comes to my mind is that perhaps the tmpCount experienced an overflow? Previously i put a "sleep" command right before the first height reading like 3 seconds and i got a feeling that it was being skipped because next to the sleep i had a debugging hint which was displayed instantly... Anyone any idea? Oh and last thing: Arma 2 wiki - Event Handlers you are able to get an object of the projectile. Using debugging console i verified that indeed i got the object. So i assume that using the object and script that one should be able to monitor the current position of the projectile in the ballistic path towards the place of impact? Any help is appreciated. -
SmokeShell place of impact script
flanker replied to flanker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your guidance. I will try it and hopefully it will work. I personally don't see under the hood of the arma 2 engine so if you know why: could you please explain to me or guide me to a resource (other then BI wiki) why the loop doesn't work like that? From technical point of view i thought that it would create a separate thread and that could be interruptible with sleep and act as a normal process?