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Everything posted by =(+)=TheVoodoo
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Hey, great work on this mod. There's a little Tool available to disable ArmA2 Vanilla content, that might help if you want to get rid of the mentioned OA Standalone errormessages at start. http://www.armaholic.com/page.php?id=11128 I dont have a clue but maybe its quite simple to fix it. Thanks for the Mod!
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JTD ClearHorizons
=(+)=TheVoodoo replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
serverkey available? -
WarFX Particles
=(+)=TheVoodoo replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I only know the way to make the .paa files of the original muzzleflashes fully transparent by editing the alpha channel. -
[ADO] Quesh-Kibrul v1.0
=(+)=TheVoodoo replied to floosy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great Island! I've already missed the color of sand in ArmA2 ;P It would be great if the groundsurface would be more smooth. On most places its very angular. Hard to place static groundobjects without clipping. -
WarFX Particles
=(+)=TheVoodoo replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice work on muzzleflashes! But will all weapons use the same muzzleflash effect, or do you plan to add more for different weapons? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
=(+)=TheVoodoo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just a question... is it intended that after activating the the vector 21 nite display and triggering the laser, the game zooms out to external view for a second and zooms back in? After that, the laser isnt enabled anymore. Is that supposed to simulate a short laserimpulse? -
Group Link 4 Special FX Edition
=(+)=TheVoodoo replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
argh sorry, wrong thread. cannot delete post. -
Group Link 4 Special FX Edition
=(+)=TheVoodoo replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, i have an important question regarding GL4 if its used with ACE at the same time... GL4 and ACE do have some similar features like bleeding and backblast damage. If both mods are running will the effect be doubled? Or will the later loaded mod override the behavior of the first? -
Operation Arrowhead Suggestion
=(+)=TheVoodoo replied to jasonnoguchi's topic in ARMA 2 & OA - SUGGESTIONS
- No warping AI at long ranges - realistic FLIR - realistic lockon & countermeasures -
A.C.E. Advanced Combat Environment - Public Beta *2*!
=(+)=TheVoodoo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are there any plans replacing the vanilla javelin with a reworked one that has HUD & realistic optics? -
Looks really nice. One suggestion: The beach is looking a little unnatural. Make the transition between the beach and ocean more flat and place the palm further away from beach.
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A.C.E. Advanced Combat Environment - Public Beta!
=(+)=TheVoodoo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would also love to use the "ALT" Key as combination key. -
Time for Bis to allow language change to English - agree?
=(+)=TheVoodoo replied to Richey79's topic in ARMA 2 & OA - SUGGESTIONS
/sign They did it with Arma1 after a few patches... so whats the problem with Arma2?!? -
A.C.E. Advanced Combat Environment Mod 2
=(+)=TheVoodoo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
whooo hooo hooooo its chrismas! -
Scopes and ballistics
=(+)=TheVoodoo replied to fincuan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, i understand. I guess it wouldn't be possible to do something within the userconfig files to enable/disable those feature? Maybe it would be possible to provide an additional/optional fnc_scopetexture Modfolder, that wouldn't touch any other configsettings. So you have not to maintain it again for each new release. sorry i don't know much about config stuff :icon_redface: -
Scopes and ballistics
=(+)=TheVoodoo replied to fincuan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Fincuan for your great work! Sadly i'm missing the scopetextures around the reticles that NWD provided in his mod... Example Picture Is there a chance that you will implement it in future releases? -
TCP Laser Rangefinder v04
=(+)=TheVoodoo replied to tcp's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great release! Thanks for it! ;) -
TCP Laser Rangefinder v04
=(+)=TheVoodoo replied to tcp's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When can we expect the next signed non-beta version? -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
=(+)=TheVoodoo replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
[60090] Fixed: Improved vehicles and motorcycles driving. Woohooo, at least we can drive motorcycles (...not just against trees) -
GREAT NEWS! I also tried it! It's really working ;P nomore -winxp -maxmem=x !!!!!!
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31st MEU Replacement Reticles and Realistic Ballistics
=(+)=TheVoodoo replied to yakavetta's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Does anyone have key/signation validation problems with this mod? -
Hmm, your mission "hostages" seem to have trouble with the Urban Patrol Script. Most of the civilian cars are just standing on the street's, blocking the way. Any revive scipt or respawn would also be nice in future releases. Maybe you could make the humvee as mobile respawn...
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Arma 2 the last game to use this engine?
=(+)=TheVoodoo replied to sakura_chan's topic in ARMA 2 & OA - GENERAL
Whatever... Can you imagine how arma would look like if it was made with the cryengine2 ? 8-O -
Hmm, the muzzleflash graphics are stored in the Weapons.pbo (\data\zasleh*.paa) It's possible to make them full transparent => invisible by editing the alpha channel. This would be handy, if its possible to replace them by a effect-script... Maybe Maddmatt could leave a comment if its possible to replace the standard muzzleflashes with a scripted effect... He is the Effect Spezialist for ArmA ;) BTW i found some scripts made by Maddmatt for Arma2 in the original CA.pbo (\Data\ParticleEffects\SCRIPTS\muzzle\flares.sqf) I didn't know, that he was working together with BIS.