william1
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Everything posted by william1
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beautiful ! thanks
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those features seem more about Arma version 2 than Arma ver 1.12
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Holy Sh**********t amazing film trini scourge , you save me the money to the cinema 10/10 btw , where can i find those us special forces ? they are beautiful !
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Cold War Rearmed v0.36 released
william1 replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
you can use Malden Island separately if you divide the CWR mod into 2 mod folders , one for the Malden island itself , that would be these addons : CWR_ abel, buildings, islands , misc, plants, roads, signs, water and data3d.pbo (it will give a warning message on start but it will be playable without any problem) and the other submod for the rest of cwr addons , that way you can play cwr mod or just normal arma with Malden island . you just have to make two differents shorcuts activating one or the two modfolders, that's how i have it -
ACE Everon - BETA version -Read the details please
william1 replied to the-f's topic in ARMA - ADDONS & MODS: COMPLETE
no offence but i find more beautiful Sgt.Ace's Everon and is only 33 Mb size , anyway thanks for releasing -
Add On Compilation for more Realism and Immersion
william1 replied to the.d's topic in ARMA - ADDONS & MODS: COMPLETE
ah ok thanks but i see that the mp version of the replacement is already signed (well done), so do you mean that the replacement with weapons ? if so you can sign it if you want in case anyone want to use in mp too -
Add On Compilation for more Realism and Immersion
william1 replied to the.d's topic in ARMA - ADDONS & MODS: COMPLETE
ehhhh ? i'don't know how to that, but if anyone wants to make one for the adon is free to do it, he can add his own tag i don't mind . i don't even have a tag -
ey Armavid , nice video , but for your fault i've had a nightmare tonight , i've dreamt of zombies it's been horrible, it seemed real
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same here anway is a great campaign , i love how you take care of the details , the voices are great and the addon it is made for.. just thanks for the campaign
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MIG 15 addon by Bdfy and Volksturm
william1 replied to lee_h._oswald's topic in ARMA - ADDONS & MODS: COMPLETE
@sultan , download the last version 1.3 of ffn replacement , it fixes that issue with 3rd parties custom animations -
thanks Stavanger , added to first post Hi Tony ! glad to see you here , sent you a PM
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MIG 15 addon by Bdfy and Volksturm
william1 replied to lee_h._oswald's topic in ARMA - ADDONS & MODS: COMPLETE
really amazing indeed incrediblely detailed , just a piece of art. i love too the aged looking they have given to it, it seems it's gonna dismember in flight -
ok, new version out 1.3 link: http://qshare.com/get/166859/FFN_REPLACEMENT_ver_1.3.7z.html changelog: 1.3 - fixed incompatibility with 3rd parties custom animations - two versions of replacement( install only one at once): FFN_REPLACEMENT: only dodge and cqb movements , less laggy FFN_REPLACEMENT_RANGE : dodge and cqb movements and increased engange distance , allows the possibility to activate other ffn features via init line 1.2 -corrected officerE showing instead SquadLeaderE and TeamLeaderE -integrated all fixes into the replacement so only one replacement addon is needed 1.1 -made extended eventhandlers compatible (needed) -taken out some features like supressive fire or especialized soldiers only able to enter vehicles (pilots->planes/choppers,etc) to reduce the lag to the max -compatible with other mods like SIX tracers, Maddmats effects and @ECS mod. (to make it compatible with @ECS mod you have to put @ECS mod before @FFN mod in the loading order , something like this: "...\Armed Assault\beta\arma.exe" -nosplash -mod=beta;DBE1;@ECS;@FFN;@NWD;@.. ) 1.0 -initial release
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thanks Thunderbird84 , a pleasure to see you in these places the truth is that the Tr_obj.pbo ( the core of the FFN mod) has a lot of features , some even unused in the ffn mod itself .In the replacement i've made i just wanted to include the dodge and cqb movements ,wich are the most atractive feature of the mod but keeping the possibility of activating other FFN features via init line. so the number of scripts called by the replacement is really limited , exceptuating some user actions that i find nice and the activation of the TR_OBJ\TAG\int.sqs , that isn't really needed for the dodge movements to work.
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regarding this error, i've had serious corrupt problems in the S.O. so don't take it in count , i've had to reinstall everything
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@Vultar unpbo the replacement and delete the entry "_this exec ""\TR_OBJ\TAG\int.sqs""; from the init eventhandler in Camabase class , that should only leave the dodge and cqb movements only in the replacement and keep the default engage distance. @NSXr , maybe i'll ttake a look one of these days
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i've had a CTD (the first one with arma) with version 1.11 after about 20 minutes playing in SP mode. i put the error in case it has useful info: Exception code: C0000005 ACCESS_VIOLATION at 00573E2D graphics: D3D9, Device: NVIDIA GeForce 7900 GTX, Driver:nv4_disp.dll 6.14.11.6218 resolution: 1152x864x32 Version 1.11.5244 Fault address: 00573E2D 01:00172E2D C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe file: asalto%20a%20Iguana%20link%20II world: Sara Prev. code bytes: DC 91 00 EB 08 F3 0F 10 05 C4 DC 91 00 8B 45 08 Fault code bytes: F3 0F 10 90 FC 00 00 00 F3 0F 59 15 08 93 9B 00 Registers: EAX:00000000 EBX:00000000 ECX:000E41FA EDX:000E2334 ESI:07340018 EDI:14D2F000 CS:EIP:001B:00573E2D SS:ESP:0023:0125F93C EBP:0125F958 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010206
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thanks , i keep Maddmatt's effect as a must have in my Arma directory
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@pickled14 first issue solved , the rest is up to the FFN mod core itself , nothing i can do about it since is property of TonyRanger. update 17-03-08 new version 1.2 released , changes : 1.2 -corrected officerE showing instead SquadLeaderE and TeamLeaderE (Arma bug ? ) -integrated all fixes into the replacement so only one pbo is needed 1.1 -made extended eventhandlers compatible (needed) -taken out some features like supressive fire or especialized soldiers only able to enter vehicles (pilots->planes/choppers,etc) to reduce the lag to the max -compatible with other mods like SIX tracers, Maddmats effects and @ECS mod. (to make it compatible with @ECS mod you have to put @ECS mod before @FFN mod in the loading order , something like this: "...\Armed Assault\beta\arma.exe" -nosplash -mod=beta;DBE1;@ECS;@FFN;@NWD;@.. ) 1.0 -initial release you no longer need the fixes for the Huey, Queen's Gambit addons and Franze's F-18 , unistall the fixes if you have them installed . now only "TR_OBJ.PBO" and "FFN_RELACEMENT" are needed download link (sorry problems with crapidshare): http://www.megaupload.com/?d=HKL3VYKP
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thanks Franze , you answered when i was editing the post
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thanks Franze , i was going to prepare a fix for that issue with FFN but yyou save me the work , i will put the link to the fix in the FFN thread
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@ mrcash2009 ok roger , i will look into it aswell edit : OK it seems Franze already prepared a fix to solve the problems with animations in F-18
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edited
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edited
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@456820 to remove the first aid feature unpbo the replacement and delete the entry "class first aid" inside the "class user actions" for each unit. to remove the bleeding feature you will have to modify the TR_obj.pbo: got to TR_OBJ/TAG/DMG/Hit.sqs and comment the entries : @inferno7312 i will check it