verde13
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Everything posted by verde13
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That`s what i was thinking too in regards to mission compatibility. Anyway it`s entirely up to Robalo.
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Very good addon, i'm really enjoying it. I too would like better snipers. Also would it be possible to make units occupy building positions on their own ? I imagine that something like that is beyond the scope for your mod, but i thought i should ask anyway.
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No problem, just wanted to make sure that it wasn't something wrong on my end.
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Anybody else has constant CTDs with these ? They are great but after 1-2 minutes the game crashes. It only happens with these Marines
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Rejenorst's Missions [SP/MP/COOP]
verde13 replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
It worked for me. -
Rejenorst's Missions [SP/MP/COOP]
verde13 replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I just finished 0.90 and now i see there is a new version. Anyway Rejenorst, that was the best mission i've ever played. All your missions are superb but this one is brilliant. I only have one suggestion, to make the briefing a bit more detailed. Other than that, it's perfect. I hadn't had any problems at all. -
FlexiAI (WIP) discussion
verde13 replied to fabrizio_t's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds very promising. -
Rejenorst's Missions [SP/MP/COOP]
verde13 replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
That looks amazing. It's definitely worth a shot -
So a release is forthcoming ?
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That's amazing. Please release.
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USEC Parachutist/H.A.L.O. Series
verde13 replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can't believe that those are Arma 2 screens. Amazing -
UK Special Forces released. Ideas/Input/Descussion welcome
verde13 replied to Goos's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry to hear this. Perhaps you could release one set of units and withhold the other one until you figure out what it's going on. -
Dynamic Sound AI - RUG DSAI officially converted for Arma 2!
verde13 replied to Wolfrug's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just to clarify the German pack is not my work, i just came across it at Armaholic and provided the link. -
Dynamic Sound AI - RUG DSAI officially converted for Arma 2!
verde13 replied to Wolfrug's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
http://www.armaholic.com/page.php?id=14046&highlight=DSAIGER -
UK Special Forces released. Ideas/Input/Descussion welcome
verde13 replied to Goos's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
These look amazing. Is it possible to have patrol units with hats or without any headgear ? -
The Unsung MOD (Vietnam War) Arma 2 Release
verde13 replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I also have this minor issue. Other than that this is top notch work, surely a candidate for the mod of the year. -
Editor based AI spawn script by trigger
verde13 replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've kind of worked around this issue but in any case i'm grateful for whatever you come up with. I'm afraid i've got two more questions: 1) Is it possible to stop the spawning of one particular group once it gets underway? I.E. i have a group spawning 4 times every 90 seconds. After 200 seconds during which the group has spawned twice, a trigger is activated that stops any further spawning of that particular group. 2) Is it possible to have the dead units of a group spawn immediately after their death ? Unless i'm mistaken right now the spawning takes place only after the entire group dies. -
Editor based AI spawn script by trigger
verde13 replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Truly excellent work. However i've got a problem: I have a group which has a "hold" waypoint synchonised to a trigger and then a "move" waypoint. If i don't activate the script the group stays at its designated position, as it should until i activate the trigger. Then the group goes to the "move" waypoint. However if i use the script, the new spawned group will stay put even after i activate the trigger. From what i gather the script doesn't register the synchronisation of the "hold" waypoint to the trigger. Is there any way for me to fix this ? -
Russian Pacific Ocean Marines
verde13 replied to Tankist001's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
They look great. I could sure use them -
GDCE2 WIP (General Dynamic Campaign Engine)
verde13 replied to kutya's topic in ARMA 2 & OA - USER MISSIONS
Really enjoyed your work for Armed Assault Kutya. Are there any updates ? -
AI driving and pathfinding are the biggest issues. Countless of times i've seen AI destroy any sense of immersion when asked to drive or just move somewhere. Yesterday i ordered AI to get to a car which was 10 meters in front of it. Instead it went inside a building, up the stairs and died after falling from the balkony. Really BIS if you could fix these two problems you would have the perfect game. And don't forget the AI's cunning ability to spot you through trees, buildings, even hills half a kilometer away.
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Love the new Leo. However Leopard 1 A5 vs T-55 is a bit unfair isn't it ?
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ACE 1.7 (Advanced Combat Enviroment) for OA/CO
verde13 replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Anybody knows if you can use ace rucksacks the same way as the BIS in the description.ext ? With the BIS ones you define them at description.ext and then at the briefing screen of the mission you can choose your own ruck and its contents. Is that possible with the ACE ones or you have to define the ruck and its entire loadout in the unit's init field ? I already searched about this but didn't come up with something concrete. -
I know, the thing is that there isn't a hide option in the action menu. If i paste the mentioned code in the init field, i get the option and everything then seems to work fine.
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Yeap, i'm using ACE, so i have installed the CBA. Anyway Happy New Year DM, really appreciate your work.