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CharlieMike24

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Posts posted by CharlieMike24


  1. 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?


  2. 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.


  3. 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...


  4. 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 :)


  5. Stiff, I've been playing your Seize zones Utes map with ACE2/GL4/Zeus (and added Mando missiles for better air defense)...... absolutely stunning :)

    I think the smaller, hilly area on Utes makes for a more entertaining game than on Isla Duala.... could you add some more controllable tanks for the Duala map - maybe as part of an assault force? This open space cries out for armored vehicles :war:

    Loving your mission.... thank you.


  6. Mando, I think your mod is great. I try to use it for all SP scenarios. :)

    But...I have an error that keeps coming up. It comes up on opening editor with Duala: I get - No entry 'bin\config.bin/cfgmodels.default'. I also get this error with other maps when AI engage and there a kill. It only happens once and then the rest of the time its okay.

    I've stripped down the mods to r:\@ramd;@cba;@duala;@mma; because I thought it was an ACE2 issue - its still there.. but not when I take out @mma.

    Can you give me some advice? Thank you.:o


  7. Finally worked out what I'd been doing wrong, and posting here in case anyone else has the problem....

    I'm using AddonSync 2009 to keep ACE2 files up-to-date. But, I hadn't used the "Delete extra files" button to clear all the outdated .pbo files from it. So, I had several versions of ACE2 files present in the @ACE folder.

    Working well now :)

    Thanks for your help and for the great work going into this game!

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