CharlieMike24
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core_pfieldgroups_3
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People fixer
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Woo Hoo.. Well done Bardosy :bounce3:
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+1 with the crash at the point the seahawk going to land. No beta. Great campaign, so looking forward to a fix, if possible....:)
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[COOP/SP36] Hornet's nest [free roam/sandbox Chernarus]
CharlieMike24 replied to ArmAIIholic's topic in ARMA 2 & OA - USER MISSIONS
I'm trying this out as SP. I have a small team (5 AI). Mobile re-spawn point works well, but I seem to have some changes after I re-spawn. After one re-spawn I had no control over AI team (no icons in lower screen). Sometimes I do have AI icons, but they wont obey commands - as though someone els has taken over ("One is down - I'm the new actual"). And SecOps flags appear on the map without any access to SecOps on the menu. Other than not dying...and I'm pretty good at getting killed - :) - ...is there any way to keep full controlover AI after re-spawn? -
Bardosy, I've noticed this error too with the new beta. Here's what the link from langgis says:
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1.54 OA campaign tasks broken?
CharlieMike24 replied to Undeceived's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Just an update. This was a patch 1.54 installation problem (at least for me...). Put patch in Arma2 main folder and installed from there. All fine now. -
1.54 OA campaign tasks broken?
CharlieMike24 replied to Undeceived's topic in ARMA 2 & OA - OFFICIAL MISSIONS
This has happened to me too. I've downloaded and replaced missions_e.pbo, but no changes. Any clues? -
Mando Missile ArmA for ArmA 2
CharlieMike24 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mandoble, I love your mod :) What I'm looking for are some SP missions that work well and show off Mando Missiles at their best. I know someone will answer "Just write one yourself :p", but I wondered if you (or anyone else) has their own favorite missions that they try out your mod with. Keep up the good work, along with Zeus AI, this is definitely the best mod out there for ARMA2. -
Can't install BAF, won't accept CD Key
CharlieMike24 replied to tpw's topic in ARMA 2 & OA - TROUBLESHOOTING
Hi, I wondered about "CD key" too. I simply re-entered my serial key and all systems were go.:moto: Hope this works for you:) -
New Beta Build 71382 Up!
CharlieMike24 replied to OrdeaL's topic in ARMA 2 & OA - BETA PATCH TESTING
Much better. Smoother on -exThreads=7. Last beta crashed repeatedly with "Counterattack". This time ran without problems with ACE2 and GL4. Only crashed when airsupport called in on Village Sweep (with ACE2/GL4). Looking good:) -
31st Normandy mod for ArmA2: WW2
CharlieMike24 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you Doolittle...now I can find what I want to play with! :) -
Mando Missile ArmA for ArmA 2
CharlieMike24 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Flash Thunder - This may be a silly question, but have you tried it against a moving vehicle? A static AI-manned vehicle might turn off its engine and therefore not be lockable. Try targetting a tank as it moves between two waypoints ?? If you've tried this already then can't help much more...:o -
31st Normandy mod for ArmA2: WW2
CharlieMike24 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'll be playing in the editor to start.... so a release now would be great....but... I think we're all going to enjoy it whenever you release it...... :) -
Group Link 4 Special FX Edition
CharlieMike24 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Hunter This is what happens with the "Force Move" action. Not sure how it relates to your problem though. I've not had it happen to me except through Force Move. -
which addons do you feel are essential?
CharlieMike24 replied to andromedagalaxe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Addons aren't essential... and they are very much a personal preference. For me, I like experimenting with the editor. Often a small BLUFOR /OPFOR engagement - usually in a small town. Here, AI enhancements make all the difference. I use GL4 and Zeus. This combination gives some degree of realism to the vapid vanilla AI. Enemy AI will now try to garrison buildings and on contact take cover, suppress and use flanking manouevers. They can call for artillery and re-inforcements. It can make the whole situation much more challenging :) For vehicles and aircraft, I think Mandos Missile mod is superb. I also use ACE2. Come to think of it ...maybe addons are essential... -
Mando Missile ArmA for ArmA 2
CharlieMike24 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mando, I've been experimenting with your test missions. I have a problem with the Tunguska SAMs. I can lock on, but when I fire, the missiles head towards the target, then dive down into the ground (or sea). I've tried with no addons (other than CBA). Other than this minor bug (?) this mod greatly develops ARMA 2. The use of missiles shows what a dangerous place the battlefield can be :)