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Thread: Pegasus Team 101 Sci Fi Units WIP

  1. #1
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Pegasus Team 101 Sci Fi Units WIP

    I'm having trouble again with the config.cpp and model.cfg files again, I even looked through all the tutorials and FAQs that I could find and I still can't get the animations to work, along with being able to Get In cargo or as a driver just as gunner which I don't even have a gunner position or want one on the Air Vessels except for one. So I don't even know if any of the air ships fly, not to mention I keep getting an no entry config bin animation.scope error which is also irritating me. If anyone can help I'll greatly appreciate it. (I'm also working on creating some Sci Fi characters but that'll be later once I get these air ships to work.) Here is my Config.cpp and Model.cfg...

    Config.cpp
    PHP Code:
    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7

    #define true 1
    #define false 0

    #define VSoft 0
    #define VArmor 1
    #define VAir 2

    // type scope
    #define private 0
    #define protected 1
    #define public 2

    class CfgPatches
    {
        class 
    CAAir
        
    {
            
    units[] = {"pt101_dstny1""pt101_dstny2""pt101_dstny3""pt101_dstny4"};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"CAAir"};
        };
    };
    class 
    cfgVehicleClasses
    {
        class 
    Destiny_Air
        
    {
            
    displayName "Destiny - Air";
        };
    };
    class 
    CfgVehicles
    {
        class 
    Helicopter;
        class 
    pt101_dstny1Helicopter
            
    {
            
    displayName "Troop Transport";
                
    vehicleclass "Destiny_Air";
                    
    nameSound "chopper";
                    
    accuracy 0.5;        
                    
    scope 2;
            
    model "\pt101_destiny\pt101_dstny1.p3d";
            
    maxSpeed 250;
            
    armor 70;
            
    soundEngine[] = {"\pt101_destiny\snd\engine.wav"db+51};
            
    soundEnviron[] = {"\pt101_destiny\snd\engine.wav"db-201.0};
                    
    transportSoldier 16;
                    
    crew "US_Soldier_EP1";
            
    getInAction GetInMedium;
            
    getOutAction GetOutMedium;
            
    memoryPointSupply "supply";
        };
        class 
    dstny2pt101_dstny1 
        
    {
                
    vehicleclass "Destiny_Air";
                
    displayName "QRF Vehicle";
            
    model "\pt101_destiny\pt101_dstny2.p3d";
                    
    transportSoldier 6;
        };
        class 
    dstny3pt101_dstny1 
        
    {
                
    vehicleclass "Destiny_Air";
                
    displayName "Heavy Transport";
            
    model "\pt101_destiny\pt101_dstny3.p3d";
                    
    transportSoldier 2;
        };
        class 
    dstny4pt101_dstny1 
        
    {
                
    vehicleclass "Destiny_Air";
                
    displayName "Anfibios Assualt";
            
    model "\pt101_destiny\pt101_dstny4.p3d";
                    
    transportSoldier 8;
        };
        class 
    AnimationSources
        
    {
            class 
    UserRamp
            
    {
                
    source "user";
                
    animPeriod 20;
                
    initPhase 0;
            };
        };
        class 
    UserActions
        
    {
            class 
    OpenRamp
            
    {
                
    displayName "Open Hatch";
                
    position "action_hatch";
                
    onlyforplayer 0;
                
    radius 8;
                
    condition "(this animationPhase ""AnimateRamp"" == 0)";
                
    statement "this animate [""AnimateRamp"", 1];";
            };
            class 
    CloseRamp
            
    {
                
    displayName "Close Hatch";
                
    position "action_hatch";
                
    onlyforplayer 0;
                
    radius 8;
                
    condition "(this animationPhase ""AnimateRamp"" == 1)";
                
    statement "this animate [""AnimateRamp"", 0];";
            };
        };
    }; 
    Model.cfg
    PHP Code:
    class CfgSkeletons
    {
            class 
    Helicopter//Define Base Class.
            
    class pt101_dstny1Helicopter
            
    {
                
    isDiscrete=1;
                
    skeletonInherit="";
                
    skeletonName="pt101_dstny1";
                
    skeletonBones[]=
                {
                        
    "prop1","",
                        
    "prop2","",
                        
    "prop3","",
                        
    "prop4","",
                        
    "prop5","",
                        
    "prop6","",
                        
    "prop7","",
                        
    "prop8","",
                        
    "prop9","",
                        
    "hatch","",
                };
        };
    };
    class 
    CfgModels
    {
        class 
    Helicopter;
            class 
    pt101_dstny1Helicopter
            
    {
                
    skeletonName="pt101_dstny1";
                
    sectionsInherit="";
                
    sections[]=
                {
                        
    "prop1",
                        
    "prop2",
                        
    "prop3",
                        
    "prop4",
                        
    "prop5",
                        
    "prop6",
                        
    "prop7",
                        
    "prop8",
                        
    "prop9",
                        
    "hatch",
            };
            };
            class 
    Animations
            
    {
                    class 
    VRotor4
                    
    {
                        
    type="rotationX";
                        
    source="rotorV";
                        
    selection="prop4";
                        
    axis="prop4_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad 360";
                    };
                    class 
    VRotor5
                    
    {
                        
    type="rotationX";
                        
    source="rotorV";
                        
    selection="prop5";
                        
    axis="prop5_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad 360";
                    };
                    class 
    VRotor6
                    
    {
                        
    type="rotationX";
                        
    source="rotorV";
                        
    selection="prop6";
                        
    axis="prop6_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad 360";
                    };
                    class 
    VRotor7
                    
    {
                        
    type="rotationX";
                        
    source="rotorV";
                        
    selection="prop7";
                        
    axis="prop7_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad 360";
                    };
                    class 
    VRotor8
                    
    {
                        
    type="rotationX";
                        
    source="rotorV";
                        
    selection="prop8";
                        
    axis="prop8_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad 360";
                    };
                    class 
    VRotor9
                    
    {
                        
    type="rotationX";
                        
    source="rotorV";
                        
    selection="prop9";
                        
    axis="prop9_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad 360";
                    };
                    class 
    HRotor1
                    
    {
                        
    type="rotationY";
                        
    source="rotorH";
                        
    selection="prop1";
                        
    axis="prop1_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad -360";
                    };
                    class 
    HRotor2
                    
    {
                        
    type="rotationY";
                        
    source="rotorH";
                        
    selection="prop2";
                        
    axis="prop2_axis";
                        
    memory="1";
                
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad -360";
                    };
                    class 
    HRotor3
            
    {
                
    type="rotationY";
                
    source="rotorH";
                
    selection="prop3";
                
    axis="prop3_axis";
                
    memory="1";
                
    sourceAddress="loop";
                
    minValue=0;
                
    maxValue=1;
                
    angle0="0";
                
    angle1="rad -360";
                    };
                    class 
    AnimateRamp
                    
    {
                        
    type="rotation";
                        
    source="UserRamp";
                        
    selection="hatch";
                        
    axis="hatch_axis";
                        
    memory="1";
                
    sourceAddress="clamp";
                
    minValue=0;
                
    maxValue=1;
                        
    angle0="45";
                        
    angle1="rad 90";
                    };
            };
        class 
    pt101_dstny2pt101_dstny1 {};
        class 
    pt101_dstny3pt101_dstny1 {};
        class 
    pt101_dstny4pt101_dstny1 {};    
    }; 
    I would like to get the air ships to take off and land like a helicopter but fly like a jet, would that be possible? And I really need a good tutorial of how to create UV maps and how to add texturing to them, I haven't found much on that at all for I would like to get these models high definition.
    Last edited by JSF 82nd Reaper; Jul 9 2012 at 08:25.

  2. #2
    Why not base the config off the Harrier config, then you have the best of both worlds.

  3. #3
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Author of the Thread
    @R0adki11 I didn't know that I could do that, and would I just replace Helicopter with Harrier?

  4. #4
    Quote Originally Posted by JSF 82nd Reaper View Post
    @R0adki11 I didn't know that I could do that, and would I just replace Helicopter with Harrier?
    Im not entirely sure, best thing would be try it and see if it works. Its been awhile since ive done vehicle config editing

  5. #5
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Author of the Thread
    I've been working very hard in trying to get this to work but it's a real pain in the ace, I don't know how people can do it. I've been through about every tutorial and I still can't get things to work. The animations still don't work, when I'm in game I don't get an option to lower ramp and I keep getting an option to get in gunner and I don't even have gunner seats! Also I get this annoying no config bin animation.scope error every time I start ArmA and when I go to place something down in the editor. Another annoying thing that keeps happening is that whenever I get in cargo my soldier doesn't appear sitting in one of the seats and I'm stuck in like a center interior view. I'm also having some issues with being able to walk through the fans on all ships and the main hull of the heavy transport, but I created a fire geometry and geometry. How do I fix these?

    Config.cpp
    PHP Code:
    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7

    #define true 1
    #define false 0

    #define private 0
    #define protected 1
    #define public 2

    class CfgPatches
    {
        class 
    CAAir
            
    {
                
    units[] = {"pt101_dstny1""pt101_dstny2""pt101_dstny3""pt101_dstny4"};
                
    weapons[] = {};
                
    requiredVersion 0.1;
                
    requiredAddons[] = {"CAAir"};
            };
    };
    class 
    cfgVehicleClasses
    {
            class 
    pt101_dstny1
            
    {
                
    displayName "Destiny - Air";
            };
    };
    class 
    CfgVehicles
    {
        class 
    Helicopter;
            class 
    pt101_dstny1Helicopter
            
    {
                
    displayName "Troop Transport";
                    
    vehicleclass "pt101_dstny1";
                    
    accuracy 0.5;        
                    
    scope 2;
                
    model "\pt101_destiny\pt101_dstny1.p3d";
        
    //    maneuvrability = 1.0;
                
    maxSpeed 275;
            
    armor 150;
        
    //    aileronSensitivity = .3;         // relative aileron sensitivity
        //    elevatorSensitivity = .4;         // relative elevator sensitivity
            
    noseDownCoef .1;             // how much goes nose down during turns
            
    landingAoa 10*3.1415/180;
            
    brakeDistance 300;
        
    //    steerAheadSimul = 1.0;
        //    steerAheadPlan = 2.0;
        //    maxMainRotorDive = 0;
        //    maxBackRotorDive = 0;
        //    minMainRotorDive = 0;
        //    minBackRotorDive = 0;
                
    soundEngine[] = {"\pt101_destiny\snd\engine.wav"db+51};
                   
    soundEnviron[] = {"\pt101_destiny\snd\engine.wav"db-201.0};
                    
    transportSoldier 16;
            
    crew "US_Soldier_Pilot_EP1";
                    
    typicalCargo[] = {US_Soldier_EP1};
                
    getInAction GetInMedium;
                
    getOutAction GetOutMedium;
                
    memoryPointSupply "supply";
            
    dustEffect "HeliDust";
            
    waterEffect "HeliWater";
            
    type VAir;
            
    castCargoShadow 1;
            
    threat[] = {0.5,1,1};
            
    cost 500000;
            
    simulation helicopter;
            
    canbeshot true;

            
    memoryPointsGetInDriver "pos_pilot";
            
    memoryPointsGetInDriverDir "pos_pilot_dir";
            
    memoryPointsGetInCargo[] = {"pos_cargo""pos_copilot"};
            
    memoryPointsGetInCargoDir[] = {"pos_cargo_dir""pos_copilot_dir"};
            
    driverInAction AH6_Pilot;
            
    driverAction AH6_Pilot;
            
    cargoAction[] = MH6_Cargo01;
            
    ejectDeadCargo true;
            };
            class 
    dstny2pt101_dstny1 
            
    {
                    
    vehicleclass "pt101_dstny1";
                    
    displayName "QRF Vehicle";
                
    model "\pt101_destiny\pt101_dstny2.p3d";
                    
    transportSoldier 6;
            };
            class 
    dstny3pt101_dstny1 
            
    {
                    
    vehicleclass "pt101_dstny1";
                    
    displayName "Heavy Transport";
                
    model "\pt101_destiny\pt101_dstny3.p3d";
                    
    transportSoldier 2;
            };
            class 
    dstny4pt101_dstny1 
            
    {
                    
    vehicleclass "pt101_dstny1";
                    
    displayName "Anfibios Assualt";
                
    model "\pt101_destiny\pt101_dstny4.p3d";
                    
    transportSoldier 8;
            };
            class 
    AnimationSources
            
    {
                class 
    UserRamp
                
    {
                        
    source "user";
                        
    animPeriod 20;
                        
    initPhase 0;
            };
            };
            class 
    UserActions
            
    {
                class 
    OpenRamp
                
    {
                        
    displayName "Open Hatch";
                        
    position "action_hatch";
                        
    onlyforplayer false;
                        
    radius 8;
                        
    condition "this animationPhase ""AnimateRamp"" == 0";
                        
    statement "this animate [""AnimateRamp"", 1];";
                };
                class 
    CloseRamp
                
    {
                        
    displayName "Close Hatch";
                        
    position "action_hatch";
                        
    onlyforplayer false;
                        
    radius 8;
                        
    condition "this animationPhase ""AnimateRamp"" == 1";
                        
    statement "this animate [""AnimateRamp"", 0];";
                };
            };
    }; 
    Model.cfg
    PHP Code:
    class CfgSkeletons
    {
            class Default; 
    //Define Base Class.
            
    class pt101_dstny1: Default
            {
                
    isDiscrete=1;
                
    skeletonInherit="";
                
    skeletonName="pt101_dstny1";
                
    skeletonBones[]=
                {
                        
    "prop1","",
                        
    "prop2","",
                        
    "prop3","",
                        
    "prop4","",
                        
    "prop5","",
                        
    "prop6","",
                        
    "prop7","",
                        
    "prop8","",
                        
    "prop9","",
                        
    "hatch","",
                };
        };
    };
    class 
    CfgModels
    {
        class Default 
        {
            
    sectionsInherit="";
            
    sections[] = {};
            
    skeletonName "";
        };
        class 
    Vehicle: Default {};

        class 
    Air: Default 
        {
            
    sectionsInherit "";
            
    sections[] = {};
            
    skeletonName "";
        };
        class 
    HelicopterAir {};
            class 
    pt101_dstny1Helicopter
            
    {
                    
    skeletonName="pt101_dstny1";
                    
    sectionsInherit="";
                    
    sections[]=
                    {
                            
    "prop1",
                            
    "prop2",
                            
    "prop3",
                            
    "prop4",
                            
    "prop5",
                            
    "prop6",
                            
    "prop7",
                            
    "prop8",
                            
    "prop9",
                            
    "hatch",
                };
            };
            class 
    Animations
            
    {
                    class 
    VRotor4
                    
    {
                            
    type="rotationX";
                            
    source="rotorV";
                            
    selection="prop4";
                            
    axis="prop4_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad 360";
                    };
                    class 
    VRotor5
                    
    {
                            
    type="rotationX";
                            
    source="rotorV";
                            
    selection="prop5";
                            
    axis="prop5_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad 360";
                    };
                    class 
    VRotor6
                    
    {
                            
    type="rotationX";
                            
    source="rotorV";
                            
    selection="prop6";
                            
    axis="prop6_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad 360";
                    };
                    class 
    VRotor7
                    
    {
                            
    type="rotationX";
                            
    source="rotorV";
                            
    selection="prop7";
                            
    axis="prop7_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad 360";
                    };
                    class 
    VRotor8
                    
    {
                            
    type="rotationX";
                            
    source="rotorV";
                            
    selection="prop8";
                            
    axis="prop8_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad 360";
                    };
                    class 
    VRotor9
                    
    {
                            
    type="rotationX";
                            
    source="rotorV";
                            
    selection="prop9";
                            
    axis="prop9_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad 360";
                    };
                    class 
    HRotor1
                    
    {
                            
    type="rotationY";
                            
    source="rotorH";
                            
    selection="prop1";
                            
    axis="prop1_axis";
                            
    memory="1";
                            
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad -360";
                    };
                    class 
    HRotor2
                    
    {
                            
    type="rotationY";
                            
    source="rotorH";
                            
    selection="prop2";
                            
    axis="prop2_axis";
                            
    memory="1";
                        
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="0";
                            
    angle1="rad -360";
                    };
                    class 
    HRotor3
                
    {
                        
    type="rotationY";
                        
    source="rotorH";
                        
    selection="prop3";
                        
    axis="prop3_axis";
                        
    memory="1";
                        
    sourceAddress="loop";
                        
    minValue=0;
                        
    maxValue=1;
                        
    angle0="0";
                        
    angle1="rad -360";
                    };
                    class 
    AnimateRamp
                    
    {
                            
    type="rotation";
                            
    source="UserRamp";
                            
    selection="hatch";
                            
    axis="hatch_axis";
                            
    memory="1";
                        
    sourceAddress="clamp";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="45";
                            
    angle1="rad 90";
                    };
        };
            class 
    pt101_dstny2pt101_dstny1 {};
            class 
    pt101_dstny3pt101_dstny1 {};
            class 
    pt101_dstny4pt101_dstny1 {};    
    }; 
    Last edited by JSF 82nd Reaper; Jul 18 2012 at 09:03.

  6. #6
    your inheritance is looking pretty bad to be honest , even though your // commenting things out , you still require everything because you have inherited from Helicopter ,

    your useranimation is either because your saying move animateramp but should be animate userramp , i usually call them all the same

    Model.cfg
    class Userramp
    {
    .........
    source "userramp";

    };

    config.cpp

    animationsources
    {
    class userramp
    {
    ....
    };

    useractions ...... blah blah animate "userramp"
    A chopper cup of Coffee in a chopper coffee pot
    TOH Now with added Coffee
    http://www.helpivanmartin.org/

  7. #7
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Author of the Thread
    @Thromp So should I change my inheritance to look something like this?

    PHP Code:
    class CfgSkeletons
    {
            class 
    Helicopter;
            class 
    pt101_dstny1Helicopter
        
    ...
    }; 
    PHP Code:
    class CfgModels
    {
        class 
    Helicopter;
            class 
    pt101_dstny1Helicopter
        
    ...
    }; 

  8. #8
    thats how i do it yeah ,
    its a case of reading the report when you get a
    Missing blah blah , then this is telling you that your new helicopter is missing a vital part of the helicopter you have inherited from.
    this maybe something like Cannot find Hitpoint or cannot find Vrototr etc , then you have to add these to your new model/model.cfg and .cpp

    Your gunner thing will be because you have inherited from something that Has a gunner or you have a gunner proxy in your model.

    in which case you remove the proxy and change to cargo or whichever and in CPP maybe write

    hasGunner = 0;
    class Turrets
    {
    };

    real sorry havent got good refference on me right now .

  9. #9
    Staff Sergeant JSF 82nd Reaper's Avatar
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    203
    Author of the Thread
    @Thromp Great news it worked the get in gunner no longer appears, but I still can't get any of the animations to work and whenever I ride in back, I can't see my soldier I'm just in a what I can explain as a centered camera view, and I'm still getting no config bin animationsource.scope. How can I fix this, and what may cause this?

    Here's what I have in my config.cpp and model.cfg for the user animations:

    Config.cpp
    PHP Code:
    class AnimationSources
            
    {
                class 
    UserRamp
                
    {
                        
    source "user";
                        
    animPeriod 20;
                        
    initPhase 0;
            };
            };
            class 
    UserActions
            
    {
                class 
    OpenRamp
                
    {
                        
    displayName "Open Hatch";
                        
    position "action_hatch";
                        
    onlyforplayer true;
                        
    radius 8;
                        
    condition "this animationPhase ""UserRamp"" == 0";
                        
    statement "this animate [""UserRamp"", 1]";
                };
                class 
    CloseRamp
                
    {
                        
    displayName "Close Hatch";
                        
    condition "this animationPhase ""UserRamp"" == 1";
                        
    statement "this animate [""UserRamp"", 0]";
                };
            };
    }; 
    Model.cfg
    PHP Code:
    class UserRamp
                    
    {
                            
    type="rotation";
                            
    source="UserRamp";
                            
    selection="hatch";
                            
    axis="hatch_axis";
                            
    memory="1";
                        
    sourceAddress="clamp";
                        
    minValue=0;
                        
    maxValue=1;
                            
    angle0="45";
                            
    angle1="rad 90";
                    }; 

  10. #10
    hmm never seen a scope required for animationsource clss, you sure thats coming from this chopper thing ?

    put arma.rpt here

    whenever I ride in back, I can't see my soldier I'm just in a what I can explain as a centered camera view
    what proxy have you got in your CargoView Lod ? for the Passenger ?

    if you havent one create new proxy and call it \CA\temp\proxies\UH_60\Cargo01

    hmmm you are not still calling it this are you ?

    class CfgPatches
    {
    class CAAir
    {


    that will make a right mess and over ride original CAAir i think

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