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Try to let me know, i might join the fun and learn some more stuff, i'll be quiet!

No whorry, and no i wont talk about the Gepard 1A4 that has to get in this game

Whooooop's i just did it again hahahaahha...

The more i see the more i do, so even if you do more sessions, jyst let me know, i just want to see and learn, and maybe ask some questions

ok folks see ya laters.....and happy halloween!!!!

PS: Thiking about making a Map, 2 Carriers, the ruskie one and i hope soon the new US carrier, One huge island, but that island must continue a little part of map, just 2 points so the carriers can never encounter each other on the sea around the island

Or make shallow waters and the problem is solved i think, 2 bases that both side must capture from bad guys that are protecting it, so you have 2 missions as it is...

For both sides at the start, Capture of the base is Number 1 mission, just making so that u cant get around it, the faster you capture your base, the faster u can go get at the second base on the island in the middle of it that is...so Carriers, Take Base one, after capture, get the second base in the middle of the island, keep the island Defences independent for both side, they got to keep you busy hahahaha, and they got to be good

Because the mission must be a long one ,get Snacks, beer Coffee lemonade Tea wat ever, also some event in a Natural disaterous form, Tornado, a big one that comes so now and then on the sea and island LOL

Or, A Water DAM, or make that 2, that you can blow up with consequences for the environment like for real, so in a way, some part of the island are temporary underwater for a while hehehe..?

Natural event would be great as there is a Weather thing in this game maybe something for more in-game eye candy while playing :)

A Forward Base as second mission, once captured you can go on to the next base that will be the First base of the OPFOR , that will be your third maintarget you have to capture,, once u have the all the bases, then there must be a way to enable a passage thru the other side so you can go trash the OPFOR/BLUEFOR Carrier

Oh yeah, we wil need Carrier Escort vessels, there are some nice i saw around

Then, to stalk the carrier, only the subs yes subs, can get at the other side of the island

Must find a way to fix that some how, the subs wil go hunt the Carriers Or Other Sub's

So the Task Force at sea wil have to get helos patrolling for subs.... and a good escort , thats wat i am looking for Oh Yeah it must Be running as

PvP option, Against AI Option, so you can play it alone, with friends and with the whole enchalota going on on a Big PvP battle, Wat do i need....?

Cant wait for the Falkland Map Island, that's the perfect place for what i have in mind...

Or some Big island for the job,

oh yeah, Helos with Torps, Escort ship with State of the Art Anti-Submarine warfare

Oh yeah, we wil need Sono Boy's that can be dropped by ship and Helo or Other Naval Planes Like the Dutch Orion for example, U can get it all in one Game

As for now, we play Land Air Missions, we need a Air Land Sea Mission map

If more people interested...? leave some info here We could have some real fun on it

Hope u have a idea? Oh yeah and a option for just having the Maps with no vehicles or units on board, i mean, the option to install your own unit's

So a Ready map, and if you want to play it with your own units...>?

Get the mod/add-on needed, plug it in, and you go....

Something modular for all u want, just like we now do, but i found out u cant just get all unit mods plug it at arma2 game and go play, no u must have a map where all the units are preset on....kinda sucks in a way, it's a way to make playing the maps with your own national troops vehicles and other hardware :) when ever u want with wat you want

ok Time for some headshots gonna load that BWmod units Git's thing from gunter

laters...

Edited by Mac_Spliff=ISK=
PS:

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I get a consistent script error with both of thomsonb's A2 Flashpoint missions. On starting a game & at intervals during play, I see a script error (line breaks as per display)

'...se "CARGO": [

if ([x,(getMagazineCargo 1#1_co) select 0)

call asr_vfai_fnc_found error missing

File x\asr\addons\vfai\fncequipment_AI.sqf line 62

Running XP Pro 5.01.2600 multiprocessor free, SP3, A2 v1.07 or beta 1.7.72.588.

There's the problem, the rearming addon (asr_vfai) requires at least OA or CO patch 1.54 for the getMagazineCargo script command to work (and others).

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There's the problem, the rearming addon (asr_vfai) requires at least OA or CO patch 1.54 for the getMagazineCargo script command to work (and others).

Hi Robalo

Thanks, I'd already worked out that it was probably something like that.

One suggestion - Armaholic (from where I downloaded) has it under Arma 2 files not under Op. Arrowhead. Armedassault.info lists it under "Arma 2", & doesn't indicate that it is OA/CO only. May I suggest that the file on Armaholic be moved to the correct section (i.e., OA files) & descriptions on both sites amended to make it clear the addon is only for OA/CO.

Currently the only reference to OA seems to be the one about AI being able to "Take rocket launchers if not carrying a rucksack (OA or ACE)". That does not indicate that this is an addon for OA/CO only, merely that only OA or [A2 + ACE] have rucksacks.

Cheers

Carl

---------- Post added at 14:40 ---------- Previous post was at 14:29 ----------

O-

Sometimes a tutorial is no substitute for actual hands on with a personal guide.

I personally enjoy showing new players how to get about in the editor, and usually have time for it.

That's really kind - I would appreciate that. Hopefully the work 3 claims to be carrying out currently will resolve the awful congestion locally. But they told me that several months ago when the speed dropped to near-zero & the connection was unuseable for weeks.....

If your up for it and have time I wouldn't mind walking you through the editor,

we can hook up on my ventrilo, and go from there. whatever you want to do.

OK, I'll install Ventrilo client sometime this week. Have to check it works via 3, apart from the bandwidth problems.

Ciao

Carl

Edited by Carl_D

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After 2 months of continuous and arduous work researching, testing, and getting permission the

Arma2 version of WarMod has finally been released.

Warmod is a compilation mod that aims to fix,enhance, and alter many effects and gameplay of Arma2.

A2 stands for Arma2 for those wondering.

Readers of this thread may be interested to learn that Protegimus has just made available for testing a much-reworked version of the Zeus AI for OA & CO. It's available from the Zeus community server via Yoma's AddonSync.

For more details see the last page or thirty of the thread

http://forums.bistudio.com/showthread.php?p=1484550

Download URL details are in post #948 in that thread.

I don't have OA yet; I shall be following that thread attentively in the meantime.

Ciao

Carl

---------- Post added at 18:44 ---------- Previous post was at 18:43 ----------

After 2 months of continuous and arduous work researching, testing, and getting permission the

Arma2 version of WarMod has finally been released.

Warmod is a compilation mod that aims to fix,enhance, and alter many effects and gameplay of Arma2.

A2 stands for Arma2 for those wondering.

Readers of this thread may be interested to learn that Protegimus has just made available for testing a much-reworked version of the Zeus AI for OA & CO. It's available from the Zeus community server via Yoma's AddonSync.

For more details see the last page or thirty of the thread

http://forums.bistudio.com/showthread.php?p=1484550

Download URL details are in post #948 in that thread.

I don't have OA yet; I shall be following that thread attentively in the meantime.

Ciao

Carl

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First off outstanding MOD! I did try the mod using Combined Operations (A2+OA+BAF) and the only issue I had was the DSS not working on OA+BAF maps and an error about CBA folder in the beginning, but the mod is still playable. Here is a short video.

First portion is OPFOR perspective, and the last part is the US Forces response.

Let me know where the file you want posted (RPT) and I will post.

4cvV39PyeZg&hd=1

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Just post your RPT here, make sure you post it after you run the mission so that everything is logged.

If it deals with OA and or BAF it should say I would think, but I know the addons and mods fairly well in WarMod,

as I had to test all of them individually, I have an idea of what I'm looking for but it all depends,

but anyways just post it and lets see what comes up.

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Where is the report stored?

---------- Post added at 04:33 AM ---------- Previous post was at 03:18 AM ----------

cf27jJ96biE&hd=1

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It is stored here:

C:\Documents and Settings\username\Local Settings\Application Data\ArmA 2

Nicely done with the video, camera sequencing is superb, you had very good timing on it!

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Hi Günter

Looking through the download of the latest ZEUS AI mod, it appears that the zeu_sys_AI.pbo - which is common to A2 & CO/OA - has been updated as recently as 31 October. Some of the other common files have been updated since the release you incorporated. I hope to have time over the weekend to see if they work as well, worse, or better than those from the version you incorporated.

For anyone else wanting to try the new version, the file is now readily available from the link posted today by AnimalMother92:

http://rapidshare.com/files/428787655/zeu_AI.7z

The query - looking through the read-me, for this version Protegimus recommends editing the player profile as follows:

"Player and server profile skill levels significantly affect gameplay. Empirical data provides the following recommended skill settings for the .ArmA2Profile:

skillFriendly=0.98500001;

skillEnemy=0.99500001;

Recommended precision settings for the player/server profile are:

precisionFriendly=0.5;

precisionEnemy=0.48999981;

Higher precision settings tend to make the AI too accurate, which destroys

immersion. These are recommended values borne out of extensive

testing.

Note the value for precisionEnemy is considerably higher than Zeus AI for

ArmA II.

You can of course vary them as you wish to make enemy more lethal, but the

window for adjustment is very small.

Friendly precision is set higher to mitigate against friendly fire and does not

appear to unbalance gameplay when commanding AI squads."

In the A2 version incorporated in A2Warmod the recommended settings were

Player and server profile skill levels significantly affect gameplay. Empirical

data provides the following recommended skill settings for the .ArmA2Profile:

skillFriendly=0.89999998;

skillEnemy=0.89999998;

With the above settings, AI provide good suppression levels, attempt flanking

manoeuvres on spotted enemy while maintaining close formation and also make use of cover and concealment during movement. Attacks are slower, in larger force and more deliberate. Spotting distance is slightly extended in comparison to lower skill settings.

Reducing skill settings to:

skillFriendly=0.5;

skillEnemy=0.5;

With these settings AI tend attack individually or in loose formation with

little regard for use of cover. Frontal attacks are common.

Recommended precision settings for the player/server profile are:

precisionFriendly=0.5;

precisionEnemy=0.2;

Higher precision settings tend to make the AI too accurate, which destroys

some of the immersion. These are recommended values borne out of extensive

testing. You can of course vary them as you wish to make enemy more

lethal, but the window for adjustment is very small for precision: 0.2 - 0.245

Friendly precision is set higher to mitigate against friendly fire and does not

appear to unbalance gameplay when commanding AI squads.

I'm curious what settings you use/recommend. AIUI, the most recent recommendations apply to CO/OA, not A2 standalone but to make sure I'll ask Protegimus.

For anyone who doesn't know how to edit profiles:

they will by default be in /My Documents/Arma 2/ [default profile]

and /My Documents/Arma 2 Other Profiles/

Profiles have the format: [profilename].Arma2Profile

Open the profile with notepad (after backing it up somewhere else, of course). Change the values as you wish & save (but be sure not to save as a .txt file or A2 will not recognise it).

Cheers

Carl

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@soldaten:

Have you found any differences with the 1.08 update to make you think a patch to A2Warmod is needed?

BR

Carl

PS: I've just played a couple of short SP missions on updated Arma2 v1.08; I'm also using the new version of CBA. No problems at all as far as I can see.

C.

Edited by Carl_D
Update on update

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Since the new 1.6 is out, can we expect a patch too.

1.6? you mean 1.8

What exactly am I going to patch?

A2WarMod is a compilation mod the only thing that I could possibly do to patch WarMod would be to find

any and every update for all the addons and mods that are in WarMod, and thats if there are any.

Then there would be an updated version with a possibility of new additions, and the problem with new additions

is the majority of addons and mods out there are already in A2WarMod I mean theres 122 addons and mods already

with A2WarMod Patched to 1.2.

I been to busy working and dam tired after work to even play nor have the energy to come up with something new for WarMod atm.

I will look and see what else I can come up with for the mod, I know Mando missiles, and GL4 are out of the question to add as

I wasn't given permission for those, so I couldn't add them.

If you guys really want something different try the WarMod for Armed Assault if you dont already have it, personally

I find that to be more fun and interesting then the Arma2 version.

So the new CBA is out then Carl?

About the last thing I played for A2WarMod was an edited version of evo blue on my server.

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I Meant ACE 1.6; I did try a mission using war mod with ace 1.6 and the new patches, only problem i found was with eventhandlers being outdated.

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So the new CBA is out then Carl?

About the last thing I played for A2WarMod was an edited version of evo blue on my server.

Hi Günter

Yep, finally. I wouldn't rush to download it as they have a couple of minor issues to resolve - can't remember what - but these don't seem to affect A2 play with A2 Warmod.

Quite right about updating - I don't think people realise just how much effort goes into tuning all those mods to work well together, not to mention trying lots of combinations to rule out incompatable options.

Hope work eases up for you. Been there, done the hundred hour weeks from time to time... Decided a few years ago that it wasn't worth the personal life & long-term health costs.

If possible, take the weekend off from work & mod tweaking, just have fun :)

Tschuss

Carl

---------- Post added at 07:26 ---------- Previous post was at 06:51 ----------

I Meant ACE 1.6; I did try a mission using war mod with ace 1.6 and the new patches, only problem i found was with eventhandlers being outdated.

@soldaten

"Event handlers" might refer to CBA. What version do you have?

However, it isn't really possible to help you as you haven't even quoted the error message, let alone said what versions of A2Warmod and Arma2 you are running.

ACE 1.6 is for OA/CO, not A2 standalone. Is your error with A2 or OA/CO? A2Warmod is for Arma2 and has not been tested by him with OA, as Günter has made explicit in his posts.

I have the latest ACE version 1.3 for Arma2 (v373 of ACE & 252 of CBA_A2) for my A2 standalone and haven't had any such problems.

Have you looked in the ACE thread?

http://forums.bistudio.com/showthread.php?t=109749

For example, on page 2 there's a sub-thread about a 'missing event handlers' error.

I hope I don't seem harsh, but it isn't terribly reasonable to expect someone to redo a huge amount of work - needlessly - for something that could simply be a mistake on your part.

BR

Carl

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A2WarMod works with Ace for Arma2 that is, My buddy and I play with it most times, but as of late it cant be used for

evo blue as it crashes the mission. but all in all there are no errors, no problems on my end for A2WarMod.

testing is what takes the longest, i found, I mean 122 mods i had to test each one individually, and then as I added

more watch for incompatbilites, and or errors.

Only problem that has come up with A2WarMod which was reported was the missing chopper in the editor thanks to: Miler

you can see this post here if you had missed the problem:

http://forums.bistudio.com/showpost.php?p=1773406&postcount=51

WarMod on the other hand for Armed Assault I had quite a few issues, but those were sorted out too.

I got a job I work mon-fri, weekends off, I work in a logistics warehouse, my previous job I was in for 10yrs, and worked as a Carpenter,

those days are long gone, the whole industry where Im at petty much collapsed because of the economy, alot... of people lost their jobs,

especially me, but luckly for me I was on unemployment when i built A2WarMod, so all is good.

On the WarMod website---> http://warmod.webs.com/

we have done quite a few upgrades to the site in terms of graphics and stuff, my buddy does all the sigs, and graphics for the mod.

I'm planning to create a download page for WarMod for avatars, and a bunch of other stuff to download.

If you guys want My buddy can make some cool desktop wallpapers, or even avatars, outside of that,

I have to make a small update on the site for the latest features of the mod.

Anyone up to creating a vid exclusivly for Arma2 using A2WarMod,

i'll post it up on the WarMod website.

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Gunter,

Having a litle problem here, Aftr the Update, i use @A2Warmo;@BWmod;@AMT;@CBA

I run a Dedicated CO Server so we can play them all ....

But here it comes, I guet the message You cannot Play/Edit blablabla it is dependent of downloadable contents thas has been deleted = ricmodmi24 u know wat the problem is...?

Dunno if it hapends after Updates...? or has there bin a change somewhere...?

Because i cant use the @A2warmod no more with the BWmod mission....?

Help :)

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What exactly is your command line for your server?

is this exactly what you use and how it reads in your command line?

@A2Warmo;@BWmod;@AMT;@CBA

your missing the d at the end of @A2WarMod but if you were missing that then you'll be

missing more then ricmodmi24

but go into the @A2WarMod addons folder and look for this pbo:

mi24mod.pbo

mi24mod.pbo.ricmod.bisign

If those are in there then your command line is messed up.

But this ricmodmi24 is what this is:

* Mi-24 "radar" and targeting fix

by Ricnunes

Description:

The objective of this fix is to solve a problem related to the Mi-24 (all Russian and CDF variants) in which

it wasn't possible to detect in the Mi-24 "radar" and lock targets at distances longer than 700-800 meters.

This is IMO a bug because:

1- In real life the Mi-24 can detects targets longer than 800 meters using it's optical sensors (even if they are outdated)

2- In ArmA2 a Mi-8 or Mi-17 can detect targets either by lock or either by it's "radar" kilometers away, much longer than the Mi-24.

This is a but odd since the Mi-8 or Mi-17 don't even have optical targetting systems like the Mi-24 do.

Features:

With this fix, the Mi-24 (all Russian and CDF variants) will detect and lock targets at the same range as the Mi-8 or Mi-17 which oddly

detects and lock targets at the same range as a Ka-52 for example in ArmA2.

The objective of this fix is to address the odd situation where a Mi-24 detects and lock targets at much shorter ranges than a Mi-8 or

Mi-17 in ArmA2, giving better realism to the Mi-24 in ArmA2 and improving its fighting ability within the game.

Included .pbo files:

mi24mod.pbo

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Command line is ok , i forgot the D Here while typing :)

But the command line is with the "D" at the end, my bad lol

I got the File in Question in the Warmod, still it says i aint got it lol...

wil check this out more deeply today....

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The mod no longer works under this command line with all updated patches.

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -noSplash -mod=@CBA;@ACE;@ACEX;@A2WarMod;ACEX_USNavy;@ACEX_RU;@A2WarModSM

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How do you know it dont work?

also if that is your exact command line you have some problems with it, your load order is all off,

and there are spaces where theres should be none, unless that is a mistake you made when you types it out.

but your target line:

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -noSplash -mod=@CBA;@ACE;@ACEX;@A2WarMod;ACEX_USNavy;@ACEX_RU ;@A2WarModSM

Ace stuff should be together

heres what your target line should look like:

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -noSplash -mod=@CBA;@ACE;@ACEX;ACEX_USNavy;@ACEX_RU;@A2WarMod;@A2WarModSM

Keep in mind please as I had said many times before throughout the release thread here,

A2WarMod was built on Arma2 alone, not OA, CO, or BAF.

The mod works fine for me with the new 1.08 patch for: Arma2

If the mod dont work for you in CO, OA, or BAF, then its out of my hands,

I didn't build the mod for those expansions or DLC's or whatever there called, I built it for Arma2.

You have to consider that all the mods I downloaded and tested, and compiled together were from the Arma2 sections

of Armaholic, and Armed Assault Info. There a a couple, maybe even a few mods that work in OA or CO that are in A2WarMod,

but most of the mods in A2WarMod were built in preOA days.

The mod works with 1.08 and for Arma2 so please dont tell me it dont work in CO, or OA, or BAF, when I specifically and

many a times had said that it was tested, compiled for Arma2, on Arma2 with 1.07, with no issues, and I did not test it on CO, OA, or BAF,

as I do not own those games.

All I can do is support you by looking at command lines, and maybe some other things.

Do you have any issues for Arma2 alone with the mod?

and again how do you know the mod dont work, what features do you not see in the game?

Edited by Gnter Severloh

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hmmmm, it's the name i think, it's not the same name....

the Mimod is there, btu that snot the same name.... like ricmodmi24......

so if i rename the file...will that work...? doh...? because the mod file is there, but not with that name..?

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thank u Günter Severloh; it does work with arma 2 alone.

Yes sir! in fact I was just on my Arma2 server with a friend updated to 1.08 by the way and the mod works fine.

Dont have to be the same name specifically, but I guarentee thats the file:

error you get: ricmodmi24

read the last part of the bisign, its the same.

mi24mod.pbo

mi24mod.pbo.ricmod.bisign

So it must be something you edited or something you are missing that requires that, I wouldn't mess with the addon,

if anything create a new mission.

When you create a new mission, dont create it with A2WarMod in your command line, if you useing Bwmod then use that

alone when you edit it, then when you play use A2WarMod, cuz if for example you dont use warmod like in the future

because you want to try something out and see how something works by itself, which is something I do some times,

then the error will come up and say you cannot play or edit this mission because it has been deleted or something.

Always edit with stock Arma2, unless you have a mod with vehicles or weapons that you are inserting into the mission,

then after the mission is done, then add whatever else to your target line.

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Gunter, when i use the BWmod, and want to edit the map you made, do i need to keep

The A2Warmod active like the BWmod...? then, i got to load the @CBA mod also? while using the arma editor...?

or do i just load vanilla Arma, with the BWmod only...?

thanks

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Is this compatible with Arma2 without Operation Arrowhead?

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