Acid81
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Everything posted by Acid81
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Iv read in many places where you must create a mod folder for your mods and place them in this folder or just pbo and put in the initial "AddOns" folder, but what iv yet to see is how the content inside the pbo is suppose to be layed out, or what the directory structure is suppose to be like ? Iv downloaded a few mods for ArmA 1 and none seem to even use a structure.
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How to test or use a mod
Acid81 replied to Acid81's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Its just a user addon, something im working on. I think it has something to do with the config.cpp file i have made. Wright now it will only accept the original config.bin from the official weapons.pbo. Iv checked through it several times. I cant find anything wrong. There must be something wrong with the format. Is there some reference somewhere on how to correctly code a config.cpp ? -
How to test or use a mod
Acid81 replied to Acid81's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I meant ArmAII, sorry. I have both ArmAII and OA installed. I have the mod in the mod addons folder and the cmd line is set. The game give a dialog, says "File @M107\addons\addons\weapons\config.cpp, line 3267: .CfgMagazines: Member already defined." What does this mean ? -
How to test or use a mod
Acid81 replied to Acid81's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The reason i ask about the directory structure is because only half of my mod is being loaded. Theres a critical file needed, the game acts like it cant see it for some reason. -
While using the GBU-12 bombs on the A10, exactly how are you suppose to target with these things sense you cant lock with them ?
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Does the "discreteDistance[] =" override the "distanceZoom" ? Iv noticed some weapons have both of these set for there configuration. I dont understand way. I basically know what discreteDistance does, but i tryed to find detailed information on it and coudnt. Is one needed for the other to work correctly or something ?
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I'v been shot down, UAV's been destroyed. The pilot will radio-in aborting the mission after this happens but the mission itself dosent end. Was it intentional for the player not to be able to fail this mission for some reason, since the hull doesnt seem to take any damage or could it be a bug ?
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Bullet spread & damage intensity
Acid81 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If a particular gun is able to fire a spread of rounds over a small area, im assuming target will take damage for each shell that hits the target correct ? -
There isnt that i could tell.
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@ Dwarden So if i send you these three (bidmp, mdmp, rpt) files and along with the save could you guys repair the save or just analyze ?
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@ PoorOldSpike I appreciate your tests. I tested with a with 74 Kobra, a slightly less sophisticated rifle. It seems (atleast to me) your indications where off by about 25mtrs.
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During this task, is your whole team supposed to be with you and get in the truck also before the driver will proceed to the location ? I have Cooper by-himself here, every-ones in the truck but there just setting there.
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I know there are certain things set in the configs that determine a AT or AA missiles accuracy, lets say i just wanted to slightly adjust the accuracy of a missile, improving it, but without having a major impact on its initial accuracy (without making it too accurate), how would i do this ?
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Is there any way change the look of the initial onscreen 2d GL cursor for rifle attached grenade launchers ?
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GL 2D cursor retexure
Acid81 replied to Acid81's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok, thanks. Is this read from an overlay or is it generated from some kind of config code ? -
Is the player suppose to be able to control the decent and lift of the aircraft by use of more thrust once auto hover has been engaged ?
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I never had any trouble getting her to take off just performing a landing, damn near impossible especially on a carrier.
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So you couldnt vertically take off with a full load ? Do the loadouts on planes in ArmA actually have weight ? I havent seen anything in reference to this in the configs.
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How to replace a config.cpp
Acid81 replied to scifer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Did you remember to add the name of your mod to the target line parameter in your shortcut ? -
What controls whether or not the aiming reticule will show on screen for a particular weapon ? Im work on a vehicle and would like to get the aiming reticules for weapons the gunner has, to show on screen for the driver.
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Restoring AH1 manual fire support
Acid81 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Is there a way to restore the manual fire support that was (for some reason) removed in OA for the Cobra which is now almost rendered useless ? Im referring to when a target is locked, the gunner will try to target that target instead of just sitting in the gunners seat. -
Is there any reason why the AI would not engage ground targets a once called upon ?
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Has anyone figured out this new recoil formula ?
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Ill try to describe it. I dont have a video of this. It was a scenario mission. I was between two buildings rather close to the target about 70mtrs from a BRDM-2. Command stated i had CAS available incase of heavy threats. It was a four man team, one machine gunner, one corpsmen, one riflemen and i was leader. I painted the BRDM, radioed for CAS, to harrier's with 6 lgbs a-peace, they responded requesting a lazed target. I automatically replied the corrdents, they received it saying birds were inbound contact at marked location. I sit in position and waited. I herd the jets fly by but nether engaged the target, they just flew around for awhile and then RTB'ed. Lucky there was a dead enemy soldier close in my vicinity with an rpg. I was forced to finish it off by hand. An upcoming patch for OA ?
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Can this be done ?