bigstone 48 Posted April 23, 2011 OK is there a command line I can place in the ini for example this addweapon "throw"; etc??... Share this post Link to post Share on other sites
stevedrumsdw 10 Posted April 23, 2011 Can someone show me where to find the weapon rest module ? In the modules menu in editor (F7) Share this post Link to post Share on other sites
SigintArmA 10 Posted April 23, 2011 Will this work on standalone OA? Looks Awesome!! No. Need Combined Operations (Both ArmA2 and ArmA2: Operation Arrowhead. Both patched up to the latest (Non Beta)) Share this post Link to post Share on other sites
pooroldspike 129 Posted April 23, 2011 Removed ACE and still can't access grenades.... The 'F' key will cycle to grenades IF the man is carrying them. If the word 'grenade' doesn't come up at top right, it must mean he hasn't got any. Try different men. Share this post Link to post Share on other sites
USMCWall 0 Posted April 23, 2011 The 'F' key will cycle to grenades IF the man is carrying them.If the word 'grenade' doesn't come up at top right, it must mean he hasn't got any. Try different men. If you have UNSUNG installed, that might fubar everything as well, ,my compass still goes by the UNS standard one even when I'm not running the folder, so who knows. Share this post Link to post Share on other sites
KR303 10 Posted April 23, 2011 No. Need Combined Operations (Both ArmA2 and ArmA2: Operation Arrowhead. Both patched up to the latest (Non Beta)) Ok thanks! Share this post Link to post Share on other sites
FKPLACE 10 Posted April 24, 2011 No WaffenSS troops in this release? Share this post Link to post Share on other sites
pooroldspike 129 Posted April 24, 2011 No WaffenSS troops in this release? Plenty- Share this post Link to post Share on other sites
msy 22 Posted April 24, 2011 Can you consider this communication issue? http://forums.bistudio.com/showthread.php?t=117905 In real life, If you and your mates all have no radio divices, you could only contact each other by voice or some specific signals if you are close or they can see your signal. Now in the game, if you and your AI teammates have no radios, or some of you have no radios, you can still contact others by voice or action gesture. However, the not good thing is that, if you as a commander are no radios and you are separated by hundreds of meters with your subordinates, you can still order them to do anything by voice! Or if you are a subordinate of AI leader, you can't hear what he says only tens of meters away. I think the solution is let communication have distance limit. Share this post Link to post Share on other sites
pooroldspike 129 Posted April 24, 2011 Can you consider this communication issue?http://forums.bistudio.com/showthread.php?t=117905 In WW2 units used hand signals if they had line-of-sight. Share this post Link to post Share on other sites
b00ce 160 Posted April 24, 2011 Awesome work, the tanks are some of the best I've ever seen, top notch. TFB is running an I44 server right now, search Blackjack and have some fun. Share this post Link to post Share on other sites
bazeye 10 Posted April 24, 2011 In the modules menu in editor (F7) Thanks, found it :) Share this post Link to post Share on other sites
msy 22 Posted April 24, 2011 http://dev-heaven.net/issues/19158 I have made the suggestion for disabling non-radio far distance communication. Share this post Link to post Share on other sites
DaveP 66 Posted April 24, 2011 Had some awesome moments playing last night, here's a couple photos http://forums.bistudio.com/showpost.php?p=1904257&postcount=1566 Also gonna be doing a holiday-operation desert ww2 mission using em tonight, will try and get some frappy fraps Share this post Link to post Share on other sites
pooroldspike 129 Posted April 24, 2011 I made a small 'St. Mere Eglise' scenario (below) to test out chutes, they work fine but sometimes a chute will develop a severe pendulum swing with the guy swinging higher than the chute, perhaps his chute malfunctioned like in real life? Also sometimes a guy will be injured on landing, again that happens in real life too. More pics:- http://www.thefewgoodmen.com/thefgmforum/showthread.php?8016-Invasion-44-v-2.5 Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 24, 2011 Love the Air. Couple questions; - Axis needs another fighter. Was going to slap together a quick FW-190, but discovered you guys already did one back in OFP with some very nice textures. Any reason you can't add it to your to-do list? (I found a free 3d model, but the textures are off) - Top Turret on the Ju52, planning to add the same way as the B-17 ? Share this post Link to post Share on other sites
Darkguerilla 10 Posted April 24, 2011 Okay so now I've gotten around to it. I'm trying to create a Domination with I44. However, In Vehicle: i44_vehicle_c47\i44_vehicle_c47.p3d missing driver get in direction point In Vehicle: i44_vehicle_c47\i44_vehicle_c47.p3d missing cargo get in direction point In Vehicle: i44_vehicle_c47\i44_vehicle_c47.p3d missing gunner get in direction point I44_Truck_A_GMC_CCKW_Repair_Army: TailGate - unknown animation source tailgate_source I44_Truck_A_GMC_CCKW_Fuel_Army: TailGate - unknown animation source tailgate_source I44_Car_A_WillysMB_Army: Turret_Main_Spin - unknown animation source Turret_Main_Spin I44_Car_A_WillysMB_Army: Turret_Main_Rise - unknown animation source Turret_Main_Rise [7619,130.634,0,"XEH: PreInit Started. v3.0.6"] [7619,130.733,0,"MISSINIT","I44_Domination_v212","Chernarus",true,true,false] [7619,132.488,0,"XEH: PreInit Finished"] [7619,133.313,0,"XEH: VehicleCrewInit: 21"] Warning Message: Preprocessor failed on file C:\Documents and Settings\darkguerilla\My Documents\ArmA 2 Other Profiles\DarkGuerilla\mpmissions\I44_Domination_v212.Chernarus\init.sqf - error 0. [7636,139.967,0,"XEH: PostInit Started"] [7636,140.054,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,4,156],-1]],[[0,0,0],0]]] [7636,140.142,0,"XEH: PostInit Finished; [true,false,false,true,false,true,false,true,true,true]"] Error in expression <intro.sqf" private ["_s","_str"]; if (!X_Client) exitWith {}; disableSerializa> Error position: <X_Client) exitWith {}; disableSerializa> Error Undefined variable in expression: x_client File C:\Documents and Settings\darkguerilla\My Documents\ArmA 2 Other Profiles\DarkGuerilla\mpmissions\I44_Domination_v212.Chernarus\x_client\x_intro.sqf, line 4 Error in expression <ne", "_primw", "_muzzles"]; waitUntil {X_INIT}; sleep 1; d_name_pl = name pla> Error position: <X_INIT}; sleep 1; d_name_pl = name pla> Error Undefined variable in expression: x_init So yeah I am clueless. Perhaps someone WAY smarter than me can tell me what it says. Share this post Link to post Share on other sites
Higgings. 0 Posted April 24, 2011 I sure hope you get it to work Dark, domi for INV44 would be good fun :) Share this post Link to post Share on other sites
Spartan 163 0 Posted April 24, 2011 I started doing a Domination but hit a snag. Evolution is almost ready. Just need a mp tesr. Share this post Link to post Share on other sites
DrunkenVeteran 10 Posted April 25, 2011 PROTOTYPE 001, I would gladly help Test for MP. Also the Halftrack is bugged, every time you ride in back your model disappears when trying to exit and you have to respawn. Share this post Link to post Share on other sites
madmedic 0 Posted April 25, 2011 Just a small note, the M1 Carbine has a bayonet lug.http://necropimp.home.insightbb.com/gunpics/1943_QualityHardware_M1Carbine_bp.jpg Actually, bayonet lugs were not particularly common on M1 carbines that were actually in use during WWII. They began adding bayonet lugs DURING the war. Carbines with the added bayonet lugs had not made it into circulation in any great number before the war was over. In KOREA, bayonet lugs were common... But in WWII, carbines WITHOUT bayonet lugs were more common. Share this post Link to post Share on other sites
UGLY58 10 Posted April 25, 2011 Guys Awesome Mod proving very popular ! I44 Server running 24/7 Filter "Task Force Blackjack - Alpha" Share this post Link to post Share on other sites
madmedic 0 Posted April 25, 2011 Love the mod... AWESOME work! One question: Why do the fighter planes start firing their machineguns before they have a target lined up, though? Seems like they just start shooting whenever an enemy is near...even if that enemy is beside them, (or even behind them, sometimes). Share this post Link to post Share on other sites
sickboy 13 Posted April 25, 2011 Guys Awesome Mod proving very popular !I44 Server running 24/7 Filter "Task Force Blackjack - Alpha" SU users can directly connect with your server from this link, incl the i44 mod install: sixupdater://server=206.217.140.50:2302 Share this post Link to post Share on other sites