T_Roc 0 Posted March 4, 2010 (edited) Yes there are some bugs and i am working on some of them right now. Amomg those the missing interior for the m10. As you notice the only tank right now with interior is the Tiger but this will also change. Edited March 4, 2010 by T_Roc Spelling Share this post Link to post Share on other sites
santafee 10 Posted March 4, 2010 Wow man thanks very much for this awesome release!:) Share this post Link to post Share on other sites
cheritto 0 Posted March 4, 2010 (edited) Thx for this, and to all addon maker who participated. I had a crash to desktop with something like " 101 light "message. Crash to desktop with message cannot open file for Aq steam engine Edited March 4, 2010 by cheritto Share this post Link to post Share on other sites
andrea0373 10 Posted March 4, 2010 Great work!!!!!!!! Share this post Link to post Share on other sites
Pisatel 10 Posted March 4, 2010 Is there any way to launch V1 rocket? I placed ramp, V1 rocket, bunker and when i press launch option it says "started" but nothing happens. Share this post Link to post Share on other sites
Aqu 0 Posted March 4, 2010 (edited) Is there any way to launch V1 rocket? I placed ramp, V1 rocket, bunker and when i press launch option it says "started" but nothing happens. V1 is placed automatically on the ramp if you place it close enough. You don't need the bunker really (only if wanting manual launch). The thing won't launch unless you have set a global Aqu_V1_target containing the target coords ([x,y] or [v1,[x,y]]). The launching itself can be done with a global Aqu_V1_start=(v1 object) too. It can be launched from the he-111 too, as soon as one dude has painted the mg15 so we can get the he-111 out. to set the target coords e.g getMarkerCoords or getpos are useful. EDIT: Don't complain if you have hard time hit anything smaller than a town - that is intentional. There is also one other global (left from testing), but I leave it you to find out ;) Edited March 4, 2010 by Aqu Share this post Link to post Share on other sites
beton 2 Posted March 4, 2010 Well...i´m happy this mod made it to public finally.. even if it´s still beta and many things are not perfect but it´s a start. Now is the time for playing around, testing, reporting bugs and adding stuff that is wanted by the community and more important contributed by the community. Hopefully in the end there will be a compilation to fulfill the needs of everyone.. singleplayers, multiplayers, friends of large scale battles... ehm ok..:) happy birthday ps. since some parts included in the mod are outdated i would advise you to use this: http://forums.bistudio.com/showthread.php?t=94125 you can use them additionally and have the Huertgenwald/winter map and some of the objects in a more up to date version... hope you have fun, thank you Rip Share this post Link to post Share on other sites
cannonouscrash 12 Posted March 4, 2010 i cant seem to put down us and GB ammo crates, and also does it need CBA or anything like that? Share this post Link to post Share on other sites
Pisatel 10 Posted March 4, 2010 Thx Aqu, but can you say the way to launch it a bit more specified. I am not that good at scripting so as some people here too. Can you tell it step by step pls. Share this post Link to post Share on other sites
stephsen 79 Posted March 4, 2010 Hey 31st mod team ...is the mod kompatiple with CBA ??? Share this post Link to post Share on other sites
Mr Sarkey 0 Posted March 4, 2010 Since i have personal intrest in this, i got a mirror for you aswell :)http://www.gol-clan.net/downloads/@31stWWA2.rar Cheers bud. Just downloaded in 45 minutes :cool: Share this post Link to post Share on other sites
archsceptic. 10 Posted March 4, 2010 I'm getting something weird, I'm using the mod folder method to access the mod but when arma starts and I enter the editor, there is nothing there - only the regular arma stuff. What am I doing wrong?????? :( Share this post Link to post Share on other sites
bullet purveyor 85 Posted March 4, 2010 Have you changed your start command line to include this mod? I can highly recommend useing a launch tool like Alpinestars mod launcher http://www.armaholic.com/page.php?id=6649, it makes running mods much easier. Share this post Link to post Share on other sites
beton 2 Posted March 4, 2010 What am I doing wrong?????? :( obviously there is a modfolder inside the modfolder... you just need the "addons" folder in the "@31stWWA2" folder.... hope that helped:) Share this post Link to post Share on other sites
Hroudlan 10 Posted March 4, 2010 :D:D:D Downloading now!!! Share this post Link to post Share on other sites
Aqu 0 Posted March 4, 2010 Thx Aqu, but can you say the way to launch it a bit more specified. I am not that good at scripting so as some people here too. Can you tell it step by step pls. 1) Place the launch ramp and V1 (+ the bunker if want manual launch) 2) Give V1 name in the object dialog ( e.g. just "v1") (EDIT: You need this only if putting the launch line in a trigger etc) 3) Place a map marker on the map and give it a name (e.g "v1_target") 4) Copy into the init line of the V1 (in the object dialog): Aqu_V1_target=getMarkerPos "V1_target"; or if launching several missiles and they have different targets, then Aqu_V1_target=[this, getMarkerPos "v1_target"]; Share this post Link to post Share on other sites
archsceptic. 10 Posted March 4, 2010 Thanks Smygolf, it's now working with the mod launcher - getting lots of crashes when I place units in the editor though. Dont know if it's a problem with the units or a problem my end. But great so far, special thanks to everybody involved - if I was being fussy, would have liked to see some British tanks especially Firefly, maybe in the future? Thanks again... :yay: Share this post Link to post Share on other sites
Mr Sarkey 0 Posted March 4, 2010 Thanks Smygolf, it's now working with the mod launcher - getting lots of crashes when I place units in the editor though. Dont know if it's a problem with the units or a problem my end. Tis' a beta, errors all over are to be expected :D Still sweet though despite the 4 CTD's I've encountered in the past 15 minutes! Share this post Link to post Share on other sites
demonlord89 10 Posted March 4, 2010 Its must be years before this one is completed! But when it is ,ore if, this will be everything that ever wanted! Share this post Link to post Share on other sites
schaefsky 0 Posted March 4, 2010 Great guys, downloading! Also thanks to gol-clan for mirror. Hope there is no bad mood in the team because we forum people pushed for a release. Share this post Link to post Share on other sites
Aqu 0 Posted March 4, 2010 This release doesn't contain all the stuff. Especially the British are far from complete. It's nice you are having fun, but let's try to have some useful information from this othwerwise useless release. In general it is helpful to get a description what happens and when (i.e. instructions to reproduce the error) and possibly the error message in arma2.rpt (if there is such). Thank you Share this post Link to post Share on other sites
Soldat-Hans 0 Posted March 4, 2010 All shitty! I come home at 20.30 O`clock! silent Hunter v hadnt been send! Thought _I can download the WW2 Mod but NO, my vather has to block whole I-net! I have to wait until tomorrow, download is 15Kbs! :mad::mad: This day SUCKS:mad: Share this post Link to post Share on other sites
krazikilla 5 Posted March 4, 2010 Great stuff, thx we made the V1 working. Anyway, the V2 doesnt seem to hit the targets? But very cool: Launched 8 V2 rockets, and one just came back as it was on like 50-100m xD we got blown up. Hope its not a bug, cause i see it as a feature, like a weaponjam :) Share this post Link to post Share on other sites
Aqu 0 Posted March 4, 2010 The same instructions work for both V1 and V2 (except there is no V2 launch bunker). You just have to replace V1 with V2 in the global variable names (e.g Aqu_V2_start). The problem with V2 in small maps is that when the target has to be quite far from the start location it is outside the map. The accuracy of V2 is in the same class as V1. And with V1 the target has to be inside +-60 degrees arc. Btw...you can set the launched rocket/missile as a player manned from the air class menu (you just cannot control it). Share this post Link to post Share on other sites
GqchatarN 10 Posted March 4, 2010 Thx for such a great mod! Even though its beta it looks awesome!:) Here are some screens i took: Very cool and awesome, have been playing all day=) Share this post Link to post Share on other sites