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rheydrich

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Everything posted by rheydrich

  1. Me too when using binoculars. PKM tracers look funny.
  2. So Do not install 1.06 patch as too many bugs.. is that the recommendation here?
  3. rheydrich

    Group Link 3

    Both the vehicle smoke and take cover features
  4. rheydrich

    Group Link 3

    // 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];
  5. rheydrich

    Group Link 3

    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:(
  6. 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..
  7. 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!!
  8. rheydrich

    FFN MOD

    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
  9. rheydrich

    FFN MOD

    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.
  10. rheydrich

    FFN MOD

    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!
  11. 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?
  12. 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?
  13. rheydrich

    FFN MOD

    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
  14. rheydrich

    FFN MOD

    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.
  15. rheydrich

    VopSound

    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.
  16. rheydrich

    VopSound

    I heard a new version of this fabulous sound mod is done. Fully compatible with ACE 1.02! Please any details of when it is going to be release.
  17. I love this mod, However I would like it to be more mod friendly, To Improve Island Textures (ECS Mod) Third Party Addon Friendly (Cannot use Lobo, Taliban, etc) AI Enhacement (GL3) Better Sounds (YASM, best out there)
  18. Can someone provide an updated list using ACE Mod 1.01 I'm using @ACE, @Truegameplaymods, @Mors anygear (doesn't work sometimes) @TrueMods, @Group Link (Love it!, @YASM 1.17 Sound Mod and @General, @Replacements @SLX (removing Gl3, Bin Folder). @ECS...
  19. rheydrich

    Group Link 3

    Hello Guys, I want to use this mod on my Editor/SP missions. Do I have to use "GL3_groups =group this" on the leader's init to make it work? I'm using SLX without it's Bin Folder, Truegameplaymods, eventhandlers. Could there be a conflict between SLX and GL3 that prevents example mission to work its magic. I'll appreciate any assistance on how to use this for my upcoming missions. Thanx peeps
  20. rheydrich

    SLX MOD public release

    How do you enabled SIX tracers and remove SLX tracers. I updated GL3.pbo and Vehicleeffects.pbo and still get those ugly tracers. Do you do anything else on the main config? Plz advised. thank you all
  21. Thank you all for your responses.. I do feel that SLX is a lot better for house searching and fighting. In ACE AI enemies wont search a house but fire on it from afar. I use to play FFUR SLX by Thunderbird84 and enemies would seek cover in buildings and take building positions.
  22. Im using the following mods with ACE. I do have a problem with IA being lame in SP and don't like the sounds. Can I use CSM with this?? Also I wanted to add skill to the IA by adding GL3 and TrueGameplayMods. TrueGameplayMods;@LoBoMod;@GL3;@TrueGameplayMods;@Avgani;@ACE;@;@ECS:@CSM
  23. rheydrich

    Group Link 3

    does this work on single player missions?
  24. rheydrich

    SLX MOD public release

    how do you set up SIX tracers on the SLX MOD? I changed the GL3 and i still get SLX tracers..I'm I missing something here? Plz help
  25. Great Mod! I do see that AI is not as good as SLX mod. but great in the most part.
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