pickled14
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Lance Corporal
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I'm not seeing any lambada dancing and outside of the grenade issue and no rucksacks for ACE the AI is performing as expected under FFN. Again, I'm using (mod=@ace;@ecs;@gl3;@ffn) be sure to put FFN last.
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Excellent work! I have noticed in SP that I can no longer utilize grenades, unit shows the grenades in the gear screen yet hit "F" does not cycle to grenades. I'm running FFN with ACE "I:\Bohemia Interactive\ArmA\beta\arma.exe" -nosplash -mod=beta;dbe1;@ace;@ecs;@gl3;@FFN;@vopsound1.17 I have tried it just with @ace;@ffn and still no go.
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I have not noticed any appreciable lag (I use large custom missions with approximately 10 squads each side with armor and support) although I do need to perform a more descriptive test to quantify the differences between each. Just a note though in terms of the compatibility so far that all bets are off in terms of MP with the said mods, since I have only played SP missions. Someone else can confirm the addons/mods stability in MP. BTW the wounded could use some sound effects i.e. shouting in pain, calling for medic. Also, I noticed the same effect with the SLX mod that the wounded call out positions of my forces in effect giving surviving members in the OPFOR squad info they shouldn't have.
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Just want to report that FFN runs pretty stable with no functionality lost coupled with the ECS mod, even with the ECS AI enabled. Sample launch line: -mod=dbe1;@mapfact;@xamadds;@ecs;@ffn;@sow I think someone else prior asked if the community can list compatible mods and so far I have tried the following: XAM1.5 - Game crashed occasionally when calling in medivac/support chopper. ECS - No issues yet. Addons I run concurrently with the above (@xamadds): DMhide DMSmokeeffects DMSmokeGrenadeVB ericm_kamov52 XEH1.8 GDTmod MATHArmaEffects MatH_Rain mig15 NWD_7xBinoculars NWD_Ballistics NWD_Rangefinder NWD_ RealDispersion NWD_RocketBallistics NWD_Scopefix NWD_TankBallistics NWD_TankLoadout NWD_TankModels pkw_pilots Proper_effects_damage_and_sea_texture replacement Proper_gameplay_no_at_use_vs_men_by_AI PROPER_gameplay_Radioprotocol_fixed PROPER_Sound_mine_explosion PROPER_Sound_TreeHit PROPER_Vehicle_No_Alarm PROPER_UI_B_Side PROPER_UI_Speedup_Gear Q11 RC_UAV RH Weapon enhancements RHS Marines RHS Weapons SIX_Misc SIX_Tracers sky_replacement SLX_Vehicles Truecrossairs_veteran TrueGameplay mods TrueHeadMovement TrueMovementSound TrueNVGoggles VFAI Xtra Mods ZGB Mods Mapfact addons (@mapfact)
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Just an FYI that I was able to kill wounded OPFOR units, Geneva convention or not although I was running FFN with XAM1.5 I so far noticed that the AI is immensely improved over any other mod to date, SLX included for at least one important measure: The AI no longer charges out of cover in suicide attacks anymore, but effectively uses cover and flanking attacks. I noticed this in a few custom missions using Rahmadi as an OPFOR base.
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Here ya go: 75th Rangers Let me know if there's anything else for VBS1 you may need.
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all I want are retextured soliers!
pickled14 replied to allthumbs's topic in ADDONS & MODS: COMPLETE
Thanks for all the assistance. Got it working, the problems was not the addons after all, it was the config.cpp. The problem was that I had the sound configuration set for Dynamic Range instead of the default sound, changing to the default worked though I'm at a loss why dynamic range isn't working since I have the pbo file in the ECP addons folder. Also, using SamotH-ReplacemenT-PacK one can add the resistance models for the buildings and enhanced fire/smoke and SLX grass and more. Replacement Pack -
You may want to try SamotH-ReplacemenT-PacK which is an addon that allows you to reduce or eliminate the radio voices from a multitude of mods. In OFP attenuating or eliminating the radio chatter improves the response time of the AI and does make a difference. Check it out: SamotH-ReplacemenT-PacK
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all I want are retextured soliers!
pickled14 replied to allthumbs's topic in ADDONS & MODS: COMPLETE
Walter, Yah, sorry I meant I used the Laser/RHS/ORCS config. have played the addon shuffle, removing the marine pack, the RHS addons and still get the error message, which btw generally indicates an addon issue. I also thought maybe the problem was that I have 1.085e of ECP installed which really just an update to the ecp_effects.pbo, changing that to the original didn't help. If you can get it running, please let me know how and what your command line looks like. Thanks -
WarGames League v.5.1 (WGL 5.1) Full Release
pickled14 replied to .kju's topic in ADDONS & MODS: COMPLETE
Here you go: DVD_V2 -
all I want are retextured soliers!
pickled14 replied to allthumbs's topic in ADDONS & MODS: COMPLETE
Walter, thanks for the reference to the ECP mod, but I'm having difficulty in getting to run. I downloaded all the required addons and I'm using the RHS, Marine combined config and I'm getting "preprocessor failed in config.cpp error -1" any suggestions. -
all I want are retextured soliers!
pickled14 replied to allthumbs's topic in ADDONS & MODS: COMPLETE
I always wanted re-textured BIS models to use for ECP mod. EECP was supposed provide that but never materialized. -
Thanks for the update! one down three to go...I hope
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Nice update! There are some issues though: 1. What's with the parade ground uniform on the Russian/SLA team leaders. 2. The AI is completely far-sighted. I have put some scenarios together for test and noticed that the AI will close with enemy within knife range yet never take a shot at the man two feet away. I believe this problem is due to the AI not getting a "Engage at will" order and/or the engagement time per target is to long. 3. Would like to see the snipers act like snipers and engage at range and not charge in the fray of CQB, and also fire from the prone position. 4. AI still lacks the concept of level-of-force" small units charging into open ground against numerically larger force (2-4x) that also has armor instead of taking cover. The SLX beta I'm testing does as a good as job as possible in this regard within the constraints of the ArmA engine. More on topic 2: The following is an excerpt regarding AI in close combat that eludes at the what can be done within the confines of ArmA.
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6thSense.eu Mod Reloaded, Public Beta Release
pickled14 replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
Thanks for the reply. I have removed the mod and attempted to install ver 1.24 from the complete Wiki download link, but twice I have received a corrupt file message during the install. It seems the culprit is SLX_Isl.pbo file since this is were the setup fails.