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dalber24

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Everything posted by dalber24

  1. dalber24

    HIVE_AI

    Okay, you have a well-deserved break, and a very good excuse, Stalker 2! Good thing it's already been released... I also have to play Metro Awakening which I haven't even installed yet, and now that you mention it I'm going to go for Stalker 2 too. Thanks for the update, and I look forward to your return for your new scripting beauties. Cheers
  2. dalber24

    HIVE_AI

    Hey I just realized you had updated it... I was waiting for the new version, but since you hadn't said anything, I was waiting for the announcement message... I hadn't looked at the first post... I just saw it... In your last message you had not mentioned the update, you should do it, because it is usually rare when there are several messages, to see the first one.
  3. dalber24

    CAS Smoke Marker Rockets

    This is for ArmA 2 not A3, so there is no workshop, you are in the wrong forum.
  4. dalber24

    HIVE_AI

    Hey @Kosmo_, I have a question, can the AI use artillery too or is it just for the player? It's not that it's super important... but, it wouldn't be bad if the AI could also blow your ass off. Cheers
  5. dalber24

    HIVE_AI

    Hey I liked that!
  6. dalber24

    HIVE_AI

    I was trying it, I liked it a lot, it's very good, thanks for sharing it
  7. When a mod requires another mod to work, it is specified in the mod's config.cpp file. class CfgPatches { class CAWeapons_B { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons","CAWeapons_e"}; As you can see here, in this case it indicates that it has a dependency on weapons.pbo and weapons_e.pbo, which are original game files. But there it could be another mod such as requiredAddons[] = {"ACE","ACE_X"}; Which in this case is a third-party mod that you must load for the mod that depends on it to work.
  8. the structure is certainly: @George_mods inside it should have the folder addons inside addons you put all the pbo's you want. then to load it -mod=@George_mods;
  9. @George_Smiley No, you can't actually just modify the game's pbo's, it's not allowed to do that. To make mods there are the sample models etc. here is the information about licenses, models, etc. https://community.bistudio.com/wiki/Category:Public_Data https://www.bohemia.net/community/licenses/licensed-data-packages To make a mod you have to learn several things, it's not just about modifying files and nothing else, you have to learn how to make configurations for them, etc, etc.- https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial GHOST.-
  10. I tried it a while ago, and I didn't like it. I fly A10, Black Shark and Apache as a Gunner. Unless you bought Syria, Afghanistan, Persian Gulf, it's horrible. In A2 at least you have good maps to fly with pretty good details. Flying OH-6 is totally visual. If the terrain doesn't captivate you, it gets boring and you don't enjoy it.
  11. @George_Smiley I'm not saying you have anything illegal, I'm just saying that the DZ people have always done that, it's just a comment to explain how Taviana could work with only A2OA installed. The thing here is that this island will only work if it has access to ArmA2 items, and for that you must have both installed, and if you are running A2OA you must make sure that you are running A2 Combined Operations, that is... when you open A2 OA you should see that you have ArmA2 loaded, it appears on the screen, or you can see it in expansions as active.
  12. @George_Smiley It seems you have not understood... The map was created to work only in ArmA2 Standalone, the old ArmA2 so... "ArmA2 Standalone" this: https://store.steampowered.com/app/33900/Arma_2/ This is ArmA 2 OA https://store.steampowered.com/app/33930/Arma_2_Operation_Arrowhead/ So as I said before, this is made to work on ArmA 2 Standalone, but it works with Combined Operations, which would be ArmA 2 Standalone + ArmA 2 Operation Arrowhead = ArmA 2 Combined Operations And why does it not work in ArmA 2 Operation Arrowhead if you do not also have ArmA 2 Standalone? Simple, because A2 standalone has objects, houses, etc, that this map uses. How would it work if you only had ArmA 2 Operation Arrowhead, doing what I explained to you before, those who play DZ cut and paste the ArmA 2 Standalone addons folder into the A2 OA folder to have all the content of ArmA 2 Standalone. I can't be more specific than that, because if I do, I'll be penalized. It's something illegal that those who play DZ do, because they only buy A2 OA and obviously they don't buy ArmA 2 Standalone. And to be more clear, you can't have ArmA2 Combined Operations if you haven't bought ArmA 2 Standalone and ArmA 2 Operation Arrowhead. If you have Combined Operations and you only have one of the above mentioned, you've done something illegal.
  13. It's like that because the creator of the island explains it clearly, that's why I left the link there for you to read it for yourself, and to clear up your doubts, even if you've played DZ with OA on that island, you've surely followed one of those tutorials that DZ fans make, like pasting the A2 Standalone addons folder into the root folder of OA, it's something very common that DZ fans do. So you probably pasted the folder and that's why it worked, because you had the A2 Standalone content inside OA.
  14. If this is the only one that works for you, then try an older version.
  15. Taviana is for ArmA 2 Standalone or ArmA 2 Combined Operations, if you run it in ArmA 2 Operation Arrowhead Standalone, it doesn't work.
  16. No @George_Smiley , I told you to use that program to bind keys, if you want one for mouse, I use this one https://sourceforge.net/projects/vjoystick/ With joytokey you will have that problem because it is paid, you have to pay for a license. So use VJOY. or you can also use: https://andersmalmgren.github.io/FreePIE/ GHOST.-
  17. @George_Smiley This is the configuration file Summarized what it tells you is a helicopter and what helicopters are: these would be the following classes: class CfgVehicles class Air; class Helicopter:Air class AH6_Base_EP1: Helicopter class AH6J_EP1:AH6_Base_EP1 class AH6X_EP1:AH6_base_EP1 class MH6J_EP1: AH6_Base_EP1 Here you have the demo, try it and see if you like it. https://www.moddb.com/games/take-on-helicopters/downloads/take-on-helicopters-demo
  18. @George_Smiley As a flight model, I don't think there's anything you can touch or see, the behavior of the helicopters, let's say, would be in the .exe The only thing you can do to change the behavior would be at the model level by changing the mass/weight/inertia, if I'm not mistaken, that's the only thing you can do, since A2OA did not incorporate Rotorflight that was incorporated in Take on Helicopters, they didn't want to add it to A2OA, that would have been great. Surely someone with experience in the subject can clarify it, for example: @rksl-rock GHOST.-
  19. remember the folder is not just my docs, is: "My Documents\ArmA 2 Other Profiles\YOUR-NICK-NAME\missions" I already told you... don't worry about it, it's just like that, there's nothing strange. forget it, you can't handle it yet
  20. dalber24

    Ошибка Mikero Tools

    https://forums.bohemia.net/guidelines/ Posting Language All communication must be written in English on our forums. Avoid writing in other languages, any kind of slang, or "short text" (e.g. "wtf") speak. This way, users can ensure they understand one another clearly.
  21. @xlowfreaky This is the only one that matters, you can use any of the others, they are not very relevant, it is only the content, models, sounds, etc. This is the one that has all the functions, etc. http://ftp.armedassault.info.jerryhopper.com/armaholic/arma2oa/arma2oa_files_modules/Advanced-Combat-Environment-2-OA-Core-version-1.14.0.597.zip
  22. If the SP missions go in that folder, when they are PBO, to play them. But what I was explaining to you is that when you unpack the mission, to edit it, it goes where I explained to you. That's how it is, that's how it works, it's not strange.😁 I have no idea what you are referring to, what helicopter parameters? Take it easy, a neuron may escape from its brain prison.🤪
  23. @George_Smiley The positive thing about all this is that you already know how to unpack and repack missions, etc. When you unpack them, you put that mission folder in the folder that is inside my documents "ArmA 2 Other Profiles\YOUR-NICK-NAME\missions" you paste the folder here and in the game you go to the editor, you open the island in which the mission is made, for example Desert, you load the mission and there it is to edit the mission, the script is separate thing, you just open the script with a notepad or notepad++ to edit them As for the script, yes... it is a pseudo C, it is similar, but well if not I can ask you to go out and do wonders, I am still learning 🤣, that is why I commented the file with // this does such a thing. Example: the values in numbers of the spawn distance are meters _distance = 100 + (random 500); // random distance between 100 and 600m if you want fewer meters and a total of 100 _distance = 10 + (random 90); // random distance between 10 and 90m - Then it will reappear from 10 meters to 90 meters, making a total of 100. with the editor issue, it's like this, you always have to put a player unit, whatever it is, and then you'll have what you want to put. To assign vehicles to the sides, if I understood you correctly at least, it would be the faction, bluefor or opfor, you select the faction and then the vehicle you want, you can also select "EMPTY" and there you'll have absolutely all the vehicles, etc, etc, of all the factions, only empty, you don't have the soldiers inside. The weird textures thing... it's not an issue with my mission, that's something that happens to you, but it's not because of the mission, there's nothing in the mission that affects any texture. Cheers GHOST.-
  24. @George_Smiley It doesn't work for you, sorry, I forgot that I have everything redirected to view the website normally and the downloads work normally, that's why it doesn't work for you, my bad This one will work for you...
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