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JuggernautOfWar
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Everything posted by JuggernautOfWar
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ACE 1.10 (Advanced Combat Enviroment) for OA/CO
JuggernautOfWar replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm trying to create a dedicated server running some of the ACE included missions. I cannot find the locations of said files though. In particular I'm looking for the included Warfare BE Chax 1.2 mission file. Thanks for help. -
Also it says I'm an artillery coordinator/rescue or something like that. How do I do either of those things? Artillery would be very handy in this situation. I find it quite difficult playing this with one or two friends, even the side missions. What's a good tactic?
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Is there a readme or something on the web for Domination? I tried playing it with some friends today and we just couldn't figure out how you're actually expected to take over towns/objectives with a few infantry and literally no vehicle or artillery support of any kind. Everybody loves this mission, but how? I'm sure I'm missing something.
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Is there a readme somewhere for this great mission? I have no many questions and no answers.
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Thanks for the speedy reply. I'd like to run it with the addons too, but it'd also affect SP and all other missions, would it not? What does the "Autounits" parameter do?
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Can I run the ACE version of this mission without the custom addons? I don't care about the addons, it's just I don't want them to interfere with my other addons.
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ACE 1.10 (Advanced Combat Enviroment) for OA/CO
JuggernautOfWar replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
-_- really? -
So as a gunner in an attack helicopter I'm trying to figure out a way to stabilize my Rambo pilot AI. Every time I give him a waypoint he goes about 750m past it, it's ridiculous. I've tried telling him to hold fire too, no dice. How the heck do you do this?
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Thanks Myke. It really makes more sense having this in General rather than Troubleshooting. I don't really have a bug or problem with the game itself, more of a question. PS. I love everything you've worked on.
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So as a gunner in an attack helicopter I'm trying to figure out a way to stabilize my Rambo pilot AI. Every time I give him a waypoint he goes about 750m past it, it's ridiculous. I've tried telling him to hold fire too, no dice. How the heck do you do this?
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ACE 1.10 (Advanced Combat Enviroment) for OA/CO
JuggernautOfWar replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I can create a video tutorial tomorrow if you like. -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
JuggernautOfWar replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I wanna know why there are no desert Strykers anymore. It would appear every choice is woodland only unless I'm missing something big. Also how do you equip choppers using EASA? -
Bon are you sure the time acceleration parameter works at all? I'll set it to a six hour day and I've never seen it get dark after playing for about four hours.
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ACE 1.10 (Advanced Combat Enviroment) for OA/CO
JuggernautOfWar replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Got a quick question about the EASA module. It is stated in the documentation "The Exchangeable Armament System for Aircraft (EASA) allows a player to change the weapons loadout of planes and optionally helicopters during a mission." I do not see a parameter listed to enable it's use on helicopters. What would I have to enter into the init field to get helicopter support? -
Is the custom (amazing) artillery system confirmed to be working in conjunction with ACE? Either enabling ACE or due to the recent BIS patch the artillery seem to aim around wildly while they shoot, only occasionally firing at the correct position for your strike. I think the AI gets confused by focusing on targets they can see rather than firing at your coordinates. However the BIS standard crappy artillery system works flawlessly assuming you enable it in the mission file. Just for kicks I've added an A10 CBU87, an AC130 Spooky Gunship, an M270 MLRS, a few ACE ambient modules such as chatter from units, and a module called "EASA" which allows me to fit any BLUFOR armament imaginable to the A10 Thunderbolt II. I've upped the difficulty as well to counter all the fancy new toys I put in there. This mission is... phenomenal!
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WarFX : Blastcore
JuggernautOfWar replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great news OS. I'm looking forward to your new version, hopefully soon before I move! -
WarFX : Blastcore
JuggernautOfWar replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
As far as I know there is a set limit of light sources (dynamic lights) hard-coded into the game engine itself. I'm not aware of any way you may change or lift that limit. Of course if this were possible it would be extremely nice to have in a mod of such quality as this. In the case of there being concern about hardware limitations some users surely have I propose two versions of WarFX: Blastcore. One version is 'heavy'; having light sources on particles, thicker, longer lasting effects, and possibly the sound mod included. The other version is 'lite'; having pretty much the same effects now, maybe even toned down a bit more for less fortunate members of our community who may otherwise experience issues running this great mod. What do you think? -
WarFX : Blastcore
JuggernautOfWar replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just started playing with ACE2 again recently and it appears as though the vehicles fires/smoke are using default or ACE2 effects. Is my load order wrong or are they simply incompatible? -
Alright awesome, thanks for the more detailed changelog. :) Could you please take a look at these questions here for me? Thank you so much.
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Hello again Bon. Great to see another update today, even though I hear it may be the last. What exactly is different about this version from the release candidate released earlier?
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ACE 1.9 (Advanced Combat Enviroment) for OA/CO
JuggernautOfWar replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just making sure it doesn't get lost on previous pages. EDIT: I just realized maybe helicopters are enabled by default but the AH-64 cannot be selected. Which helicopters are available for EASA? I think if any helicopter is available it's the Apache. -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
JuggernautOfWar replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Got a quick question about the EASA module. It is stated in the documentation "The Exchangeable Armament System for Aircraft (EASA) allows a player to change the weapons loadout of planes and optionally helicopters during a mission." I do not see a parameter listed to enable it's use on helicopters. What would I have to enter into the init field to get helicopter support? -
RogueTrooper Production Presents: Fun For Four, a sandbox map
JuggernautOfWar replied to roguetrooper's topic in ARMA 2 & OA - USER MISSIONS
Is there a way to raise the view distance to what your have your options set to? It's stuck at around 2KM and it's killin' me. -
In my opinion crCTI is far superior to any other CTI/Warfare mission. I just recently found it and I love it much more than Warfare BE.
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1. The AI seem to usually just sit next to you while you are bleeding out on the ground. I don't remember this happening in 1.04 so that makes me think it's this version. Sometimes they revive you, 75% of the time they don't. I think this is caused by there being two different first aid options. One the standard games uses, one is just for this mission. REALLY ANNOYING. 2. The M1035 ambulance does not act as a mobile UAV terminal as it says in the config.sqf.