JuggernautOfWar
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Everything posted by JuggernautOfWar
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[Betatest] GBU-43/B "MOAB"
JuggernautOfWar replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can't wait for this to get a proper release. I want a massive MOAB shockwave fireball in my OA. :D -
In Operation Arrowhead the AI seems to be more aware of his surroundings and very cautious in general, which is almost always a good thing. However when I want my subordinates to quickly board a vehicle, it's not gonna happen because they have to scan the entire horizon every three seconds it seems. This even happens while they are set to "safe" combat awareness. I've also noticed a new red crosshair icon in my troops "unit card" at the bottom, is this related?
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Please post the TOP 10 user-made missions here
JuggernautOfWar replied to jpinard's topic in ARMA 2 & OA - USER MISSIONS
Depends on ArmA2, Operation Arrowhead, or Combined Ops. -
I used SLX back in ArmA1 days, but that was a long time ago. Remind me again what the main differences are between SLX and ACE2 [two most popular mods]. SLX sounds interesting, though I've already got ACE2. (waiting for both to come to OA)
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I too would like to know what SSF means. Maybe it's Czech? I'm an officer, it's what I'm paid to do. :p
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simple question
JuggernautOfWar replied to syria's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you want to have coordinated support from HQ such as airstrikes, artillery, troop reinforcements, mortars, helicopter transport, etc: Start up the editor and make any unit you wish to be, then go to "Modules" [F7], scroll down the list of available modules to "Simple Support Module" and place it near the player. Then press "Synchronize" [F5] and drag a line between the module and the player. Be sure not to group the two, you must synchronize them. If you group them nothing will happen. Now you can press "Preview" and access support through the "Communications" tab in your interface. If you require further assistance I can create a short tutorial video tomorrow morning. -
New OA Modules
JuggernautOfWar replied to JuggernautOfWar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What'd the rabbits ever do to you? -
Operation Arrowhead Modules Broken?
JuggernautOfWar posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[MG]http://i329.photobucket.com/albums/l385/JuggernautOfWar/ArmA2OA2010-07-0814-07-55-65.png[/img] >100kb That's all I see when I followed the instructions here to create a working SecOps module. There's no transport option and there's no way to accept or decline SecOps from the radio or Communication menu. What must I do? Thank you for your time. :) -
Operation Arrowhead Modules Broken?
JuggernautOfWar replied to JuggernautOfWar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah I tried the scripting with the SSM and the SecOps still no dice. :( Oh well we can hope BIX fixes this in the patch. Devtracker? -
New OA Modules
JuggernautOfWar replied to JuggernautOfWar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried that at first, but then I don't get a radio. -
Operation Arrowhead Modules Broken?
JuggernautOfWar replied to JuggernautOfWar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Haha wow feel free to move it as you see fit. I just woke up from a nap when I posted that, wasn't thinking. EDIT: I fixed the image. :) EDIT2: How on earth do I check the filesize of the image once it's uploaded? Ugh I'm too tired for this whole forum business. :( -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment)
JuggernautOfWar replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah very good, just what we needed! :D -
Yeah I meant specifically listening to the SCAR is terrible. It's so bad I'll choose an AK (still has crappy sounds) over it even though I think there's one AK with TI/TWS.
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In a game like Warfare where there's mostly AI anyway, it shouldn't be a big deal. I for one am having trouble playing with no sound mod [sCAR sound is atrocious]. Problem is; there's no sound mod out for OA yet. :(
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Maybe they forgot to change the crouching recoil model, it's been done in the past. :rolleyes: Anyway so what's so great about the new recoil? I saw the recoil from the first beta and it was a step in the right direction, but way too over exaggerated. IRL your muscles try to compensate for the recoil and do so as best they can, so your barrel really only climbs a little bit in the end result. Obviously with full-auto you'd still climb a lot very rapidly.
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A.C.E. 2 - v1.2 stable (Advanced Combat Environment)
JuggernautOfWar replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'll bet if Sickboy were telling us people would listen. Guys! Listen to Xeno, c'mon pay attention! -
'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
JuggernautOfWar replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
Yeah Cipher Valleys of Takistan is really good, even if it is still a bit buggy in the beta. The new OA mission modules make it really awesome, and the creator has made the mission-spawned enemy AI more random. -
Cipher: Valleys of the Takiban
JuggernautOfWar replied to AlecDelorean's topic in ARMA 2 & OA - USER MISSIONS
I didn't see him land, but he may have landed a kilometer away or so, it was in mountainous terrain so I couldn't see. I saw him fly by (there was some AK fire) twice and then just fly off into the sunrise. Is there a way I can know if and where he actually landed since the objective waypoint doesn't update? -
[Warfare] Defences and soldiers that men them.
JuggernautOfWar replied to muniek85's topic in ARMA 2 & OA - MULTIPLAYER
If you edit your first post you should be able to change it. [you could in the old biforums] -
New OA Modules
JuggernautOfWar replied to JuggernautOfWar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't know why I posted in "General".:rolleyes: Could one of our beloved moderators please move it to the editing section? Great news about these modules I'll have to try them out today! So what exactly do the new effect and environment modules do? This is all I see when I follow the instructions here to create a working SecOps module. There's no transport option and there's no way to accept nor decline SecOps from the radio or Communication menu. What must I do? Thank you for your time. :) [iG]http://i329.photobucket.com/albums/l385/JuggernautOfWar/ArmA2OA2010-07-0814-07-55-65.png[/img] >100kb -
New beta 71900 is up!(OA)
JuggernautOfWar replied to pauliesss's topic in ARMA 2 & OA - BETA PATCH TESTING
What does this mean exactly? -
Cipher: Valleys of the Takiban
JuggernautOfWar replied to AlecDelorean's topic in ARMA 2 & OA - USER MISSIONS
I've found another bug. The SecOps mission "reinforce" is broken. The helicopter flies on by never dropping supplies nor personnel. So why does the enemy have seemingly random levels of strength whereas the original did not? All this has added over the original is Dynamic Combat and SecOps right? -
"New Soundmod for Arma2. Its a overhaul of war09mod. This mod should change the following things: 1: Weapons 2: Enviremont 3: Vehicles (!Maybe if i have enough time!)"
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Operation Arrowhead Sound Mods
JuggernautOfWar posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Are there any sound mods in the making for Operation Arrowhead? I use ACE and I know ACE incorporates @ACE_SM which is very good, but I'm talking about standalone sound mods for OA. Can we expect to see any soon? PS. Can't wait for ACE2 Operation Arrowhead. :D -
The Army does use TI/TWS in regular units as well, even in the modern day. What I was saying earlier is the USMC uses it more often and has more TWS units in their armory, so it'd make sense to have the USMC be equipped with the TI/TWS rather than the US Army (preferably both). We mount TWSs to our M16A4s and M4A1 rifles and even some of our missile launchers that have rails equipped.