wingit 10 Posted September 27, 2010 Can someone please tell me what is the difference between ArmA 2 and ArmA 2AO if I just get ArmA 2AO do I miss out on something in ArmA 2 or is it all contained in ArmA 2AO? Thank you Share this post Link to post Share on other sites
mic1402 10 Posted September 28, 2010 if you can get the Combined operations pack. that way you get arma 2 and OA for only 10 dollars more. Share this post Link to post Share on other sites
kylania 568 Posted September 28, 2010 You definitely want to buy Combined Operations. :) Share this post Link to post Share on other sites
Raptor228 10 Posted September 28, 2010 Can someone tell me how to give my guys weapons to start with in the editor? I just dowloaded a weapons mod and I want my units to have the guns in my mission. Share this post Link to post Share on other sites
kylania 568 Posted September 28, 2010 Put this in it's init: removeAllWeapons this; {this addMagazine "ClassNameOfMag"} forEach [1,2,3,4,5,6]; this addWeapon "ClassNameOfWeapon"; That will give you 6 magazines and a weapon. You should be able to find the classnames to use in the weapon mod's documentation. Also, any self respecting weapons mod will include an ammobox filled with the new weapons so check for that under Empty -> Ammo Share this post Link to post Share on other sites
Raptor228 10 Posted September 28, 2010 nope doesn't work. in the init: do I put 30Rnd. STANAG for class name of mag and M4A1 ACOG for class name of weapon? Share this post Link to post Share on other sites
kylania 568 Posted September 28, 2010 I assume you mean RH's new M4/M16 pack? It's taking forever to download, but the classnames to use are listed in the ReadMe.txt file. Share this post Link to post Share on other sites
Raptor228 10 Posted September 28, 2010 kk thanks. and yes I am using RH's new m4/m16 pack. :) Share this post Link to post Share on other sites
kylania 568 Posted September 29, 2010 Finally downloaded (after I watched House and passed out, but that's beside the point) this should give you a RH M4A1 with ACOG and 6 mags: removeAllWeapons this; {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6]; this addWeapon "RH_m4a1acog"; Share this post Link to post Share on other sites
HHPP 10 Posted September 29, 2010 I've just got Arma2: CO and I'm trying to create some practice missions in the editor. Under "OPFOR", whatever location I choose (even Chernarus), my only options are Russia, Insurgent, Takistani Army, and Takistani Militia. Under "Independent" it is similar--only Guerillas, PMC, Takistani Locals, and UNO. What am I missing? Share this post Link to post Share on other sites
Noraf 0 Posted September 29, 2010 well, you can play as any side, other than that, i'm not sure what you mean by your question HHPP... (to play on another side than the us, select the side you want to play, place a unit, and select it as player ) Share this post Link to post Share on other sites
HHPP 10 Posted September 29, 2010 well, you can play as any side, other than that, i'm not sure what you mean by your question HHPP... That I don't have the option to place Chernarus-native forces (ChDKZ, NAPA guerillas, etc.), even on Chernarus. I can only place Russian or Takistani forces. Share this post Link to post Share on other sites
kylania 568 Posted September 29, 2010 Under "OPFOR", whatever location I choose (even Chernarus), my only options are Russia, Insurgent, Takistani Army, and Takistani Militia. Under "Independent" it is similar--only Guerillas, PMC, Takistani Locals, and UNO. What am I missing? That I don't have the option to place Chernarus-native forces (ChDKZ, NAPA guerillas, etc.), even on Chernarus. I can only place Russian or Takistani forces. NAPA are Independent -> Guerrillas ChDKZ are OPFOR -> Insurgents You have everything. :) Share this post Link to post Share on other sites
WingmanSR 10 Posted October 3, 2010 (edited) :confused: I have a question regarding the m249 TWS bullet drop compensation dots. At what ranges are they zeroed for? Rough ASCII version below: | | ______ . ______ (1) . (2) . (3) . (4) . (5) I've been trying to range it out on my own in the editor, but it's very hard to see bullet splash out past 500M. So far I believe #1 is 300m, #2 400m, #3 600m. I thought #3 would be 500, but splash at 500M hits in between #2 & #3. Are #4 & #5 800M and 1kM? Thanks for your help! Edited October 3, 2010 by WingmanSR Share this post Link to post Share on other sites
cream-t 10 Posted October 4, 2010 can a javelin be fired into a building? or only at armor? This was my noob Q as well. Share this post Link to post Share on other sites
Sira 10 Posted October 4, 2010 I've got some questions regarding mods. Is it possible to use those nice custom uniforms and weapons on any server or does it depend on the server config? How can I change my Uniform to a custom one (not just the head)? thx Share this post Link to post Share on other sites
kylania 568 Posted October 4, 2010 Mods required is based on mission, not server. So if the MISSION was designed using nice custom uniforms and weapons both the server and the clients would need to have that mod loaded in order to connect. There are replacement configs however, which would be a mod with a new configuration that replaces existing content with your custom content. So for example you could replace US Soldiers with the same type of soldiers using custom uniforms/models or replace the BIS M-16 with a different model M-16. For example the US Army Rangers mod includes replacement files to replace the US Army default troops with these awesome new Ranger models. Share this post Link to post Share on other sites
Sira 10 Posted October 4, 2010 (edited) Mods required is based on mission, not server. So if the MISSION was designed using nice custom uniforms and weapons both the server and the clients would need to have that mod loaded in order to connect.There are replacement configs however, which would be a mod with a new configuration that replaces existing content with your custom content. So for example you could replace US Soldiers with the same type of soldiers using custom uniforms/models or replace the BIS M-16 with a different model M-16. For example the US Army Rangers mod includes replacement files to replace the US Army default troops with these awesome new Ranger models. Thx for the clarification. I played on some servers before with custom headgear from RH mercs set configured in my profile. Now I get suddenly a message on the same servers stating that the keys are not accepted. Did they change the configuration or what is going on? I would like to use custom outfits in MP games. Edited October 4, 2010 by Sira Share this post Link to post Share on other sites
kylania 568 Posted October 4, 2010 Yeah, the key/bisign is a way or making sure that only unmodified addons are used on a server. Each proper addon will include *.bisign files for each PBO in them as well as a key file that's tied to them. The server loads the key and compares it to the bisign of addons that a client are using, if they don't match (as in the contents have been changed) then the server won't let you on. This helps prevent people from connecting with harmful or cheater addons that will disrupt gameplay. Sounds like your server just turned on that feature so you'll either have to do without the mods or ask your server admin to load the key files for the mods you want to play with. Share this post Link to post Share on other sites
Sira 10 Posted October 4, 2010 (edited) thx a lot! Edited October 5, 2010 by Sira Share this post Link to post Share on other sites
Craaazy1 10 Posted October 6, 2010 Question for this noob! There's a guy selling a copy of Arma 2 on eBay. He says he tried to install it but his computer didn't have the right video card. If he used the serial number, can I still use it? I remember buying a MMORPG and I reinstalled it on another computer I got after my other broke, and the code wasn't accepted. I just don't want to buy it and have it not work. The auction is ending in 1 day, so please reply!!! Share this post Link to post Share on other sites
battledonkey 10 Posted October 6, 2010 I believe as long as he provides the key with the game, you should be alright to run it. If not then it could be... :at647: Share this post Link to post Share on other sites
alanford 27 Posted October 6, 2010 At first, when I saw no player marker on the map, I though this is because of the realism. You still have the gps. But than, in the first campaign it says, that the arrow in a red circle (or something similar?) represents you. So, now, is my not displaying of the markers, neither for me or my squad, a bug or a feature or an option? Share this post Link to post Share on other sites
Azulmono55 10 Posted October 6, 2010 Hey guys, I'm a pretty big newb to ArmA II and the whole mil-sim genre as a whole - I was wondering: What, in your opinions, is the best way to get the more complex stuff down without annoying anyone in Multiplayer? I mean, I've got a fair few missions into the Campaign, but I know I'm not doing well at all, and I've got a feeling I don't even understand half of it. I've skimmed that ShackTac guide, and know that practising Helos is as simple as going into the armoury, but what's the best way to become a better infantryman without joining some sort of clan? Share this post Link to post Share on other sites