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jakerod

Army of the Czech Republic DLC

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Hi guys,

Just wanted to say I managed to fix my !!!MISSING STRING error by reinstalling both Arma 2 and OA. Then the running steam as admin fix worked correctly and I was able to install. If you are running Windows 8 and have retail Arma 2 and Steam OA, this might fix the issue for you too! Perhaps one issue which I'm not sure is DLC related or perhaps to do with my new clean install, is I now have to use the -flush command much more regularly, otherwise arma will minimize. I seem to remember reading a fix for this in the past, if anyone is able to point me in the right direction it would be appreciated. As for the DLC itself, I find it quite enjoyable. Only came across one bug so far during the civilian escort mission on Takistan - when my Humvee was hit by an IED, my troops bailed out as I repaired it, I ordered them back, but one soldier kept refusing. I noticed that he had already ran around 400m away in the time it took to fix the Humvee. I spotted him just before he walked into a minefield :( RIP Brave Czech!

I would echo the comments of others that the new Bystrica terrain looks pretty and the main campaign seems to be quite fun so far. I would agree with Johan that it seems similar in quality to PMC.

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Is anyone able to play ACR with BAF and PMC on 1.62?

i can only access acr stuff on 1.62. vice versa, i can only access baf and pmc stuff on 1.6, no acr.

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* edit * scratch that = not sure about 1.6

Edited by PlacidPaul

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There's been a lot of complaints about ACR, but I think it's at least as good as PMC.

While I preordered ACR in a heartbeat and am generally quite happy with it overall despite some issues (and think that parts of the campaign, such as the heli and spec ops missions in Takistan, are classic BIS and are as good as any other BIS SP missions), PMC was WAY BETTER. I have been mystified by the comments here and elsewhere complaining about PMC, as if they are playing a different PMC than I did. What about all the awesome cutscenes, plot, and character development in PMC, not to mention the long and varied campaign with various plot directions and options, awesome new weapons, lack of significant bugs, and difficult and atmospheric SP scenarios? PMC was strictly professional grade gaming development IMO. BAF would be just as good if wasn't for the ridiculously short campaign (but multiple, absolutely AWESOME SP scenarios make up for it).

So for me, the purchase order would be PMC>BAF>ACR, but given their bargain prices, all should be purchased immediately without a second's hesitation.

But ACR needs a patch BIG TIME.

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There's been a lot of complaints about ACR, but I think it's at least as good as PMC.

Considering PMC was the worst before ACR came out

Despite the failed experiment to make ArmA into Call of Duty at least there was some continuity. ACR is just a bunch of random missions presented as a campaign on a reskinned (and not even finished at that) map.

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Ok, just in case someone is interested in this or was trying to sound mod this DLC:

UK59 MG

class Mode_FullAuto;
class CfgWeapons
{
   class Rifle;
   class UK59_ACR: Rifle
   {
       reloadMagazineSound[] = {"\JSRS_UKF59\Reload",1,1,35};
       class manual: Mode_FullAuto
       {
           begin1[] = {"\JSRS_UKF59\UKF59_s1",5,1,130};
           begin2[] = {"\JSRS_UKF59\UKF59_s2",5,1,130};
           begin3[] = {"\JSRS_UKF59\UKF59_s3",5,1,130};
           begin4[] = {"\JSRS_UKF59\UKF59_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
};

CZ75 D Compact Pistol

class CfgWeapons
{
   class Pistol;
   class M9: Pistol {};
   class CZ_75_D_COMPACT: M9
   {

       reloadMagazineSound[] = {"\JSRS_CZ75D\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75D\CZ75D_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75D\CZ75D_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75D\CZ75D_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75D\CZ75D_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ75 P Duty

class CfgWeapons
{
   class Pistol;
   class M9: Pistol {};
   class CZ_75_P_07_DUTY: M9
   {

       reloadMagazineSound[] = {"\JSRS_CZ75P\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75P\CZ75P_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75P\CZ75P_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75P\CZ75P_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75P\CZ75P_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ75 SP Phantom and SD

class CfgWeapons
{
   class Pistol;
   class M9: Pistol {};
   class CZ_75_SP_01_PHANTOM: M9
   {

       reloadMagazineSound[] = {"\JSRS_CZ75SP\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75SP\CZ75SP_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75SP\CZ75SP_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75SP\CZ75SP_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75SP\CZ75SP_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
   class M9SD: M9{};
   class CZ_75_SP_01_PHANTOM_SD: M9SD
   {

       reloadMagazineSound[] = {"\JSRS_CZ75SP\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75SP\CZ75SP_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75SP\CZ75SP_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75SP\CZ75SP_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75SP\CZ75SP_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ 750 SniperRifle

class CfgWeapons
{
   class M24;
   class M40A3: M24 {};
   class CZ_750_S1_ACR: M40A3
   {
       reloadMagazineSound[] = {"\JSRS_CZ750\Reload",1,1,35};
       reloadSound[] = {"\JSRS_CZ750\Bolt",1,1,35};
       begin1[] = {"\JSRS_CZ750\CZ750_s1",5,1,130};
       begin2[] = {"\JSRS_CZ750\CZ750_s2",5,1,130};
       begin3[] = {"\JSRS_CZ750\CZ750_s3",5,1,130};
       begin4[] = {"\JSRS_CZ750\CZ750_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ 805 A1 AssaultRifle / A2 SD

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons
{
   class RifleCore;
   class Rifle: RifleCore {};
   class CZ805_A1_ACR: Rifle
   {
       reloadMagazineSound[] = {"\JSRS_AK107\AK107_Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
   class CZ805_A2_ACR: CZ805_A1_ACR
   {
       reloadMagazineSound[] = {"\JSRS_AK107\AK107_Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
   class CZ805_A2_SD_ACR: CZ805_A2_ACR
       {
       reloadMagazineSound[] = {"\JSRS_AK107\AK107_Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_AK127\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK127\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK127\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK1027\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_AK127\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK127\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK127\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK127\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_AK127\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK1027\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK1027\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK1027\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
};

Scorpion EVO / SD

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons
{
   class MP5SD;
   class evo_sd_ACR: MP5SD
   {
       reloadMagazineSound[] = {"\JSRS_EVO\Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_sd",5,1,130};
           soundBegin[] = {"begin1",1};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_EVO\EVO_sd",5,1,130};
           soundBegin[] = {"begin1",1};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_sd",5,1,130};
           soundBegin[] = {"begin1",1};
       };
   };
   class MP5A5: MP5SD{};
   class Evo_ACR: MP5A5
   {
       reloadMagazineSound[] = {"\JSRS_EVO\Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_s1",5,1,130};
           begin2[] = {"\JSRS_EVO\EVO_s2",5,1,130};
           begin3[] = {"\JSRS_EVO\EVO_s3",5,1,130};
           begin4[] = {"\JSRS_EVO\EVO_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_EVO\EVO_s1",5,1,130};
           begin2[] = {"\JSRS_EVO\EVO_s2",5,1,130};
           begin3[] = {"\JSRS_EVO\EVO_s3",5,1,130};
           begin4[] = {"\JSRS_EVO\EVO_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_s1",5,1,130};
           begin2[] = {"\JSRS_EVO\EVO_s2",5,1,130};
           begin3[] = {"\JSRS_EVO\EVO_s3",5,1,130};
           begin4[] = {"\JSRS_EVO\EVO_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
};

Vehicles

Dingo

class Turrets;
class MainTurret;
class CfgVehicles
{
   class Car;
   class Dingo_Base_ACR: Car
   {
       soundEngineOnInt[] = {"\JSRS_Humvee\Int_Start",1,1};
       soundEngineOnExt[] = {"\JSRS_Humvee\Ext_Start",1,1,100};
       soundEngineOffInt[] = {"\JSRS_Humvee\Int_Off",1,1};
       soundEngineOffExt[] = {"\JSRS_Humvee\Ext_Off",1,1,300};
       class SoundEvents
       {
           class AccelerationIn
           {
               sound[] = {"\JSRS_Humvee\Int_Acc",1,1};
               limit = 0.15;
               expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
           class AccelerationOut
           {
               sound[] = {"\JSRS_Humvee\Ext_Acc",1,1,200};
               limit = 0.15;
               expression = "engineOn*camPos*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
       };
       class Sounds
       {
           class Engine
           {
               sound[] = {"\JSRS_Humvee\Ext_Low",1,1,550};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineHighOut
           {
               sound[] = {"\JSRS_Humvee\Ext_High",1,1,350};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
           };
           class IdleOut
           {
               sound[] = {"\JSRS_Humvee\Ext_Idle",1,1,200};
               frequency = "1";
               volume = "1.25*engineOn*camPos*(rpm factor[0.5,0.15])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineIn
           {
               sound[] = {"\JSRS_Humvee\Int_Low",1,1};
               frequency = "(randomizer*0.05+0.95)*rpm";
               volume = "((engineOn*thrust) factor[0.2,1])*(1-camPos)";        
           };
           class EngineHighIn
           {
               sound[] = {"\JSRS_Humvee\Int_High",1,1};
               frequency = "0.25+(0.65*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.3,1])";
           };
           class IdleIn
           {
               sound[] = {"\JSRS_Humvee\Int_Idle",1,1};
               frequency = "1";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.6,0.15])";
           };
       };
   };
};

Pandur APC

class Turrets;
class MainTurret;
class CfgVehicles
{
   class Wheeled_APC;
   class StrykerBase_EP1: Wheeled_APC{};
   class Pandur2_Base: StrykerBase_EP1
   {
       soundEngineOnInt[] = {"\JSRS_Stryker\Int_Start",1,1};
       soundEngineOnExt[] = {"\JSRS_Stryker\Ext_Start",1,1,100};
       soundEngineOffInt[] = {"\JSRS_Stryker\Int_Off",1,1};
       soundEngineOffExt[] = {"\JSRS_Stryker\Ext_Off",1,1,100};
       class SoundEvents
       {
           class AccelerationIn
           {
               sound[] = {"\JSRS_stryker\Int_Acc",1,1};
               limit = 0.15;
               expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
           class AccelerationOut
           {
               sound[] = {"\JSRS_stryker\Ext_Acc",1,1,200};
               limit = 0.15;
               expression = "engineOn*camPos*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
       };
       class Sounds
       {
           class Engine
           {
               sound[] = {"\JSRS_stryker\Ext_Low",1,1,650};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineHighOut
           {
               sound[] = {"\JSRS_stryker\Ext_High",1,1,350};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
           };
           class IdleOut
           {
               sound[] = {"\JSRS_stryker\Ext_Idle",1,1,180};
               frequency = "1";
               volume = "1.25*engineOn*camPos*(rpm factor[0.5,0.15])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineIn
           {
               sound[] = {"\JSRS_stryker\Int_Low",1,1};
               frequency = "(randomizer*0.05+0.95)*rpm";
               volume = "((engineOn*thrust) factor[0.2,1])*(1-camPos)";    
           };
           class EngineHighIn
           {
               sound[] = {"\JSRS_stryker\Int_High",1,1};
               frequency = "0.25+(0.65*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.3,1])";
           };
           class IdleIn
           {
               sound[] = {"\JSRS_stryker\Int_Idle",1,1};
               frequency = "0.70+(0.40*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.6,0.15])";
           };
       };
   };
};

T72M

class Turrets;
class MainTurret;
class CfgVehicles
{
   class Tank;
   class T72_Base: Tank {};
   class T72_ACR: T72_Base
   {
       outsideSoundFilter = 1;
       insideSoundCoef = 0.9;
       soundEngineOnInt[] = {"\JSRS_t72\Int_Start",1,1};
       soundEngineOnExt[] = {"\JSRS_t72\Ext_Start",1,1,150};
       soundEngineOffInt[] = {"\JSRS_t72\Int_Off",1,1};
       soundEngineOffExt[] = {"\JSRS_t72\Ext_Off",1,1,150};
       class SoundEvents
       {
           class AccelerationIn
           {
               sound[] = {"\JSRS_t72\INT_Acc",1,1};
               limit = "0.15";
               expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";
           };
           class AccelerationOut
           {
               sound[] = {"\JSRS_t72\EXT_Acc",1,1,250};
               limit = "0.15";
               expression = "engineOn*camPos*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";
           };
       };
       class Sounds
       {
           class Engine
           {
               sound[] = {"\JSRS_t72\Ext_Low",1,1,1100};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
           };
           class EngineHighOut 
           {
               sound[] = {"\JSRS_t72\Ext_High",1,1,350};
               frequency = "(randomizer*0.20+1.0)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.5,1])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class IdleOut
           {
               sound[] = {"\JSRS_t72\Ext_Idle",1,1,200};
               frequency = "0.80+(0.20*rpm)";
               volume = "1.25*engineOn*camPos*(rpm factor[0.6, 0.15])";
               cone[] = {1.750000, 2.000000, 1.500000, 1.250000};
           };
           class NoiseOut
           {
               sound[] = {"\jsrs_tank_noises\Rattle\RU_Tank",1,1,100};
               frequency = "1";
               volume = "camPos*(speed factor[2, 20])";
           };
           class ThreadsOutH0 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard1.wss", 1, 1, 150
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*(1-grass)*(rpm factor[0.3, 0.5])";
           };

           class ThreadsOutH1 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard2.wss", 1, 1, 200
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*(1-grass)*(rpm factor[0.4, 0.6])";
           };

           class ThreadsOutH2 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard3.wss", 1, 1, 250
               };
               frequency = "1+(0.02*speed)";
               volume = "engineOn*camPos*(1-grass)*(rpm factor[0.5, 0.7])";
           };

           class ThreadsOutH3 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard4.wss", 1, 1, 300
               };
               frequency = "0.85+(0.02*speed)";
               volume = "engineOn*camPos*(1-grass)*(rpm factor[0.6, 0.8])";
           };

           class ThreadsOutH4 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard5.wss", 1, 1, 750
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*(1-grass)*(rpm factor[0.3, 0.5])";
           };

           class ThreadsOutS0 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft1.wss", 1, 1, 150
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*grass*(rpm factor[0.3, 0.5])";
           };

           class ThreadsOutS1 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft2.wss", 1, 1, 200
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*grass*(rpm factor[0.4, 0.6])";
           };

           class ThreadsOutS2 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft3.wss", 1, 1, 250
               };
               frequency = "1+(0.02*speed)";
               volume = "engineOn*camPos*grass*(rpm factor[0.5, 0.7])";
           };

           class ThreadsOutS3 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft4.wss", 1, 1, 300
               };
               frequency = "0.85+(0.02*speed)";
               volume = "engineOn*camPos*grass*(rpm factor[0.6, 0.8])";
           };

           class ThreadsOutS4 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft5.wss", 1, 1, 750
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*grass*(rpm factor[0.3, 0.5])";
           };
           class EngineLowIn 
           {
               sound[] = {"\JSRS_t72\Ext_low",20,1};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*(1-camPos)*(rpm factor[0.3, 1])";
           };
           class EngineHighIn 
           {
               sound[] = {"\JSRS_t72\Int_High",20,1};
               frequency = "0.80+(0.20*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.3, 1])";
           };
           class IdleIn
           {
               sound[] = {"\JSRS_t72\Int_Idle",10,1};
               frequency = "0.80+(0.20*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.6, 0.15])";
           };
           class NoiseIn
           {
               sound[] = {"\jsrs_tank_noises\Noises\RU_Heavy",10,1};
               frequency = "1";
               volume = "(1-camPos)*(speed factor[2, 20])";
           };
       };
       class Turrets: Turrets
       {
           class MainTurret: MainTurret
           {
               soundServo[] = {"\JSRS_Tank_Noises\Turret\RU_Heavy",1,1,100};
           };
       };
   };
};

If this is maybe some help for anyone, you are very welcome ;)

LJ

Edited by LordJarhead

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Is it possible to mix ACR steam version with my A2CO box version ?

The steam page say no but it don't look very accurate, it say arrowhead is required instaed combined op..

So maybe a workaround exist like merging the files manualy or editing the registry.

Any advice appreciated.

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Steam won't allow you to add ACR to your library unless you own OA on Steam.

So it will just sit in your inventory until you gift it away / get OA.

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Steam won't allow you to add ACR to your library unless you own OA on Steam.

So it will just sit in your inventory until you gift it away / get OA.

Ok, i see, thank you.

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Does anyone know if there are any hidden selections on the ACR DLC content?

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Does anyone know if there are any hidden selections on the ACR DLC content?

T-72CZ:

hiddenSelectionsTextures[] = {"\ca\Tracked_ACR\T72M4CZ\Data\T72_1_co.paa","\ca\Tracked_ACR\T72M4CZ\Data\T72_2_co.paa","\ca\Tracked_ACR\T72M4CZ\Data\T72_3_co.paa"};

Pandur:

hiddenSelections[] = {"camo1","camo2","camo3","camo4"};
hiddenSelectionsTextures[] = {"Ca\Wheeled_ACR\Pandur\data\Pandur_body_co.paa","Ca\Wheeled_ACR\Pandur\data\Pandur_kan_co.paa","Ca\Wheeled_ACR\Pandur\data\Pandur_detaily_co.paa","Ca\Wheeled_ACR\Pandur\data\Pandur_alpha_CA.paa"};

Dingo:

HiddenSelectionsTextures[] = {"\ca\wheeled_acr\dingo\data\ACR_karosse_des_co","\ca\wheeled_acr\dingo\data\ACR_DES_a_teile_co","\ca\wheeled_acr\dingo\data\FLW100_DES_co","\ca\wheeled_acr\dingo\data\FLW200_DES_co"};

BVP-1 doesn't appear to have any (from a config point of view)

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Figure I'd ask here, too. I just bought the DLC for Steam, and it's asking for a CD Key..but I've no idea if I was even given one. I can't find it.

Any ideas? ):

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It feels like they released this to close to ArmA III, its hard to buy DLC to something when a sequel will be coming out soon.

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Sorry to bump an old thread but I just realize I don't have this addon and wanted to know if it has been patched yet? I can't find any release notes about it. I was running on the lite version so far.

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@ Sander - thanks for that link!

@sander @omac @li0n ...

ACR patch is on hold as all the staff works on A3, tho it most likely comes alongside 1.63 OA (whenever that happens)

while quite lot of the bugs were fixed for the ACR patch, not all are in yet nor QAed, hence the on-hold state ...

I will wait until the Christmas sale to consider it as BIS will finish ARMA 3 first. At least we have something new to play with first.

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I just finished Wind Storm, and my game keeps freezing when I try to load Dum Spiro Spero. As soon as I click the 'continue' button.

It even froze right after I finished Wind Storm heading into the next level.

Any ideas on how to get this mission working? thanks!!!

Oh and ACR is flawed at times, but when it gets it right, its awesome!

ps. 100% vanilla arma 2 (no dayz) w/ all dlcs. v.1.6295

Lucky fellow! I can't even finish Wind Storm!

I've escorted "Gazelle" to and back, without a scratch. Killed all the enemies within 2km of the "destroy" waypoint, and now just flying back and forth across the "destroy" waypoint for ages, and nothing at all is happening. No radio messages, no progression. If I go back to the aerodrome, it fails me. If I land and stretch my legs, it fails me. Pls help!

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Today marks one year since this bug riddled release for ACR, still without any support at all provided for this rather poor quality paid for content. When can the customer expect the DLC to be finally brought up to a decent standard?

Regards,

Sander

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Yep very disappointing. This is the worst and most unplayable DLC I have ever paid for. I think I have played a total of 40minutes of gameplay...before a bug made me stop.

The horrendous bugs combined with complete lack of use of this DLC online (which is what I was most looking forward to) has been very disappointing.

Even if they fix it now it's too late. It was basically a complete waste of money for me.

This disastrous DLC will change how I now buy BIS DLC. I will no longer preorder DLC or purchase on the first day anymore.

I hope they avoid what ever third party was responsible for this in future.

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Today marks one year since this bug riddled release for ACR, still without any support at all provided for this rather poor quality paid for content. When can the customer expect the DLC to be finally brought up to a decent standard?

Regards,

Sander

Sure does. Am I going to get a BMP-1 that works? Or terrains where trees don't float above the ground?

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