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Everything posted by vengeance1
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Looking Good! :bounce3: Hope you can release some soilders so we can start some missions. Nice work!
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F-117A NightHawk - Alpha Released
vengeance1 replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Much appreciated, alot of us looking forward to it! Thanks! -
MP fast rope script addon
vengeance1 replied to norrin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's nice NORRIN, looking forward to that script. -
List of Compatable Addons from Arma 1
vengeance1 replied to Balgorg's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Rocket did you ever get the B1B Bomber done for Arma 2? -
ArmA II launcher by alpinestars
vengeance1 replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Could be I uninstalled and re-installed TrackIR 5 and it works now. Thanks:) -
ArmA II launcher by alpinestars
vengeance1 replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I can not get the TrackIR 5 box to work, it is greyed out? What is the secret to getting it to auto start? Using latest version. -
Thanks so much for continuing the updates. Question: If you now don't need "base" marker when using Mobile Spawn and we update missions do we need to make any changes.
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Vehicle towing script
vengeance1 replied to rundll.exe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
" I think I'll release a simple version first for some feedback, and later make a complete package, and hopefully MP proof. " Awesome! will be the perfect thing to move the B-52 around! :bounce3: -
DAC V2.1 (WIP) discussion
vengeance1 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is the "Best News Yet"! Man have I missed using this for missions. Thanks!- 327 replies
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- dac
- dynamic ai creator
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Really nice as I said to have this for ARMA2 thanks, by the way I saw an issue with Re-Engage Rotor As it ends up twice in the list if you select Eagle, I believe the duplicate (that does not go away) is caused by eagle.sqs, if you rem it out problem goes away. The Re-Engage was already added when you selected Turbo? #end1 ;id_t_off=_unit addaction ["Re-Engage rotor", "\RANAirwolf\Scripts\turbo_off.sqs"] goto "end1b" Hope this helps.
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Vehicle towing script
vengeance1 replied to rundll.exe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is totally awesome! Finally make a Airport more functional moving Aircraft and on the LHD this should really be the answer! Well Done! -
Ok I think i know what caused it, the vehicle was next to a FARP in EVO, the FARP kept repairing it and the JTD kept burning it up. I could not move the truck or stop it. Had to stop Server it just cycled continuously. Hope this helps.
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Really nice thanks for all your work getting it to ARMA2. Shouldn't be a LITTLE more distructable? :eek: I really like it!
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Mando Missile ArmA for ArmA 2
vengeance1 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
After several hours of testing LAV25 with the "Hawk Console" it worked GREAT very awesome! Suggestion: When you are Gunner escorting a convoy for AA protection and moving it would be very helpful if you could move the view while "Hawk Console" is on otherwise Gun Turrent is fixed and catches on stuff as your moving. Noticed in deep valley terrain low flying enemy helo's or planes are not always picked up until last minute, just before you say "I'm Dead" :). Very cool. -
CO12 Heroes Of Chernarus - Large-scale mission with freedom of choice
vengeance1 replied to KingN's topic in ARMA 2 & OA - USER MISSIONS
Wierd ERROR: Maybe just my computer but if I start this mission as Multiplayer with Intro enabled Arma goes to Desktop and not visiable as a program still running, but it is still running. Never seen anything like it. Have to close with Task Manager. I disabled intro.sqs and it starts fine, but takes forever to load scripts and FPS is single digit for several minutes. If I open it up in Editor and Preview it never runs just stays on Loading Scripts. Again disable intro.sqs and it runs. Hope this helps. -
This is a great question Zombie very annoying. I know Xeno had the same problem in Dom but fixed it, think it was a hpp file not sure.
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BlackOps and desert mercs
vengeance1 replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I know you have a lot going on for a major update but is it possible to get a Hot fix for the BlackOps that would show us which one is the Medic? -
There are many errors for JTD reported in the Dedi Server Report are you aware of these or do we need to post them? Well here they are hundreds of these in Server_Rpt. File JTD_FireAndSmoke\Scripts\FireAndSmoke.sqf, line 140 Error in expression <ct; while {true} do { _nearestFire = nearestObjects [_thisObject,["firemarker> Error position: <nearestObjects [_thisObject,["firemarker> Error 0 elements provided, 3 expected File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30 Error in expression <ct; while {true} do { _nearestFire = nearestObjects [_thisObject,["firemarker> Error position: <nearestObjects [_thisObject,["firemarker> Error 0 elements provided, 3 expected Hope this helps.
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Island Panthera for ArmA 2
vengeance1 replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Great Island! -
Egg, Wait or Sleep? 2. reinforcement trucks don't delete after say 5 mins, meaning they clutter up the server, and I think they stop other armoured units from being reinforcements, not sure. I added a Code: wait 90; deletevehicle _ural; to the reinforcement script, which seems to work
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FFAA MOD Spanish army
vengeance1 replied to peloton's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great to see the Euro! Looking forward to it. -
co20 =RTY= Eve of destruction
vengeance1 replied to shark-attack's topic in ARMA 2 & OA - USER MISSIONS
Nice job Shark, have to integrate this into my modded version. Great Work, Fun Mission! -
Great Idea!
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Winter Pomegratskaya
vengeance1 replied to oldbear's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice we really need a Snow Map! -
Mando Heliroute for ArmA2
vengeance1 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can't you just adjust the height of the last move to higher than the deck? Mine is at: Sleep 4; if (!local helo1) exitWith {}; _scr = [helo1,[getPos dest1],30, true]execVM"JAAF\mando_heliroute_arma.sqf"; Sleep 1; waitUntil {helo1 getVariable "mando_heliroute" != "busy"}; Sleep 2; helo1 setVariable ["mando_heliroute", "free", true];