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[40-1] Shadow

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About [40-1] Shadow

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  1. [40-1] Shadow

    co10 Escape

    i would love to see this ported to Chernarus Redeux https://steamcommunity.com/sharedfiles/filedetails/?id=1128256978 but it may require some tweaking with the random traffic as most of the roads are littered with static objects
  2. [40-1] Shadow

    [MP][CTI-COOP] Liberation (beta)

    On the role selection screen click on parameters and the option to delete your current progress should be at the bottom of the list If you are running a dedicated server you may need to login as admin before you can change anything
  3. [40-1] Shadow

    co10 Escape

  4. [40-1] Shadow

    co10 Escape

    I have noticed 2 bugs so far with the new 1.8 pack. 1) on everon Us vs Ru the evac on the south west area, the evac point is off the map in the far SW ocean. (unsure if same happens for other everon versions, Only played US vs Ru) 2) all ifa3 ports have NVG on some soldiers. (unsure if this is really a bug)
  5. [40-1] Shadow

    co10 Escape

    I am sure there is a way to delay it, but im not at my pc to check. Another option is to look in the "unitclasses.sqf" and change the chopper to something with a little less firepower.
  6. [40-1] Shadow

    co10 Escape

    you should also open the mission in the editor and make sure the IND allegiance is set correctly, I have had the same problem in the past.
  7. [40-1] Shadow

    co10 Escape

    I noticed that I was being killed by the fire when I was running along the prison wall, Out of normal reach of the flames but it only happend on the first release of 64bit test version. The normal 32bit version had no problems.
  8. [40-1] Shadow

    co10 Escape

    All possible evacs are in set positions for the mission, has anyone edited the mission.sqm and moved stuff around?
  9. [40-1] Shadow

    co10 Escape

    same with me, it does not work instead I use the #reassign command to restart the missions and that keeps all of your settings you can also edit the "/include/params.hpp" file to set your own defaults
  10. I agree that it is a very sensitive topic. the camps were a symbol of our darkest time and worst idea's of man. But adding them would add to the realism and setting.
  11. [40-1] Shadow

    co10 Escape

    my friends wanted to be able to search for enemy radios to use instead of spawning with them does not make sense for prisoners to keep their own radios.
  12. [40-1] Shadow

    [MP][CTI-COOP] Liberation (beta)

    Has anyone ported this to the Australia map?
  13. [40-1] Shadow

    co10 Escape

    I made some edits so me and my friends can play with TaskForce Radio mod. it works great for us so i thought i would share the edited files so others can use the mod You can see the edits by searching the files for TASK-FORCE RADIO and to install just copy into your pbo Files here https://drive.google.com/drive/folders/0B0HoDv5EHf9DZkxtbG51UV83bFU?usp=sharing maybe someone can make a parameter option for this?
  14. [40-1] Shadow

    co10 Escape

    I never thought of useing the planes, I assumed that it would not work as the search chopper is normaly spawned hovering, But the FW 190 plane works great :) All classnames for optics and NVG/TWS has been removed from UnitClasses.sqf I totaly forgot about the IND Allegiance in the editor, The Blue on Blue is fixed now. All that is left to do is *Re design the Com Centers for WW2 (the structures look to modern, and static mg is modern And i dont think they had satellite uplink in 1944 :)) *Redo roadblocks (Static MG does not have a good view and cannot turn around, To easy to flank) *Map icons for ammo dumps and com centers are VERY small on the map (almost can't see them) But i dont know how to do this. Here is the version with the new fixes you mentioned https://drive.google.com/open?id=0B0HoDv5EHf9DMnV0b3lOZlM0LUk
  15. [40-1] Shadow

    co10 Escape

    Here is the staszow escape port https://drive.google.com/open?id=0B0HoDv5EHf9DY3YyT2lXaHh1NzA There are still a few things to to before it is fully ready but it is playable. TO-DO LIST *Re design the Com Centers for WW2 (the structures look to modern, and static mg is modern) *Remove chopper options from Parameter options (maybe remove the script completly - debugger was going crazy) *Remove NVS + TWS options from parameter options *Fix a few cases of "blue on blue" (i heard gunfire in distance) *Redo roadblocks (Static MG does not have a good view and cannot turn around, To easy to flank) *Map icons for ammo dumps and com centers are VERY small on the map (almost can't see them) It would be great if someone can help with this.
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