CrazyAce
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Everything posted by CrazyAce
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Send me the files information and links and I can incorporate them into my CANS mod, though I don't see the point as no one cares Check out my mod CANS or Vics, a lot of stuff has been used already in Warfare.
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Hey alright, I like new toys
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Yea its possible, now this is only theory to me as I never tried it. In the config of the weapon that you want to change look for: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgWeapons { /*extern*/ class Default; /*extern*/ class RifleCore; /*extern*/ class Rifle; class M16: Rifle { cfgWeapons should define the weapons config obviously, so if the weapon in question is classified as a rifle then changing its class to a pistol should do the trick. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgWeapons { /*extern*/ class Default; /*extern*/ class PistolCore; /*extern*/ class Pistol; class M16: Pistol { Again I don't know if this would work or not. :edit: Oh... that sucks, I was looking forward to seeing if this worked properly.
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Good luck man, I have been trying to find out how to make the AI more resilient than it is now. So far I have hit a brick wall and gone backwards…
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I didn't know the mine field was implemented to the camps buy menu... that’s smart... Cuse the HQ build menu is nearly unmodable from what I can tell.
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Version 1.3 released with many addons, sorry no support pack yet available; please see first post for description.
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Then what about the buy empty option? The plane would just fall and destroy the air craft factory.
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MHQ destroyable by friendly/griefer fire. Why?
CrazyAce replied to ModaFlanker's topic in ARMA - WARFARE
2 solutions, 2 problems. No one is around to kick these morons and no one has a server that is respectable, unless it’s locked, then honest people like I can't get in. I guess this is why AI was developed in the first place; too bad the AI is stupid to figure out its head from its ass. -
Hey Vic have ya figured out a way to get the AI to build any of the new vehicles? I seen the AI build and use a "BRDM ATGM" once in my mod.
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I tried to play this mod on hells kitchen, but they wanted to be a butt head and kick me off before I even connected...
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Can someone explain to me what "SoldierPB.scope" is? I saw the hotfix update on Armaholics, but I don't have any clue as to what that code refers to. Is it important to have this hotfix when only the weapons are used and not the soldiers of this mod?
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Maruk you reading this? It’s because of Warfare the reason I bought ArmA1, if Warfare is incorporated into ArmA 2 then I'll buy that game also.
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It’s ok I guess pertty much the same as regular Warfare, a few additions, but nothing major. I don't understand the use of the boats on land though...
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Do you notice that when you first play a mission that is new/edited, that you download the mission first? That's how it works. Its only when there are files being used that are not part of basic ArmA that you are required to use addons. Ok so it’s like a force download, just no addition addons pushed through. That’s the reason why this game is so easy to hack in MP. There is no check sum to see if someone has an edited version of the mission or not. Anyways I'll take a look and see what all the commotion is about and ask why they are hording all the goodies.
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See I don't understand how that works. How can someone without the files play on a server that is hosting that mod?
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Currently this is not possible for Multiplayer missions, that I have seen. If you guys happen to come across a solution, please let us all know. Good luck ta all.
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I dono about ya'll, but I like realism and Mando evac option. If I want to get to the front line of a conflict, I want it to be as real as possible, but that's me I guess you can use the teleport command.
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Well... here’s a theory.  “westPrimaryWeapons Select†is obviously the primary weapon, so would “westSecondaryWeapons Select†work for the secondary lost..? I haven't tried it and not tempted to just yet.
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I guess to answer your questions bluntly, Maruk is not supporting this mod anymore with ArmA 2 in development so this mod would be considered dead Shame really, I would like to see more done with this mod that only the developers can help with, like the ability to build more structures.
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Sorry to interrupt and thanx for the update vilas. I do have a problem with this mod in Warfare, when I start a mission I get this error message and I can't figure out how to fix it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> You cannot play edit this mission as its dependable download content has been deleted vilas_wpn Now I'm sure people have seen this error before and I have placed the mod into @weapons folder instead of a @vilas_wpn folder, for personal reasons. Is there a way to fix this error while keeping my current folder structure?
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Thanx pip, man they couldn’t make this any easier for us could they.
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lol I love that update remark.
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mmm man that’s a tricky one, I'm guessing the probability of presence is up to 100%... mmm shoot, I know placing independents work just fine and I’m guessing you have linked each soldier to each starting unit also… Man I don’t know... Try this, place a soldier on a remote island and see if that will work
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Sweet, just got to figure a way to make them deployable.
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Sounds like a plan badger do it up.