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trooper_ryan

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Everything posted by trooper_ryan

  1. trooper_ryan

    Where/how/when to buy ARMA2:OA?

    Do any of the digital providers simply provide a serial number + ISO you can mount or burn? I'm not a fan of steam-like software that is required to install or launch the game.
  2. trooper_ryan

    [Alpha] RTE for ArmA II

    Hi i0n0s, I've got a problem with the editor and exporting in the current version. 1. The unit list on the right side of the screen - i cannot click on or select any unit in the below half of a populated list. I have to collapse groups in the top half so units I want move up to the top half. 2. When I export selected units, for a large list it will take a very long while to export some of the units, but not all that were highlighted. Onto my query. With earlier versions I extracted the contents of ION_RTE and included it in my missions so players didnt require the mod installed (I had a modified InitRTE.sqf to load required functions and libraries only, cut down the size). Thanks!
  3. trooper_ryan

    DAC V2.1 (WIP) discussion

    If I go on a hunger strike - will I be dead before it's released? :p
  4. trooper_ryan

    [Alpha] RTE for ArmA II

    I'm running current RTE with most recent beta on Windows 7 32bit. If I close RTE Capture, Arma2 hangs every time and I have to terminate it via task manager. i0n0s, think you could add a "clear all" feature to RTE capture? Due to crashes I periodically "Export all", however this leads units multiplying like rabbits as previous ones aren't cleared. Edit: Found that File->New does the equivalent ;) Cheers for the great work!
  5. +1 for new sounds. Rightly or wrongly hearing the same sounds to me makes Arma2 appear like a minor expansion to Arma. Edit: BIS still makes the only games that I play for longer than a week so Im very excited about Arma 2, will be buying it for sure. I want to be rocked, not just feeling like I bought an upgrade like OFP:R or QG.
  6. Using a batallion level battlefield simulator with a 20x20km map to play against AI instead of capable human players... is not only idiotic and retarded it speaks from itself about the player. #vote kick Michael_Wittman Coop and PvP are both feasible and with some minor animation + control tweaks. Â Arma2 will hopefully please absolutely everyone, except close minded people such as yourself.
  7. I was pretty underwhelmed by this video, so im surprised that everyone is so positive about it... The complex vehicle sounds highlighted in previous videos are impressive, but the weapons sounds are the same old and dont seem to fit IMO. Other than the tank firing effect (which i'm sure MaddMatt could come up with) and minor change to mount animation, I didn't see anything in the video that led me to think Arma2 will be any different or better than Arma1. I've been impressed by some of the previous videos, but this one really let me down.
  8. Props to BIS, its looking really really nice! I was a little saddened to see that it appears players / AI cant enter most buildings. I'd love to see Arma incorporate tense, gritty urban warfare - shots coming from everywhere, too many angles to check! None the less I'm really excited, cant wait to get my hands on it!
  9. trooper_ryan

    Far Cry 2

    The game has some real issues that dont make it too enjoyable, but the world engine is absolutely amazing! So much foliage, dense and detailed shanty towns.... everything Arma on this "island" would be a dream come true.
  10. trooper_ryan

    6thSense.eu Presents: WeaponPack

    Just adding to the call for a fixed pack. The collection is excellent and extensively used by AACF.
  11. trooper_ryan

    GC 2008 Press Coverage

    It's really hard to tell from the vids how Arma2 will look as a finished product, but I can say I'm massively disappointed with the editor. The feature I was most looking forward to and hoping for was a 3D in-game editor similar to the one in Crysis. Making complex missions -placing guys on rooftops or stairs, constructing bases, adding objects and clutter to towns and areas... its all so clunky and tedious in the 2D editor. I had hoped that 3D editing would support rapid development and not deter people from making interesting scenarios - I know I got fed up pretty quickly spending hours putting AI in good tactical positions. I guess the same applies to islands - oh so easy in Crysis and quite the mammoth effort in Arma. Pity that game sucked cos it had the tools!
  12. trooper_ryan

    Graphic freeze,Game seems to run though

    I used to get this same problem on XP with 8800GTS 312Mb @ 1650x1024 or similar resolution. Only if I alt+tabbed out quickly when the looping/freeze began could I avert a full system hang. I eventually bit the bullet and dropped down a resolution to 1440x990 - never get the problem again. I suspect the graphics card + drivers were just struggling to keep up..?
  13. trooper_ryan

    SQF revive script

    I didn't realise there was a specific version for PvP... I've just been using two copies of revive_init.sqf: revive_init_west.sqf and revive_init_east.sqf. Depending on the player side, init.sqf calls the correct one. The only differences in the files are NORRIN_Player_Units, _NORRN_enemy_side_1, _NORRN_allied_side_, and spawn points.
  14. trooper_ryan

    Bug tracker down?

    Just wondering if the bug tracker is still used, or viewed by BIS? Is there any point reporting new bugs?
  15. trooper_ryan

    AACF SoundMod Version 2.0 released

    Admins can configure an Arma server to disallow all addons except those they explicitly specify. This functionality requires the addons to be signed. More detail here Many servers running Warfare crash due to client-side addons people use, so some admins are disabling addons by default. We signed @aacfsounds so these admins can allow it to be used.
  16. trooper_ryan

    AACF SoundMod Version 2.0 released

    ONI has taken a leave of absence for a while so I'm maintaining his projects until he returns. He released an updated version of the sound mod the day before 1.14 in his Desert Warfare (DW) pack. This version now has working keys / signatures, we use them on the gamingsa.com PvP server. You can download the current version of the AACF Sound Mod, version 2.3 from: Gaming SA mirror Rapidshare mirror
  17. trooper_ryan

    Arma feedback thread - based on 1.14

    Nice to see hands gripping the HMV steering wheel now - even if they still dont move :-) I noticed that if you are in the Direct Speak mode (pink typing window) and issue hash commands like #login password, your command is echoed to the screen. Haven't confirmed if people in the vicinity can see it yet - hope not!
  18. trooper_ryan

    La Samula & Syr Darain

    Wondering if anyone else is getting the following errors: "no entry 'bin\config.bin/cfgmodels/default.sections' This is with only QG, 1.12 and @AS When I run with some other mods I have I dont get this error, but I havent been able to isolate what's missing. EDIT: Mapfact's Airpack and MAP_Misc make the error cease.
  19. trooper_ryan

    SQF revive script

    /me thinks norrin is going to incorporate the SLX drag animations...
  20. trooper_ryan

    La Samula & Syr Darain

    Wow Syr Darain is looking absolutely stunning! I've encountered some issues with new Chantico - AI placed on any of the raised "town" area wont walk around or to waypoints. Likewise for AI instructed to move to the raised area. I noticed that heights are somewhat screwy in places here which may be the cause. Thumbs up anyway, I'll try a different town
  21. trooper_ryan

    Mapfact releases DAC 2.0 for ArmA

    Hi Silola, I'm struggling with civilians behaving badly I have them in a hot zone being contested by east and west. They dont really move between waypoints, they mostly stay in the same spot doing "pushups" - getting up, then going prone. I've tried setting behaviour to "Careless" and combatmode to "blue" but it doesnt seem to have much effect. Any idea how to have them behave more normal? cheers! trooper
  22. trooper_ryan

    Mapfact releases DAC 2.0 for ArmA

    Page 18: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">1 = Target-Group is moving too fast [only relevant for DAC artillery (AI)] 2 = number of units in Target-Group insufficient [only relevant for DAC artillery (AI)] 3 = insufficient vehicles in Target-Grpup [only relevant for DAC artillery (AI)] 4 = insufficient units in Call-Group 5 = insufficient distance of Call-Group to Target-Group [or to position, for DAC Artillery (Player)] 6 = required type of unit in Call-Group not present 7 = required skill of Call-Group is undercut 8 = given probability was not reached 9 = friendly units undercut the minimum distance to target position 10 = no valid Artillery-Unit present, or no Artillery-Unit ready or rather in range 11 = global condition not true
  23. trooper_ryan

    Mapfact releases DAC 2.0 for ArmA

    I have to say that I think this is addon of the year hands down, so much intensity is added! On the server I frequent, people are just LOVING DAC missions to death I'm wondering if there's a bug with DAC_GunAllowed though? I find that AI will enter an empty DSHKM for example, however when they are killed and the gun empty again, no other AI will enter it. Has anyone else experienced this?
  24. trooper_ryan

    Fromz's sound mod | ffamm1.4

    I'm really enjoying this great sound mod, but fixing the volume/distance issue would be fantastic. Shots being fired hundreds of meters away shouldnt sound like they are right next you. Cheers!
  25. trooper_ryan

    Mapfact releases DAC 2.0 for ArmA

    Hi Silola, Is there a way to disable AI patrolling from wheeled vehicles? In a small zone during a firefight I often see them disembark to patrol and not use vehicle's guns to good effect. I've tried _setPatrol = ["0","0"]; but this didnt seem to work. Thanks!
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