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[GLT] Legislator

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Everything posted by [GLT] Legislator

  1. True, check out the SQF files in \modules\DynO\data\scripts\compositions Open them in a simple text editor and replace the class names if necessary. You can even alter the objects in simple way. Take a look at this example: http://glt.pastebin.com/a8WFPTTk In this example I added a different flag to the flag pole. You can use absolute and relative paths in that line. Instead of adding other flags you can add different weapons and magazines to the composition weapon crates. It works the way like in the editor using addWeaponCargo and addMagazineCargo. At the end however it can only be loaded via the custom composition script.
  2. [GLT] Legislator

    Pchela needs some modification

    I can confirm this. I've tried using the UAV module with the Pchela and the MQ-9 Predator. The Predator works perfectly, the Pchela however is worthless. There's no camera view, you can't leave the UAV screen and the flight behaviour is still horrible. I hope this will be fixed because the OPFOR really needs UAV support, especially with the new improvements.
  3. It's not possible to alter the original compositions. You'll have to edit the original compositions and spawn it via the custom composition script you can find in this thread.
  4. Yes of course ... High Command works so far except the fact I've got more units under my command than I want :(
  5. [GLT] Legislator

    Town Construction Set Question

    Yes it is. Simply place the Ambient Civilians Module for OA and watch how the civilians walk even into buildings. :)
  6. Hiho, I'm having the same issues. I've got a High Command module namend BIS_HC_0 and a High Command Subordinate module namens BIS_HC_1. BIS_HC_0 is synchronized with player 1 and BIS_HC_1 (which is synchronized with player 2). However I've got still all AI troops of my side under control which I don't want to have.
  7. This addon is meant to be used with ArmA II AND ArmA II Operation Arrowhead. Because Operation Arrowhead is meant to be a standalone addon the editor shows some objects in the editor that were already avaiable. GLA OPA Kill Double hides the duplicated objects. They will not be removed! Missions that used those objects, still will work. Of course you can still use those class names in scripts or triggers. GLT OPA Kill Double 1.1 @ www.megaupload.com GLT OPA Kill Double 1.1 @ www.armaholic.com GLT OPA Kill Double 1.1 @ www.assaultmissionstudio.de Affected class names: ~~~~~~~~~~~~~~ GraveCross2 GraveCrossHelmet Fort_Barricade Land_fortified_nest_big Hedgehog Park_bench2_noRoad MASH Misc_cargo_cont_small Camp ACamp CampEast Land_Hlidac_budka FlagCarrierUSA Land_Ind_TankSmall2 Land_ladder Land_ladder_half Misc_TyreHeap
  8. [GLT] Legislator

    ArmA II: Operation Arrowhead discussion thread

    Sure you can. There's no need to create a separate mod folder for every single addon. Most addons can be grouped into one mod folder. That's one point of OA that deserves thousands kisses - we can continue using 99 % of every A2 content :) I would get an heart attack if I'd have to start my work done in the past year all over again.
  9. Here's a new download link. Seems like rapidshare and senduit got issues last night: http://www.megaupload.com/?d=LX1IJ8AU
  10. Hi there, guess it was easier to fix than I thought. Here's version 1.1 of GLT OPA Kill Double: http://rs944tl.rapidshare.com/cgi-bin/upload.cgi?rsuploadid=14809902622508842 Changelog: - fixed issue of invisible objects Best wishes, Legislator
  11. I can confirm this strange effect with other objects too. For a very long time there was no problem to hide an object in the editor with the command scope = 0; But for some reasons since the latest ArmA II versions (possibly since 1.07) the whole object is hidden even in 3D game mode and not just inside the editor. We'll have to keep an eye on this because I really don't know if this is a wanted effect or a new bug. Edit: Oh crap ... I did a few test confirming the invisible bug. As I suspected every classname included in this addon is affected. This will lead to invisible and thus unusable objects in EVERY mission that uses them :(
  12. [GLT] Legislator

    ArmA II: Operation Arrowhead discussion thread

    Having more than the islands in CAA1 is kind of tricky ... you'll have to use a lot of additional (and very good addons): SLA pack Sahrani civilians M113 Stryker Ka-50 Desert USMC units And of course the great upcomming Project RACS mod for the southern native army :) When I got some time I'm gonna try porting the remaining civilian vehicles over to ArmA II. Edit: Sorry for getting offtopic with this post. I was mistook this thread for the CAA1 thread when I posted it. Sorry about that mistake.
  13. This addon replaces parts of the localization of ArmA II, fixes some of the translation errors created by the german publisher Morphicon Ltd. and adds new displayname information to ArmA II units. The primary user group who benefits from this addon are the german users due to the bad localization. However I did a new unit localization for the german and english version! In detail my real target group are mission designers who use the german version. I tried to keep the gameinternal vehicle descriptions as exact as possible. So a simple UAZ becomes a UAZ-469 now. The displayname of the soldiers contains a hint of the standard-arming. Anyone who doesn't like this should avoid this addon. A great help are the additions to the CfgGroups of ArmA II. Without using new classnames you can place some more predefined unit groups within seconds. The addon glt_ca.pbo won't be needed by other players afterwards! Be careful when using this mod. It may interfere with other mods relating to some base classes without defining new displaynames. This is an addon that runs on the client side only. Other people you're playing with won't see the new display names. Please check the readme for credits and more screenshots. GLT CA 1.1 @ www.senduit.com (link remains online for 7 days only) GLT CA 1.1 @ www.armaholic.com GLT CA 1.1 @ www.arma2base.de
  14. [GLT] Legislator

    ArmA II: Operation Arrowhead discussion thread

    Complex shooter simulation? :D Even a child can play ArmA, that's prooved :p
  15. Hit the N-button multiple times (just like you want to use the night vision). Please note that FLIR will only show up in the turret view, not inside of cockpits or in external view, and it doesn't replace the classic nightvision.
  16. As you can see on one of the screenshots old units and vehicles will look a little bit different through the FLIR but there is nothing I can do about it. There has to be a special texture for every Non-Arrowhead unit so it would look properly in the FLIR system. All I did was updating the turret view so it is possible to active the FLIR at all.
  17. As privately requested, here is the FLIR for the ArmA II LAV-25: http://rapidshare.com/files/405678867/glt_opa_lav25_flir.rar or http://senduit.com/1ec6fb There's no need to host it right now. I'd like to gather more feedback first, maybe extending the whole package a little bit in the future. If the download isn't possible anymore, please write a PN so I can upload it again.
  18. Is there a directory named "Addons" inside of "@Vehicles"? Are the PBO files in there? Are you getting any error messages? Are you starting ArmA II only or ArmA II + Operation Arrowhead?
  19. You are right, sir! It was my mistake. The weapons-array had been overwritten by the countermeasure settings. Here's a hotfix for the UH-1Y: UH-1Y Hydra Hotfix Simply overwrite the old file. For hosters, here's version 1.1 of the whole addon package including the fixed UH-1Y: GLT - FLC (FLIR & Countermeasures) 1.1 1st post has been updated. Thank you for your open eyes :)
  20. You have to run both ArmA II and ArmA OA. Everything else won't work. Please check this thread if you haven't already installed OA into the ArmA II directory.
  21. I'm sure that's possible. However I'm not able to do this :) Someone told me this week that OA AI already uses countermeasures and smoke launchers on their own. Can someone confirm this?
  22. Almost every ArmA II chopper and plane carriers the new countermeasures by default. The only exception were the UH-1Y and the MV-22, that's why I added them here. Of course some choppers and planes don't have countermeasures by default, like the civilian Mi-17 and the AN-2. What do you mean? I never created any plants addon. If you're referring to this addon, well that's not mine.
  23. McNools? THE McNools of McNools Desert US and SLA vehicle pack (ArmA I)? :D No I can't fix everything ... the funny thing is ... I looked into the config files, I tried something and somehow it worked. While all of my work I'm primary doing for my clan and myself, I decided to release some stuff. More will be comming some day, but until then I've got a lot of work to do and everything in the past few days is the basic platform for the upcomming. It may take a while, but it will come :)
  24. This addon replaces parts of the localization of ArmA II Operation Arrowhead and fixes some of the translation errors created by the german publisher Morphicon Ltd. and adds new displayname information and helps to ArmA II Operation Arrowhead units. I tried to keep the gameinternal vehicle descriptions as exact as possible. So a simple UAZ becomes a UAZ-469 now. The displayname of the soldiers contains a hint of the standard-arming. Anyone who doesn't like this should avoid this addon. A great help are the additions to the CfgGroups of ArmA II Operation Arrowhead. Without using new classnames you can place some more predefined unit groups within seconds. The addon glt_opa.pbo won't be needed by other players afterwards! This addon can be used together with GLT CA 1.1 - Translation Fixes and CfgGroups Extension. GLT - OPA 1.0 Download @ www.senduit.com (link will remain online for 7 days) GLT - OPA 1.0 Download @ www.armaholic.com Thanks to anyone who wants to host it :)
  25. [GLT] Legislator

    Revive Script

    Have a look at revive_sqf\mobile\deploy_camo.sqf line 15
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