eagleone
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Everything posted by eagleone
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A.C.E. Advanced Combat Environment - Public Beta *2*!
eagleone replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, I do not think so -
A.C.E. Advanced Combat Environment - Public Beta *2*!
eagleone replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
for you not enough weapons for the West? need more? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
eagleone replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I hope not -
WIP: Stuff you are working on 2!
eagleone replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
2 NouberNou great work NouberNou , looking forward to it :) -
Mando Missile ArmA for ArmA 2
eagleone replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
this is answer on your question http://dev-heaven.net/issues/show/8220 it is not ready yet, but when it will be ready there will be no conflict -
for BTR-90: video: http://www.youtube.com/watch?v=jUFQSpOmvxE&feature=related
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this for BMP-3 video (watch with 1:30): http://www.youtube.com/watch?v=4G0jsJXSz3o&feature=related BMP-2 have same way ejection for case
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Mando Missile ArmA for ArmA 2
eagleone replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
2 Kremator I sent the PM to Dr Eyeball with a proposal to cooperate with Mandoble, if they agree with each other - we get an absolutely great addon. we can only wait) -
2 MaXyM, =(+)=TheVoodoo "its still very WIP and needs some work but its getting there, the postions need fixing, and im also working on differnt styles and all that. Differnt Weapons can have differnt flashes and sizes etc and varations are looking good, im also gonna work on the smoke, and hopfully i want to have weapons that have smoking barrels after they been fired and other effects to the weapons is well." © Opticalsnare for whom the developer has written this?
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Mando Missile ArmA for ArmA 2
eagleone replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cyborg112 and what about countermeasures? ACE2 already have their own countermeasures (auto eject), they do not conflict with countermeasures from MMA? -
Mando Missile ArmA for ArmA 2
eagleone replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i need this beta))) -
Mando Missile ArmA for ArmA 2
eagleone replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Mandoble, is it possible to make the direction the emission of flares (and their number for 1 ejecting) in the direction which they are ejected from the real aircraft? (look RKSL-flares for example). this is will make mod even more attractive for those who love realism thanks. -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thanks -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
so now i can delete folder GL4_Settings? -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
2 SNKMAN i use only GL4 and Zeus AI, when i turn off GL4 (delete it from shortcut on desktop) - the mission is run properly, without errors. so I think this problem is from GL4 is it possible to create an addon only with SpecialFX features? 2 Manzilla my problem lies elsewhere -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
if you told me, then no. when the kill character, which you control, then you can not teleport on an aircraft carrier, just write that "you dead", and you turn into a crow (this is the prologue of the first mission) -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
2 SNKMAN Try to start the first mission Harvest Red and you'll understand what I mean (the mission with the aircraft carrier) -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
2 SNKMAN I meant not going into the editor, just using the CBA I play in a cooperative company Harvest Red (DEFAULT company ArmA2) -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can I use only SpecialFX without initializing the other things? Maybe from addons folder delete all except for some specific files? I blocked all A.I. Enhancement in the file GL4_Global.sqf, but still sometimes fail some scripts, without GL4 all scripts are working properly (I play in a cooperative main company "Harvest Red") here is my GL4_Global.sqf: thx -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
sad :( thx for help -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
no, i dont use CBA in the previous version I did not initialize anything, the effects works by default. in this version that would work effects i have to put modules in editor -
Group Link 4 Special FX Edition
eagleone replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
something wrong with the version 1.1.10 stopped working effects of combustion, explosion this only works if I put in the editor modules SpecialFX and System -
A.C.E. Advanced Combat Environment - Public Beta *2*!
eagleone replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there any chance in the near future to get a normal missile system, with good-looking and working HUD's (like in Mando-mod, or better)? And countermeasures system for Jets and Heli's? Thanks -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
eagleone replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
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A.C.E. Advanced Combat Environment - Public Beta!
eagleone replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I (and not only i) really would like to see in ACE2 Mando Missile system here: http://dev-heaven.net/issues/show/6625