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cristolll

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About cristolll

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  1. cristolll

    Manual artillery addon

    No idea how to get it work in mission editor. In Range Mission, i ordered 2 soliders to get in 2 different LRM119. and i went to the first target area and pointed by using fire base and got reading position info to firebase then wait......??nothing happened. What else i need to do? My Version is lastest 1.14. i also tried to change the the playunit to FO1.. no clue. any idea will be appreciated!
  2. cristolll

    Mando Missile ArmA

    WarWolf all you are asking for is already supported by current scripts. A missile may be fired in what we may consider "inertial" mode, not active and with the initial vertical angle you want. The missile itself has, among many others, four other factors: its own radar range, cruise altitude ASL while in inertial and its endurace in seconds. Just for your example, give the missile an initial vertical launch angle of 45 degrees, starting mode = 0 (inertial), a radar range of 500m and a cruise altitude of 80m. The missile will fly upwards til raching 80m, then it will fly towards the general location of the target till closer than 500m and then it will dive directly for the final aproach in active mode. Basically, if fired in inertial mode (0 or 1), then missile will switch to active as soon as the "predicted" position of the target gets into missile's own radar range. You have a second way to do this, the missile has also a parameter to adjust the time between launch and guidance. Lets say you launch your missile heading towards the general direction of the target with an inclination of 45 degrees and the time to control is set to 0.02 secs (note that 0.02 secs is about two real time secs as script consumed time should be considered here). The missile will fly without eny guidance for 2 seconds in the launch direction and with the indicated inclination, after this time guidance will be switched on, if the missile was fired in active mode, it will immediately engange the target (after these 2 seconds the missile will be already hight enough to dive directly over the victim), if not, it will fly as described in previous case. Check the parameters or mando_missile.sqf, you will find you will be able to do almost whatever you want to simulate. Nice job mandoble, may i ask, could it be possilbe to make the missile flying like Javelin? which climbs to certain altitude at high speed first then flying towards target's direction keeping altitude, after reaching the sky over the target dive directly into the top of enemy tank. it would be nice to give an example like u did before if possible.
  3. cristolll

    ArmA Addon request thread

    Never c a tank turret blowing sky high How about this 'Project K-Kill: New Script' from OPF http://ofp.gamepark.cz/index.p....age=103
  4. i found when i use javelin I can't get into an optic, or maybe it is a bug. or its not finished? i hope we can use it like in America's army. That is the best i 've ever seen. and also it has AI bug, as a commander i order him who has a javelin to attack a T72 in editor's preview, he never fire a single missile. just shows engage in status bar.
  5. cristolll

    Loading texture Problem??

    sorry stupid question, where is the search button?
  6. cristolll

    config help needed

    i m new in config, but i guess u can unpbo the official addons in addon dir, like weapons.pbo then unbin those config.bin, i am using those as references. and there is so many unofficial addons in here also, it is easy to understand.
  7. cristolll

    config help needed

    i m new in config, but i guess u can unpbo the official addons in addon dir, like weapons.pbo then unbin those config.bin, i am using those as references. and there is so many unofficial addons in here also, it is easy to understand.
  8. No Ammo belt Reloading animation on commander's view when turn out.
  9. Just add model="p3dfilename"? I tried, i can change to other p3d files, but i just can see the model inGame without any animations. for example i replace with a jeep's model in a tank's config.cpp, it acts as a tank, it can fire, u can c firing infront of the jeep just where the cannon supposed to be. and no animations. can anybody tell how to make a connetion, at least a brief process. any clue will be aprreciated!
  10. Hi guys, I'm a noob here, I tried to import BWMod_Leo2A6 tank to Arma for personal interest, but failed to make very animation works. i did followed the instructions in this script forum but it just can fire and slipping on the ground. i guess something wrong the model file. i removed the old t72proxy stuff in every lod, but still does not work. any clue will be appreciated. and the lights are always on, should i delete somthing or modify certain part? cuz it is from OFP. and i tried to check close and convex stuff. still not working! Model is from here: http://ofp.gamepark.cz/index.php?showthis=8531
  11. Hi GranQ, i am new here, and i have no idea maybe ur turret problem is what i am asking for. i m trying to convert Leopard2a6(BWMOD) into ArmA, right now my question is everything is fixed, the turret can't roate, track and wheels are not rolling. it seems the tank slipping on the ground. any idea how to figure out?
  12. cristolll

    Flecktarn Units v1.0 (WIP)

    in those second group of pictures, i see the leopard 2a6 tank? is that in this addon?
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