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[GLT] Legislator

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Everything posted by [GLT] Legislator

  1. [GLT] Legislator

    Ambient Combat Module

    Try leaving out BIS_TK_CIV and BIS_CIV_special. The ACM module doesn't spawn civilian factions, only the military factions of BIS (A2 and OA). If the problem persists, please post the complete setup of your ACM module.
  2. [GLT] Legislator

    GLT OPA Backpacks 4 All

    I'm afraid, yes. That's p3d work and without the MLOD it's not possible to do anything. I'm sure lots of modders out there want to use the backpacks on their units as well :( In that case my fix might be only a temporary solution anyway.
  3. [GLT] Legislator

    Arma 2 OA 1.53 Suggestions

    I'd like to have the simple support module mp-compatible. I really tried every possible configuration, I ripped the BIS missions apart to see the official setup and I read every possible information within this forum about this module. However it only works in sp mod / editor and not on the windows dedicated server.
  4. This time ... 5 square kilometer usable terrain ... you can leave your teammates 500 m behind and you can add up to 100 units at the same time in the editor! :D Sorry, just kiddin :D
  5. [GLT] Legislator

    ARMA 2 (OA) : DLC discussion thread

    I really doubt there will be more than 3 DLC packages during a year. After all it can't be all just reskins, but new 3d models. Also there's plenty of stuff that can be done. There're lots of armies out there, lots of modern conflicts to play and I could even imagine an official rework of OFP and ArmA I, not like the mods but maybe as a standalone rework of those games.
  6. @Jakerod: You're right! I totally forget the mini campaign Rahmadi Conflict which took place 2 weeks after the surrendering of the SLA. In my previous I only mentioned the campaign called Royal Flush included in the addon package Queens Gambit. Now to finally confuse everyone according to the source code of the Rahmadi Conflict campaign it took place on August 13th in 2007. That's very far from "2 weeks after the Sahrani Conflict". Those dates definately don't fit together so everyone can puzzle his own view.
  7. From a campaign point of view it started on June 10th in 2006 (source: source code of campaign mission 1) and taking day-night-changes into count the war ended on June 16th in 2006 having the US counterattack in North Sahrani on June 14th in 2006. Taking this as a base the death of King Joseph III happened in June 2007. It is said during the QG campaign that in took approx. 6 months for Princess Isabella to ensure her power in the country. That would mean the QG campaign doesn't take place before December 2007. The campaign missions of QG only indicate October having no year appended. So maybe the QG campaign is set up in October 2008, almost one year prior to Operation Harvest Red. Just a guess of myself ... feel free to correct me if you've got sources. Edit: Some ingame / real life comparisons South Oessetia War - August 8th 2008 - August 16th 2008 Operation Harvest Red - October 8th 2009 - October 22th 2009 (if you only take the campaign without the standalone sp missions of A2) Operation Arrowhead - May 25th 2012 - June 2nd 2012
  8. Hey, they look very good. Downloading ASAP for further ingame looks :)
  9. Just tested the simple support on the dedicated server. Doesn't work out of the box :rolleyes: Not a single support option showed up. Guess we'll have to figure it out on our own because the BIKI hasn't any information about this specific module yet. Oh my ... why does it always have to be so dificult? :(
  10. That's because the old ArmA II vehicle aren't optimized for the AO FLIR as it has been stated a few posts above. Nothing we can do about it now, sorry.
  11. [GLT] Legislator

    OA - Setfriend doesn't work

    Hmm works for me. What is your RPT file showing? Any error messages? Have you tested it in a mission or standalone in the editor?
  12. [GLT] Legislator

    GLT Airweapons replacement WEST

    Uhh I didn't touch the config of any plane with GLT FLIR and Flares. I only added flares to the UH-1Y and MV-22. Edit: Just tried the GLT Airweapons and the ChDkz Su-25 ... still got flares. What other mods are you loading?
  13. [GLT] Legislator

    would this be considered warez?

    It's definately not legal in Germany. The german publisher already pursues everyone who was downloading ArmA II in p2p portals. It's not only the illegal download which is a problem, it's the illegal upload too. You ain't got no licence to do that. So please quit your illegal download at once; I don't know if and how it's pursued in your country. Use the sprocket version instead.
  14. [GLT] Legislator

    German Misc Pack released

    Ah great thanks for the hint. I almost went nuts after downloading again and again and again from several sources. It was the German Misc Pack 1.5 (linked on page 1 of this thread) I wanted to start with the game. I quick view on the config showed me that KPFS_Config is still a required addon. By the way ... can you please add a german M113 for your Bundeswehr pack? I'm using you M270 MARS in my mission and it fits absolutly perfect with the other Bundeswehr addons. You can use the config file of my M113A3 A1 to A2AO port if you wish. Basicly you only need to change the texture and refer to the model of A2AO. You could make it a standalone addon so it wouldn't interfer with the already created Bundeswehr package of yours. I tried to do it myself, but I learned something - I'm very bad at texturing :p
  15. [GLT] Legislator

    German Misc Pack released

    Hi there, where can I find the config file of your mods (KPFS_Config)? Somehow it wasn't included in the most download links.
  16. The easiest way of having markers on the map (player and AI) is placing the military marker module in the editor and adding this to the init-line of the module: setGroupIconsVisible [true,false]; You can define groups that shouldn't use markers this way: player setvariable ["MARTA_hide",[group guy1]]; This hides the markers for all units who are under the command of an unit called guy1 That's all. More infos you can find in the biki: http://community.bistudio.com/wiki/Military_Symbols That's only one solution. There are numerous solutions on how to have markers in a mission and what they show.
  17. [GLT] Legislator

    Ambient Combat Module

    It works, I've seen it in action. However the mission designer should take care that the module is synchronized to one of the players after respawn and JIP.
  18. [GLT] Legislator

    UH60 To Ah60

    Hmm actually that's pretty easy. Just copy all of the the code from the UH-60, change the class names and check the heredity. Then change the values like you want them to be, redirect paths and so on. But you don't have to copy the whole code. That's the advantage of the heredity in this game. You only need to add the values you want to change into the new config file.
  19. [GLT] Legislator

    Get plane weapons right.

    Sometimes I really don't get this community :confused: On the one side absolute perfection is demanded for BIS, on the other side the community accepts certain issues and offers a strange high resistance factor to certain opinions. Then there's the point "If you don't make addon A dependent to addon B, you're "not a nice person" (to avoid bad words :p ). Cheers to the people who care and actually help each other.
  20. [GLT] Legislator

    Town generator

    Vehicles can be spawned by the Civilian Car module. The vehicles will spawn in Town generator-villages as well.
  21. Place the module and disable certain options in the init line of the module. By default all options are enabled: missionNamespace setVariable ["BIS_SSM_Artillery_DELAY", 60]; missionNamespace setVariable ["BIS_SSM_Mortar_ENABLED_WEST", false]; missionNamespace setVariable ["BIS_SSM_UnitsDrop_ENABLED_WEST", false]; missionNamespace setVariable ["BIS_SSM_AmmoDrop_ENABLED_WEST", false]; The settings above should give you artilleriy support with a delay of 60 seconds and airstrike support having an A-10 showing up. Optional you can alter the plane of the airstrike and the bomb beeing dropped: missionNamespace setVariable ["BIS_SSM_Airstrike_VEHICLE_WEST","F35B"]; missionNamespace setVariable ["BIS_SSM_Airstrike_DISPERSION_WEST","CruiseMissile1"];
  22. [GLT] Legislator

    Get plane weapons right.

    And I thought we're talking about not working missile config settings ;) As for the optics ... ok I can live with that what we've got ... modders can fix such things. But like Myke mentioned there're some things that are really strange inside the config files. Maybe those issues were dumped over the years because nobody took a closer look to it. But nevertheless, issues are issues. We can discuss our whole butt about it. Last words including fixing priority (if it'll be ever done) is up to them, not to us.
  23. [GLT] Legislator

    Get plane weapons right.

    What exactly are you referring to? The model issues, the labeling issues or the config issues? If there's stuff inside of ArmA II that doesn't work, it should be marked in the Wiki as "not working" (by BIS) .. end of story.
  24. All options are enabled by default. Just place the module and hit preview, then call the support via command menu.
  25. [GLT] Legislator

    Get plane weapons right.

    Well at least for the missile name I could write a replacement :D
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