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Everything posted by alexcroox
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Tiled maps - Google maps compatible (WIP)
alexcroox replied to 10t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
These are fantastic thank you, do you plan on making more for the other AiA maps? -
I've added you, we can talk :)
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That makes sense I'll have to give it a go later! I'm just using the leafletjs popups and styling them myself. I'm trying to get all the interactions to feel like you are in game (styles, clicks, keyboard actions etc). I noticed earlier in this thread you mentioned being able to read markers from the map, this is exactly what I want to do initially. Our recon team drops in-game a week ahead of our mission start and uses UAVs etc to gather intel. They then mark what they see on the map and take screenshots and post it in the operations thread on the forum. I want to cut out this manual work and automatically import their in-game markers into the browser map. I then want it to work 2 way, so that squad leaders can then use the browser version to map movement plans etc that others can review before the day of the mission. Then when everyone joins the actual game on the night, both recon markers and squad leader markers are on the in-game map. Baby steps first though haha.
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Oh damn why didn't I see this sooner! I've been building my own for mission planning (you can double click to add markers), but I'd like to extend it to showing live/historical movements of players on missions. My question is, how did you map the player positions to coordinates for use in browser mapping? I see you are using openlayers, I'm using leafletjs, a similar tile based mapping client. http://5rifles.com/operations
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So by default any objects/units placed in the editor aren't available to Zeus, which is great. However any empty vehicles are; empty hunter, quadbike etc. How do I stop them from being in the zeus interface.
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Is there anyway we can get the unbinarized versions of these vehicles? We use the chinook and wildcat in our unit, but this mod is turning into a giant which is great, but not so great for our new recruits having to download a lot of data that will never be used. Ideally we'd like to be able to remove all the extra vehicles we won't be using to keep the size down. Is this possible? Thank you.
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How does the air refueling work? Whenever I follow an AI jet in MP it desyncs all over the place no way I could get close enough for long enough.
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Head Range Plus: Improved TrackIR Movement
alexcroox replied to Feint's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Amazing update thank you! -
Arma 2 AV-8B Harrier II Port
alexcroox replied to Chairborne's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For the PIP limitations could you do what other mods do and attach essentially a UAV camera on the bottom? -
CH View Distance Script
alexcroox replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Am I right in saying that no matter what values you set the slider to, if your video settings view distance isn't that high it won't take effect (objects anyway) -
[Release] [Script] TGP - Targeting Pod for Air Vehicles
alexcroox replied to Lala14's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What are the keybindings? The info mentions plural, but I only see mention of custom action 7 (use pod). -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
alexcroox replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Torrent link broken? -
The camera was very cool when I first turned it on. However the quality of PiP is so low it doesn't make it much use. Would it be possible to reflect the gunner's zoom level and vision mode (thermal, NVG etc). That way you might be able to see something on the screen while in the air.
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Ah very much looking forward to trying that when it's fixed. The typical Arma PiP is often so pixelated and small it's worthless, be good to stare down the same camera view to see what the gunner is dealing with!
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Very nice thank you! I noticed when deploying ropes from a hovered chinook a few seconds later the rear rotor will be destroyed. Also will the armed hellcats have lock-on rockets like the other NATO Hellcat mod/Arma 2? Would it be possible to view the pilots camera in the apache while in the pilots seat? Or have it's own camera like the Nodeunit apache.
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Tiled maps - Google maps compatible (WIP)
alexcroox replied to 10t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Double post -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
alexcroox replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ah very nice thank you! Another thing I've noticed, I can't tell if it's one of our mods conflicting, but the heli's screens won't turn on some rounds, turning the battery on has no effect, yet I can still complete a full startup sequence. Manually switching the page brings them to life. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
alexcroox replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
God I love this heli! One grief though, when I turn on head tracking with TrackIR the action cross (tiny x) moves out of sync with the center of the screen and I have to fight to get it back to the center. Once I've fought it back to the center with a combination of looking around and moving the mouse (which throws the heli round as I do it ofc) I have to turn off head tracking to keep it there. This then allows me to click where I am looking, and not at a weird angle because that's where the x has drifted to. Rinse and repeat every time I want to press a button mid flight (with head tracking on). Is this an issue in the currently unsupported Arma 3?