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Thread: Pegasus Team 101 MULE WIP

  1. #81
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Great News, after the great help from Nordin, the remote control script works perfectly now, or at least it does with the different test that I think of. I will also be releasing v1.0 of my addon today. I hope you enjoy, and I will be updating it once I sort out some things, i.e. accessing the gear, improve textures, adding a laser designator, possibly missiles, and etc. all in due time. Also please post any bugs that you happen to come across, and I do what I can with the help of the community to fix it.

    I would like to thank [APS]Gnat, Nordin, Feint, and everyone else who helped me with this addon, for without their help it wouldn't have been possible.

    @Gnat, I'm still not able to access the gear, could you help me with that? Also is it possible to add a laser designator and missiles to the MULE? These would be excellent things to add to the MULE.
    Last edited by JSF 82nd Reaper; May 16 2012 at 21:14.

  2. #82
    Staff Sergeant JSF 82nd Reaper's Avatar
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    I would like to start working on some updates that would expand the game-play for the MULE, which are listed bellow. But I am going to need some help to pull this off.

    1.) Attach a Laser Designator to the Turret.

    2.) Add 4 missiles to the load-out of the MULE.
    I'm unsure how to add a Laser Designator and 4 missiles to the MULE and make them operable.

    3.) Improve the Textures and the overall 3d model of the MULE.
    I'll continue learning and improving my skills with texturing and 3d modeling, so that's not much of a problem.

    4.) Allow the MULE to carry gear and the player to attach their rucksack to the hull.
    I don't know how to fix the gear problem, and allow a player to attach their rucksack to the hull of the MULE.
    Last edited by JSF 82nd Reaper; May 23 2012 at 19:26.

  3. #83
    Staff Sergeant JSF 82nd Reaper's Avatar
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    4.) Allow the MULE to carry gear and the player to attach their rucksack to the hull.
    I don't know how to fix the gear problem, and allow a player to attach their rucksack to the hull of the MULE.
    I've figured out the problem with the gear by adding this to the config.cpp file:
    PHP Code:
    memoryPointSupply "supply"
    Now I've started working on the attach rucksack to the hull of the MULE script. As for adding 4 missiles and a laser designator, I yet haven't figured it out.

  4. #84
    Staff Sergeant JSF 82nd Reaper's Avatar
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    I need help with a couple of things; was able to add the 4 missiles to the MULE, but its not working like it should. The missiles don't look on to anything like they do with the Abrams, and whenever I go to 3rd person view with the missiles selected the MULE disappears unless I switch to a different weapon or go back into the optic view. Here is the config.cpp and model.cfg

    Config.cpp:
    PHP Code:
    class CfgPatches
    {
        class 
    CAWheeled
        
    {
            
    units[] = {"pt101_mule","pt101_ugvcontroller"};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"CAWheeled_E"};
        };
    };
    class 
    CfgWeaponClasses  
    {
        class 
    UGV
        
    {
            
    displayName "UGV - UGV Controller";
        };  
    };
    class 
    CfgMagazines
    {
        class 
    VehicleMagazine;
        class 
    UGV_laser_magVehicleMagazine
        
    {
            
    scope 2;
            
    displayName "Laser Designator";
            
    ammo "Laserbeam";
            
    count 1;
            
    initSpeed 30;
        };
    };
    class 
    CfgWeapons  
    {
        class 
    ACE_MX2A;
        class 
    pt101_ugvcontrollerACE_MX2A
        
    {
            
    displayName "UGV Controller";
            
    weaponClass "UGV";
            
    model "\pt101_mule\pt101_ugvcontroller.p3d";
        };
        class Default;
        class 
    Laserdesignator: Default
        {
            
    scope 2;
            
    displayName "Laser Designator";
            
    primary 10;
            
    magazines[] = {"UGV_laser_mag"};
        };  
    };
    class 
    CfgVehicleClasses
    {
        class 
    UGV
        
    {
            
    displayName "UGV - MULE";
        };
    };
    class 
    CfgVehicles 
    {
        class 
    LAV25;
        class 
    Mule_Step1 LAV25
        
    {
            
    scope 1;
            class 
    NewTurret;
            class 
    Turrets;
            class 
    MainTurret;
            class 
    CommanderOptics;
            class 
    viewpilot;
            class 
    viewgunner;
            class 
    AnimationSources;
            class 
    HitPoints;
        };
        class 
    pt101_mule01Mule_Step1
        


            
    faction "BIS_US";
            
    displayName "MULE T";
            
    vehicleClass "UGV";
            
    model "\pt101_mule\pt101_mule.p3d";
            
    maxSpeed 60;
            
    animated true;
            
    scope 2;
            
    picture "\Ca\wheeled\data\ico\stryker_ICV_CA.paa";
            
    Icon "\Ca\wheeled\data\map_ico\icomap_Stryker_CA.paa";
            
    mapSize 10;
            
    nameSound "stryker";
            
    commanderCanSee 31;
            
    gunnerCanSee 31;
            
    driverOpticsModel "\ca\Wheeled\optika_stryker_driver";
            
    soundEngine[] = {cawheeledDataSoundStryker_ICV_engine,db-10,0.8};
            
    soundGear[] = {cawheeledDataSoundshifter_v3,db-65,1};
            
    SoundGetIn[] = {cawheeledDataSoundM151A1_door_v1,db-45,1};
            
    SoundGetOut[] = {cawheeledDataSoundM151A1_door_v1,db-50,1};

            
    enableGPS true;
            
    transportSoldier 0;
            
    side 1;
            
    crew "US_Soldier_Crew_EP1";
            
    fuelCapacity 246;
            
    armor 150;
            
    damageResistance 0.01199;
            
    crewVulnerable false;
            
    threat[] = {0.50.50.5};
            
    viewCargoShadow true;
            
    viewCargoShadowDiff 0.05;
            
    viewDriverShadowDiff 0.05;
            
    viewGunnerShadowDiff 0.05;
            
    hideProxyInCombat 1;
            
    memoryPointSupply "supply";
            
    transportMaxWeapons 5000;
            
    transportMaxMagazines 20000;
            
    transportMaxBackpacks 25;
            
    supplyRadius 1.4;

            
    gunnerHasFlares true;

    //---------------------------        
    // Copy of LAV-25 Base View definitions
    //---------------------------
            
    class ViewOptics
            
    {
                
    initAngleX 0;
                
    minAngleX = -30;
                
    maxAngleX 30;
                
    initAngleY 0;
                
    minAngleY = -100;
                
    maxAngleY 100;
                
    initFov 0.466;
                
    minFov 0.466;
                
    maxFov 0.466;
                
    thermalMode[] = {23};
                
    visionMode[] = {"Normal""NVG""Ti"};
            };
            class 
    ViewPilot
            
    {
                
    initAngleX 10;
                
    minAngleX = -65;
                
    maxAngleX 85;
                
    initAngleY 20;
                
    minAngleY = -150;
                
    maxAngleY 150;
                
    initFov 0.7;
                
    minFov 0.25;
                
    maxFov 1.4;
            };
    //---------------------------        
    // Copy of LAV-25 Base Turret definitions
    //---------------------------
            
    class TurretsTurrets
            
    {
                class 
    MainTurretMainTurret
                
    {
                    
    weapons[] = {"ACE_M242_200""M240_veh""TOWLauncher""Laserdesignator"};
                    
    magazines[] = {"2Rnd_TOW2""2Rnd_TOW2""2Rnd_TOW2""2Rnd_TOW2""2Rnd_TOW2""ACE_1100Rnd_762x51_M240"

    "ACE_1100Rnd_762x51_M240""ACE_230Rnd_25mm_M242_HEI""ACE_230Rnd_25mm_M242_HEI""ACE_230Rnd_25mm_M242_HEI""ACE_70Rnd_25mm_M242_APFSDS"

    "ACE_70Rnd_25mm_M242_APFSDS""ACE_70Rnd_25mm_M242_APFSDS""UGV_laser_mag"};
                    
    soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate",0.0177828,1,15};
                    
    minElev = -4.5;
                    
    maxElev 74;
                    
    minTurn = -360;
                    
    maxTurn 360;
                    
    gunnerAction "LAV25_Gunner_out";
                    
    gunnerInAction "LAV25_Gunner";
                    
    forceHideGunner 0;
                    
    gunnerOpticsModel "\ca\weapons\2Dscope_LAV_7";
                    
    gunnerOutOpticsModel "";
                    
    memoryPointGun "machinegun";
                    
    gunBeg "muzzle_1";
                    
    gunEnd "chamber_1";
                    
    body "MainTurret";
                    
    gun "MainGun";
                    
    animationSourceBody "MainTurret";
                    
    animationSourceGun "MainGun";
                    
    gunnerForceOptics 1;
                    
    outGunnerMayFire 0;
                    
    startEngine 1;
                    
    primaryGunner 4;
                    
    laserScanner true;
                    
    laserTarget true;
                    
    canLock true;
                    
    ace_sys_missileguidance_tracker "TOWLauncher";
                    class 
    HitPointsHitPoints
                    
    {
                        class 
    HitTurret
                        
    {
                            
    armor 0.8;
                            
    material = -1;
                            
    name "vez";
                            
    visual "vez";
                            
    passThrough 1;
                        };
                    };
                    
    selectionFireAnim "zasleh_1";
                    class 
    ViewGunner
                    
    {
                        
    initAngleX 5;
                        
    minAngleX = -65;
                        
    maxAngleX 85;
                        
    initAngleY 0;
                        
    minAngleY = -150;
                        
    maxAngleY 150;
                        
    initFov 0.7;
                        
    minFov 0.25;
                        
    maxFov 1.1;
                    };
                    
    gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
                    class 
    ViewOptics
                    
    {
                        
    initAngleX 0;
                        
    minAngleX = -30;
                        
    maxAngleX 30;
                        
    initAngleY 0;
                        
    minAngleY = -100;
                        
    maxAngleY 100;
                        
    initFov 0.2;
                        
    minFov 0.05;
                        
    maxFov 0.2;
                        
    thermalMode[] = {23};
                        
    visionMode[] = {"Normal""NVG""Ti"};
                    };
                    class 
    Turrets
                    
    {
                        class 
    CommanderOpticsNewTurret
                        
    {
                            
    proxyType "CPCommander";
                            
    proxyIndex 1;
                            
    gunnerName "commander";
                            
    primaryGunner 0;
                            
    primaryObserver 1;
                            
    gunnerOpticsShowCursor 0;
                            
    body "obsTurret";
                            
    gun "obsGun";
                            
    animationSourceBody "obsTurret";
                            
    animationSourceGun "obsGun";
                            
    animationSourceHatch "hatchCommander";
                            
    soundServo[] = {"",0.00316228,1};
                            
    startEngine 0;
                            
    gunBeg "";
                            
    gunEnd "";
                            
    minElev = -4;
                            
    maxElev 20;
                            
    initElev 0;
                            
    minTurn = -360;
                            
    maxTurn 360;
                            
    initTurn 0;
                            
    commanding 2;
                            
    viewGunnerInExternal 0;
                            
    gunnerOpticsModel "\ca\weapons\2Dscope_com2";
                            
    gunnerOutOpticsModel "";
                            
    gunnerOutOpticsColor[] = {0,0,0,1};
                            
    gunnerOutForceOptics 0;
                            
    gunnerOutOpticsShowCursor 0;
                            
    memoryPointGunnerOutOptics "commander_weapon_view";
                            
    memoryPointGunnerOptics "commanderview";
                            
    memoryPointsGetInGunner "pos driver";
                            
    memoryPointsGetInGunnerDir "pos driver dir";
                            class 
    ViewGunner
                            
    {
                                
    initAngleX 5;
                                
    minAngleX = -65;
                                
    maxAngleX 85;
                                
    initAngleY 0;
                                
    minAngleY = -150;
                                
    maxAngleY 150;
                                
    initFov 0.7;
                                
    minFov 0.25;
                                
    maxFov 1.1;
                            };
                            
    gunnerOpticsEffect[] =
                            {
    "TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
                            class 
    ViewOptics
                            
    {
                                
    initAngleX 0;
                                
    minAngleX = -30;
                                
    maxAngleX 30;
                                
    initAngleY 0;
                                
    minAngleY = -100;
                                
    maxAngleY 100;
                                
    initFov 0.3;
                                
    minFov 0.025;
                                
    maxFov 0.3;
                                
    thermalMode[] = {23};
                                
    visionMode[] = {"Normal""NVG""Ti"};
                            };
                            
    gunnerInAction "LAV25_Commander";
                            
    gunnerAction "LAV25_Commander_Out";
                            
    outGunnerMayFire 1;
                            
    weapons[] = {"SmokeLauncher"};
                            
    magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"};
                            
    stabilizedInAxes 0;
                        };
                    };
                };
            };
            class 
    EventHandlers  
                
    {
                
    init "_this execVM ""\pt101_mule\scr\initmule.sqf"";";  
                };
        };    
        class 
    pt101_mule02pt101_mule01
        
    {
            
    displayName "MULE DD"
                   
    hiddenSelections[] = {"Skin1"};  
                
    hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_digital_desert_co.paa"};
        };
        class 
    pt101_mule03pt101_mule01
        
    {
            
    displayName "MULE MC"
                
    hiddenSelections[] = {"Skin1"};  
                
    hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_multicam_co.paa"};
        };
        class 
    pt101_mule04pt101_mule01
        

                
    displayName "MULE WL"
                
    hiddenSelections[] = {"Skin1"};  
                
    hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_woodland_co.paa"};
        };
        class 
    pt101_mule05pt101_mule01
        

                
    displayName "MULE D"
                
    hiddenSelections[] = {"Skin1"};  
                
    hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_desert_co.paa"};
        };
    }; 
    Model.cfg
    PHP Code:
    class CfgSkeletons
    {
        class Default;
        class 
    pt101_mule: Default
        {
            
    isDiscrete=1;
            
    skeletonInherit="";
            
    skeletonName="pt101_mule";
            
    skeletonBones[]=
            {
                
    "MainTurret","",
                
    "MainGun","MainTurret",
                
    "MachineGun","MainGun",
                
    "MachineGun","MainTurret",
                
    "launcher","MainTurret",
                
    "comturret","MainTurret",
                
    "camera","MainTurret",
                
    "CameraUp","camera",
                
    "wheel1","",
                
    "wheel2","",
                
    "wheel3","",
                
    "wheel4","",
                
    "wheel5","",
                
    "wheel6",""
            
    };
        };
    };
    class 
    CfgModels
    {
        class Default
        {
            
    isDiscrete="true";
            
    skeletonInherit="";
            
    skeletonBones[]={};
        };
        class 
    pt101_mule: Default
        {
            
    skeletonName="pt101_mule";
            
    sectionsInherit="";
            
    sections[]=
            {
                
    "MainTurret",
                
    "MainGun",
                
    "MachineGun",
                
    "canister",
                
    "CameraUp",
                
    "camera",
                
    "Skin1",
                
    "wheel1",
                
    "wheel2",
                
    "wheel3",
                
    "wheel4",
                
    "wheel5",
                
    "wheel6"
            
    };
            class 
    Animations
            
    {
                class 
    FrontWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel1";
                    
    axis="wheel1_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    FrontWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel2";
                    
    axis="wheel2_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel3";
                    
    axis="wheel3_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel4";
                    
    axis="wheel4_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel5";
                    
    axis="wheel5_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel6";
                    
    axis="wheel6_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    MainTurret
                
    {
                    
    type="rotationY";
                    
    source="mainTurret";
                    
    selection="MainTurret";
                    
    axis="turret_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue="rad -360";
                    
    maxValue="rad +360";
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    MainGun
                
    {
                    
    type="rotationX";
                    
    source="MainGun";
                    
    selection="MainGun";
                    
    axis="gun_axis";
                    
    memory="1";
                    
    minValue="rad -20";
                    
    maxValue="rad +5";
                    
    angle0="rad -20";
                    
    angle1="rad +5";
                };
                class 
    MachineGun
                        
    {
                            
    type="rotationZ";
                            
    source="MachineGun";
                            
    selection="MachineGun";
                            
    axis="gun_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                            
    minValue=0;
                            
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad -360";
                };
                class 
    Camera
                
    {
                    
    type="rotationY";
                    
    source="obsTurret";
                    
    selection="camera";
                    
    axis="camera_axis";
                    
    memory="1";
                    
    minValue="rad -360";
                    
    maxValue="rad +360";
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    CameraUp
                
    {
                    
    type="rotationX";
                    
    source="obsGun";
                    
    selection="cameraup";
                    
    axis="cameraup_axis";
                    
    memory="1";
                    
    minValue="rad -360";
                    
    maxValue="rad +360";
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    Launcher
                
    {
                    
    type="rotationX";
                    
    source="MainGun";
                    
    selection="launcher";
                    
    axis="launcher_axis";
                    
    memory="1";
                    
    minValue="rad -15";
                    
    maxValue="rad 0";
                    
    angle0="rad -15";
                    
    angle1="rad 0";
                };
            };
        };
    }; 
    Last edited by JSF 82nd Reaper; Jun 25 2012 at 23:55.

  5. #85
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    I now have added a TOW Launcher and a Laser Designator to the MULE, but I don't know if they work properly since they haven't been fully tested. I've also updated the textures to what I believe make it more realistic and added ACE and CBA required to the config.cpp.

    Here's a picture of the new textures:
    http://i1138.photobucket.com/albums/...t101_mule1.jpg (383 kB)

  6. #86
    Staff Sergeant JSF 82nd Reaper's Avatar
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    It's been a while since I've done any work with the MULE due to real life. But I'm happy to say that I've picked back up on this project and am proud to present to the community some WIP screenshots. But at the moment I'm still working on improvements for the config.cpp and UV mapping/texturing (which I'm having a lot of difficulties with since I don't fully understand yet.)

    WIP Screenshots
    http://i1138.photobucket.com/albums/...ERightSide.jpg

    http://i1138.photobucket.com/albums/...LELeftSide.jpg

    http://i1138.photobucket.com/albums/...leBackLeft.jpg

    http://i1138.photobucket.com/albums/...psa064c840.jpg
    Last edited by JSF 82nd Reaper; Oct 11 2012 at 14:31.

  7. #87
    Gunnery Sergeant Kyle_K_ski's Avatar
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    JSF,

    Your latest W.I.P. shots have got my adrenaline flowing.

    The quality is FAR better than the last release. Congratulations on a HUGE step forward in growth. I'm really impressed. Keep up the hard work, as it's paying off in spades. Good luck to you!
    The two largest tank producers in Hitler's Germany were Opel, a wholly owned subsidiary of General Motors (controlled by the J.P. Morgan firm), and the Ford A. G. subsidiary of the Ford Motor Company of Detroit. The Nazis granted tax-exempt status to Opel in 1936, to enable General Motors to expand its production facilities. General Motors obligingly reinvested the resulting profits into German industry.

    ~From Antony Sutton's magnum opus Wall Street and the Rise of Hitler http://reformed-theology.org/html/bo...eet/index.html

    Considering how inferior American made tanks were compared to German ones, why didn't GM or Ford use their designs for their German tanks as a basis for America's military might? How many more lives could've been saved from needless slaughter had they done so?

  8. #88
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Kyle_K_ski Thanks for the complement it's been a lot of hard work and many hours of trial and error. The only real problem that I'm having at the moment is trying to figure out how to properly create a UV Map, RVMAT, etc, and texture.

    Does anyone have a good tutorial, knowledge, or source that their willing to share with me of how to properly create UV Maps, RVMATs, etc, and textures? I believe I've checked out about every tutorial their is and have spent hours of searching for information. (I'll be providing a picture of what I have done so far for the UV mapping and explain what I did to get to where the picture shows.)
    Last edited by JSF 82nd Reaper; Oct 23 2012 at 02:19.

  9. #89
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Here's is the UV Map that I created, So my question is, is this what a proper UV Map is suppose to look like when you create one?
    Last edited by JSF 82nd Reaper; Nov 10 2012 at 23:28.

  10. #90
    Moderator [FRL]Myke's Avatar
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    A UV map is supposed to look in a way that works for you. If it works, it is correct.

    In your UV map i see several faces layered, mean covering same areas on the texture. This is ok if those should have the same texture. Personally i try to avoid any overlapping.

    One thing: you have a lot of empty space, try to use it. Scale the parts up and reposition them to fill up the whole space as good as possible. This will allow more details on the texture.

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