jump artist
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Everything posted by jump artist
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Im not really sure why they are pushing ANYTHING right now. the game is about a year off. but yet more info has come out about it than BF3 that releases in two months. Im not sure that giving us all this is going to help. Its almost like we'll be tired of it before it ever even gets here.
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Hey all, I just wanted to invite you to some VALHALLA gaming tonight Wed. August 3rd. on the ARMALIVE.com server. We are a stock server running v2 sigs so if you bought BAF and PMC be sure to run the beta patch from BIS located here http://www.arma2.com/beta-patch.php Remember all your stats are tracked as well through www.ARMALIVE.com See ya there!!!
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DAO sister server up ARMALIVE.com
jump artist replied to jump artist's topic in ARMA 2 & OA - MULTIPLAYER
Well as we are neither a Squad nor a Fan page, This is where I decided to post. ARMALIVE.com is a stats page for all servers running ALS it is meant as a feature to bring depth to PvP Multiplayer in the ARMAVERSE. If an admin would like to me move this post pleae PM me, or take the appropriate action. CHeers!!! -
SPY Battle Statistics (bStats)
jump artist replied to Spyder001's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes the site is WIP but it shouldn't be long at all. However the stats will work ingame but not reported to the site just yet. but its all working and is just being cleaned up for final release. -
Any competitive MP gameplay in Arma II?
jump artist replied to zi3m's topic in ARMA 2 & OA - MULTIPLAYER
Most of the PvP is in tournament envirements. That is to say, large organized 2 team battles that usually occur every weekend. there are several out out. Charlie Foxtrot (CF), Armed global warfare(AGW) , are two off the top of my head. -
Ok so I played around a bit with the default OA sector control map. Its really a great Mission desing, fun with a cool interface, it could be a great mission to put on other islands to enjoy. BUT BIS has decided to make the markers specific grid points on teh map so you cant just copy it to another area. Not to mention that the default mission is bugged with OPFOR equipment spawning at the BLUFOR base. So my question is why would BIS take what could have been a GEM of a MP map and piss it down the drain making in nearly impossible to port and then never fixing it? It makes them look terrible. HAs anyone successfully ported or edited this mission?
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very cool, I cant wait. and good work Myke! and to those that broght this over. The US has a lack of cool Air Craft for some reason. I mean there is an f-15 but its incomplete at best. Im glad that some folks are filling that gap.
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I would love to be able to dog fight this with the ACE SU27 and not have either one blow one another out. Im all for realism, but making these balanced in PvP has never been ARMA's strong suit. Any chance this gets ported to ACE? Casue as it stands now there is the GLT Myke way and the ACE way and unfortunatly the GLT Myke way smokes the ACE way but ACE is so great with everythign else. ALSO some one mentioned the MIG 29? where can I get an ARMA 2 copy of that?
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When ever driving the BTR 60 on the Takistan side the FOV is all the way zoomed back both in the cockpit and in third person. This is the only vehicle I see this in.
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21CW - Organized ArmA2:CO ACE Tournament
jump artist replied to Herz's topic in ARMA 2 & OA - SQUADS AND FANPAGES
We are specifically in need of some dedicated pilots that are both good at JETS and HELO's. Both armies are in need of these valued individuals. Contact any officer at www.21cw.net for more info! -
Wow just played the ZARGABAD CITY map and that was some FUN! Its so great to build where ever you want to. 2 guys were camping near the mosque so I just set up my zone 4 blocks to the west and when they came to try and get me I PWNED em.. this truly adds some Tactics. Next time Im gonna funnel them down the road with a road black, then satchel them!! LOL
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new arty system has RUINED R3F
jump artist posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey guys, Im a bit bummed out as the new arty system has wrecked any ones arty scripts. especially the R3F arty scripts. It says "no existing range table for this ammunition, no fire solution found." So im guessing all the ranges are changed in BIS' latest patch. TY BIS for the heads up on that one. I dont remember anyone ever asking the arty to be changed. -
Awesome Cant wait to play!!!!
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1 Sector Control map?? and No template?? Hey guys at BIS I really liek the whole Sector control map but why on earth would you only make one? Na no template to let us put it in other areas? Can we get the PBO released so we can edit it? Again its fun but you guys kinda shot your self in the foot by not making it customizable or making multiple maps. Hope this gets some action TY BTW Arrow Head is GREAT good job!
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reducing A10, SU25, AH64, AH1z ammo counts
jump artist replied to jump artist's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
no dice Im getting some } encountered instead of = errors. in CfgPatches -
reducing A10, SU25, AH64, AH1z ammo counts
jump artist posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey there guys, I am attempting to create a config for the A10, Su25, Ah64, and Ah1Z, that have less ammo for each of the weapons. I want to bring these into MP and as they stand they are FAR to powerful. here is what I have so far with the help of DREN. http://pastebin.com/YuC2a9sH Edit: so the problem is. Even after I edit this config, I have 0 30mm ammo, instead of 500 rnds. -
reducing A10, SU25, AH64, AH1z ammo counts
jump artist replied to jump artist's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I get the error that the Turrets have no defind base class EDIT: is there a way to just patch the magazines? -
reducing A10, SU25, AH64, AH1z ammo counts
jump artist replied to jump artist's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok I got the pilots weapons removed but the Gunners still not having the ammo I want him to have. also I get a Turrets:scope missing error even though I defined it as public. http://pastebin.jonasscholz.de/963 take a look there and tell me where I screwed the pooch -
reducing A10, SU25, AH64, AH1z ammo counts
jump artist replied to jump artist's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Rgr will try that Myke thanks! -
reducing A10, SU25, AH64, AH1z ammo counts
jump artist replied to jump artist's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok I was succesfully able to limit the SU 25 and the A10 with the help of a friend. I am now having trouble with the AH64 and CObra. I can get the Ammo I want in teh Pilot seat. But the Gunner still has all his ammo so in effect I just ADDED 500 rnds and 2 hellfires. If in the Pilots seat right off the bat, I have my limited ammo. But if I select manual fire I have the fll default load out. So the Gunner still has all his weapons. the Goal would be to have the Gunner have the limited load out and the pilot only have flares. http://pastebin.jonasscholz.de/955 -
reducing A10, SU25, AH64, AH1z ammo counts
jump artist replied to jump artist's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ty Myke Ill try that. will update you soon. -
Gotta say this Mod is one of the best I have tried. I agree about the 249 needing some more ...U dunno.. UUUMPFF, I guess is the word. maybe more bassy, think "oh my god this weapon is a beast" type sound.
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ASR Throwable Satchel
jump artist replied to Robalo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
no Ididnt try as a SF or engineer. ill try that. Edit: Ok tried as both and no dice, tried both stock and beta patches, nothing. Im not quite sure what to do here. Edit2: ok got it workign not sure how but it works. Very cool man. -
ASR Throwable Satchel
jump artist replied to Robalo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I cant even get it to work? I am running the addon with sprited machine launcher but I get no options when holding a satchel. can you explain a little more how to use it? -
Trigger activated waypoints dont work anymore?
jump artist posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Trigger activated by radio commands not working on manned vehicles anymore. It works fine on units to tell them to get in an aircraft. Syncing a "move" and a "get in" waypoint to a radio trigger works fine. But to do it for say a flying A-10 the AI will not respond to the triggers anymore. Is this an ARMA 2 thing?