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Everything posted by fincuan

  1. fincuan

    RH Aks pack 1.0

    Nice, always good to get an RK-95 :) That one in your teaser pic looks like a SCAR-H CQC variant,
  2. That'd be going pretty light. At least an M109, a Javelin launcher and a backpack with ammo for both. I've seen this loadout a few times on public servers and it was a rofl moment each time :)
  3. fincuan

    Question about mission editor

    It does. Another "trick" go go along these which allows to add a bit more random elements to your mission: Place a group on the map. You can apply any of the marker trickery described above to this group just like you would normally do. Give the leader of the group a name, say "infantry_leader" Set the leader's "probability of presence" to whatever you want it to be Set all the other group members' "Condition of presence" to: not isNull infantry_leader Now the whole group will show up or not show up according to the leader's probability or presence.
  4. fincuan


    Bind one of the zoom actions, I don't remember which one but it should be pretty quick to find by testing, to a slider. Guarantees smooths zooming between the max and min positions, and allows you to leave it at any position you want.
  5. fincuan

    Chat Channels And Direct Chat

    Already in the game, and actually works slightly too well. Adds a nice element to PvP games.
  6. this SetGroupId ["PapaBear"]; A little nitpicking here but who cares :) setGroupId also takes a unit as parameter, not just group.
  7. fincuan

    WarFX Particles

    I'm also getting the blocky/blurred smoke sometimes when there's LOTS of particle effects going on at the same time. Not much to do about it I guess except for using less particles for the effects.
  8. fincuan

    WarFX Particles

    Try these: Download Now I don't really know what things are supposed to look like, but I did not notice any blocky smoke or anything else weird using those .pbos linked above. I changed a few things which are pretty obvious once you de-pbo those, but I believe the main things were: WarFXPE cfgPatches to this: class CfgPatches { class WarFXPE { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData","Extended_EventHandlers"}; }; }; and also change this: class DefaultEventhandlers { init = "_scr = _this execVM ""WarFXPE\ParticleEffects\SCRIPTS\init.sqf"";"; fired = "_this call BIS_Effects_EH_Fired;"; killed = "_this call BIS_Effects_EH_Killed;"; }; to this: class Extended_PreInit_EventHandlers { WarFXPE_clientInit = "execVM 'WarFXPE\ParticleEffects\SCRIPTS\init.sqf';"; }; edit: oh, and WarFXPE\ParticleEffects\SCRIPTS\init.sqf to: waitUntil{not isNil "BIS_Effects_init"}; if(isNil "WARFX_Effects_Init") then { WARFX_Effects_Init=true; BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\fired.sqf"; BIS_Effects_EH_Killed=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\killed.sqf"; BIS_Effects_Rifle=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\rifle.sqf"; BIS_Effects_Cannon=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\cannon.sqf"; BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf"; BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf"; BIS_Effects_Rocket=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\rocket.sqf"; BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf"; BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf"; BIS_Effects_Flares=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\flares.sqf"; //must use spawn command for these: BIS_Effects_Burn=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\burn.sqf"; BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf"; BIS_Effects_AirDestruction=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\AirDestructionStage2.sqf"; BIS_Effects_Secondaries=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\destruction\Secondaries.sqf"; //BIS_Effects_RocketTrail=compile preprocessFileLineNumbers "WarFXPE\ParticleEffects\SCRIPTS\muzzle\rockettrail.sqf"; }; edit2: and one more :) WarFXWEPS cfgPatches to: class CfgPatches { class WarFXWeps { units[] = {}; weapons[] = {}; requiredVersion = 1.04; requiredAddons[] = {"WarFXPE","CAWeapons","CAWeapons2"}; }; };
  9. fincuan


    Yeah, there's so many bugs you just couldn't be bothered to actually list a single one eh? :)
  10. fincuan

    fix collision issues...

    I believe that issue, weapon going through the wall, is the result of having only a few generic collision LODs for weapons(ie. "rifle", "huge-ass rifle" and "pistol"). At least that used to be the case in Arma1. Why it gets stuck in the corner I have no idea.
  11. And you aren't using ANY other mods besides ACE? Hint hint...
  12. fincuan

    Texture Solution for ArmA2!

    Frankly I'm very sceptic on hearing these words. The same thing has been said about for example Fallout 3 and Oblivion, and the worlds are just a fraction of Chernarus in size. Compared to the corridor-shooters they're perhaps "open world", but compared to Arma-series they're very limited.
  13. One more big fan of desert maps here, and I really like this one too. The sheer scale and the altitude differences are fantastic, and even with its current "empty" state the map provides excellent gameplay. Performance is great all around the map. When going about your business of removing the rocks and trees please consider the following aspects: The rocks are just the right size to provide excellent cover for man-sized objects on an otherwise pretty open map. Imho it wouldn't hurt to make them appear a bit more often than what "realistic" would be, of course keeping in mind the mobility requirements. In the first version there were way too many of them on the plains, while to me the way they are in the latest version seems about right. The plains could still use just a little less of rocks, but the mountains are spot on. Keep denser pockets of trees here and there even on the plains. They divide the open spaces nicely and result in surprising close-quarters engagements. More vegetation around the "riverbeds", less where no "water" is near. You've already said this may time yourself, but it's also on my "wishlist": More bushes, a rudimentary road network and some buildings. Nothing big because I'd hate to see the great performance go away, but little something to make mission building a bit less tedious.
  14. A step-by-step guide is right behind that link you have in your post.
  15. fincuan

    Scopes and ballistics

    Sorry for the confusion, maybe I'll just keep on releasing whole archives instead of these hotfixes containing only small parts :) The idea certainly shouldn't be that Armaholic admins should have to unpack and repack it themselves, but that they'd have a ready-made "drop in and ready" archive.
  16. fincuan

    Scopes and ballistics

    WWOOOPS, thanks for the heads-up kju. Nasty nasty typo :eek: I haven't asked ACE2 to integrate this yet, but will do now that this is starting to be "ready". A new 16x mildot-reticle meant for Tac50 is in the bag and the M145 calibrated for M240 is almost done. I'll also get rid of the include-stuff in a near-future version so that I can finally binarize the configs and fix that little loophole. Hotfix for fnc_scopes_equipment_c-typo Pbo Signature
  17. Agreed, and you can even take it one step further: Schedule it to run at a set time, for example at each login, so you don't need to have to worry about it at all. A very convenient progam once you get it configured :)
  18. I own a German download-version, and I could get a Czech or whatever version if I wanted one after patching A2. ALL the languages are in the PBOs and it just picks one based on something hardcoded, probably the cd-key. That's how the "language mod" is done: Swap the langauages in stringtables. I bought the German version because an English one wasn't available at that time.
  19. Signed Using ACE in German was too much :)
  20. Have at it :) I'm doing these for myself anyway and thought some here might want to use them. I usually update them the same day a new beta comes out. Use them like any other mods/addons. Not signed. Latest:(Also applies to every build up to and including 61012) Build 60588 Old ones: Build 60393
  21. fincuan

    Scopes and ballistics

    v 1.15 posted Changelog: Fixed: 1P29 reticle wasn't centered properly @gamawa: They should be all zeroed to realistics combat distances, or the distances the scopes are designed for.
  22. fincuan

    Scopes and ballistics

    At present the Ballistics part is not relevant with ACE. Most of the values in ACE are exactly the same or similar to it, so for now you should be good to go with "stock" ACE2 :ok:
  23. fincuan

    Scopes and ballistics

    You can change it with numpad + and - or whatever you have assigned to zoom, but the reticles will only be of correct dimensions on the highest zoom-level. Fixing that would require some scripting work(make them controls which you then scale would probably be one way), which might come in the future :)
  24. fincuan

    Scopes and ballistics

    Version 1.1 of Scopes-pack is up, see first post for download links. Changelog: Added: 1P29 reticle and replacement config to use it on the stock PKP/Pecheneg. Added: Steyr Aug military-style reticle Added: M145 machinegun optics calibrated for M249 Added: Replacement configs for ACE and ACEX Changed: New reticle texture for the 10x mildot Changed: New reticle textures for all PSOs. Changed: DMR now uses a 3.5-10x Leupold Mark 4 LR/T M3 instead of a fixed 10-power scope. Reticle remains the same. Changed: Reworked the SUSAT reticle Changed: Small adjustments to TA11FIN reticle and bdc Fixed: GMJ_SightAdjustment-plugin now actually works I'm sorry to say I dropped the Elcan M240-calibrated reticle to get this out, but it'll be included in the next release.