

rheydrich
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A.C.E. Advanced Combat Environment Public Release!
rheydrich replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Me too when using binoculars. PKM tracers look funny. -
A.C.E. Advanced Combat Environment Public Release!
rheydrich replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
So Do not install 1.06 patch as too many bugs.. is that the recommendation here? -
Both the vehicle smoke and take cover features
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// GL3 A.I. Suppressive Fire Settings // How fast ( In which rate of time ) the bullets must be fired to suppress the enemy A.I. // GL3_Public set [15, 0.20]; // Bullets Requied // How many bullets must be fired to suppress the enemy A.I. // GL3_Public set [16, 6]; // GL3 A.I. Take Cover // Enemy A.I. will try to find cover, if under fire. // True / False, default is True // GL3_Public set [17, False];
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Hello Lads, I have a question on GL3 Settings..I want to create my own SP missions ACE + GL3 Compatible. I'm having issues with AI disembarking vehicles to pop smoke. I want to disabled this feature from GL3 Can I disabled this features from GL3 Settings? and how it is done. I have tried removing // and does not work. Please help:(
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A.C.E. Advanced Combat Environment Public Release!
rheydrich replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
yes, It happens with almost any class..specially humvees. what mod should I remove ECS maybe!! I believe ECS doesn't bring anything else but enhacements. FFN and GL3 do the AI magic.. -
A.C.E. Advanced Combat Environment Public Release!
rheydrich replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Im using @ACE;@ECS;@GL3;@FFN What can be causing AI to disembark from vehicles to engage AI on foot? I had a Abrams crew jumping out after being attacked by PKM!! Or Maybe is the order of the folders I'm using..Please help!! -
hey guys, What MOD can be causing AI to disembark when being attacked. I have a crew of a Abrams jumping out when being attacked by a PKM! I'm using @ACE, @ECS @GL3 @FFN ..correct order.. Thanks
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I have a problem understanding the compatibility issues; Is ECS or GL3 creating conflicts with FFN? I have noticed that AI sometimes won't get into building and engage. Signals won't appear. Do we have to disabled some features in other mods to have full compatibility.
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Can anyone upload the settings required to run ACE with GL3, ECS & FFN correctly..To those who don't have the ability with change PBO Configs. Or at least a guide to follow would be helpfull!
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A.C.E. Advanced Combat Environment Public Release!
rheydrich replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I love this mod, I use it like this, ACE +ECS+GL+FFN. the best combination! I do see some erratic bevahior on the AI, they disembark vehicles when being attacked. an Abrams Tank with small arms fire!! could this be due to wrong positioning of the mod folders or just conflicts between the mods. What positions give you the best alternative? -
A.C.E. Advanced Combat Environment Public Release!
rheydrich replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
is there any way to change tracer color from OFPOR to white instead of green tracers? it's so unreal. Also, Can I set up arabic voices to OFPOR instead of Independent? -
I'm using the following target, but I found a bug, a convoys would dismount infantry when targeted instead of repelling an ambush with vehicles. nosplash -profiles=Profiles -mod=beta;DBE1;ACE;@ECS;@GL3;@FFN;@VopSound1.17
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mod=beta;DBE1;@Avgani;@ACE;@ECS;@GL3;@FFN;@VopSound1.17 Anyone knows if there could be any conflicts using the following mods with the new FFN. I don't get the hand signals.
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You need to include the names of the config pbo's that contain original sound mappings in ACE into requiredAddons[] array in cfgPatches of your addon. So it would look like that: Code Sample class cfgPatches { class your_addon { units[] = {}; weapons[] ={}; requiredVersion = 1.14; requiredAddons[] ={"CAWeapons","CAWeapons3","ace_config_vehicle","ace_con fig_weapon"}; }; }; I tried using this on the config and still doesn't work with ACE.