

Mountain
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Everything posted by Mountain
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Vista Troubleshooting Thread: The one and only
Mountain replied to sickboy's topic in ARMA - TROUBLESHOOTING
I'm on a new Vista x64 system as well and I'm using a wireless comfort keyboard 1.0a with the same problem. I have the following drivers listed in device manager under keyboards: Microsoft eHome MCIR 109 Keyboard Microsoft eHome MCIR Keyboard Microsoft eHome Remote Control Keyboard PS/2 Keyboard I've never had any multi-lingual settings activated nor does my kb have any characters other then english on the keys, yet I have the same experience as you. -
I apologize if this has been addressed before but I've searched and searched and read through thread upon thread and haven't found anything similar to what I'm experiencing. I just bought the game 2 nights ago and I've noticed no problems with infantry movement, but when I am in a vehicle I seem to have some kind of weird Trackball/mouse issue. The best way to describe it is that when I try and look left or right quickly, the view barely moves at all. No matter how much I spin the ball the pan is beyond super slow to just not moving at all. If I stop and just move the ball very slowly and consistently, it quickly spins the turret. In infantry mode, I can spin and move and everything works perfectly fine, it's just inside of a vehicle that I have this problem. Any ideas?
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Messiah, I might suggest you take a look at this link: USMC Offical Photo Archive
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Very Important poll - Useful for FFUR!
Mountain replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
I too have customized my folder name to F:\OFP simply to allow more space for @mod folders in the name. -
As long as we are talking about codes. Is there a way to force Patrol packs and Bergens to appear on the random SAS or on anyone else? The bergens make a great sand bag to hide behind on desert terrain.
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Some additional goggles from the config.cpp SAS: SAS Demo: SAS Medic: SAS 3 One question though, on the SAS Demo, (not the random sas), the patrol pack is not visible. I'm rather unfamiliar with Config.cpp's, but is there something I can change easily to make it visible? It can be placed and exploded, it just doesn't show on the guys pack.
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I hope I didn't miss something in the readme, but can someone tell me if there is a gamelogic or perhaps something I can write in the init's to give everyone in a group Patrol packs or bergens, as well as to start off with goggles on?
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In regards to running into no opposition on patrols, I've found that many times the enemy keys in on the insertion helo and goes running after it leaving the patrol area empty. I happened to catch this a few times and had no other option but to run to the spot and then rtb cause the opfor were long gone running after the bird. I wonder if it would be possible to make the insertion bird setcaptive true after the troops are dropped off so the opfor ignores it or maybe some other method to prevent that? And let me just say that until this mission, I'd never used East side addons for anything more then targets to be blunt, but I've enjoyed this mission immensely and i've come to love and respect the SVD. Awesome job!
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I know CAS and Arty effects "public opinion", but does calling in smoke or flares change it in any way?
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For UN C-130s, a good resource is Airliners.net Go to search photo database and put in United Nations and Lockheed C-130. There are alot of great photos of white UN C130s
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I just wanted to thank PhilCommando for stating: It got me to thinking about the BIS WWI Biplanes and true enough, this island is a blast to fly through low and slow! Even after I had run out of ammo, I was able to fly through some passes and cause my pursuer to crash. In a biplane you just can't hit the afterburner and fly over the mountain in front of you and I've stalled out a few times trying to get over some of the ranges. This is definetly a great island!
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I'd like to make one request to the Spetznatz mod, Since we can't disarm any of the mines except the AT ones, is there any chance you can add a weapon or something that allows an EOD tech to place multiple red mine flags so that we can mark minefields? Then we would just add that to the unit of our choice like DDAM's EOD units.
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If nothing else, please just release a list of the english names and leave it up to the individual users to do what they feel is right. Afterall, I don't remember reading anything against translating
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I don't know if this will help anyone, but after a few minutess of testing i've made this list. Feel free to correct it. 1-1 Mine Flag 1-2 Caltrops anti-car 2-1 delay tripwire 2-2 tripwire 2-3 claymore clacker 2-4 ap mine 2-5 bouncing betty 2-6 ap mine (almost invisible) 2-7 ap mine 2-8 ap mine 2-9 at mine (took out APC, not MBT) 2-10 at mine (damage, no destroyed) 2-11 claymore 2-12 tripwire bouncing betty 3-1 tripwire Punji Trap 3-2 punji stakes (almost invisble) 3-3 - 3-7 booby trapped items 4-1 Longer tripwire bouncing betty 4-2 MON detonator 4-3 delay tripwire grenade 4-4 tripwire grenade 4-5 delay tripwire grenade (more powerful) 4-6 tripwire grenade (more powerful) 4-7 doesn't work 4-8 ap mine (powerful) 4-9 ap mine (black x) 4-10 ap mine 4-11 toe popper 4-12 at mine Raised stick (took out APC, not MBT) 4-13 at mine (took out APC, not MBT) 4-14 mon-100 4-15 mon-200 4-16 russian claymore 4-17 flare tripwire 4-18 tripwire dual grenade delay 4-19 tripwire dual grenade
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Camo Door and Cover - Date: Jul. 9, 2003 Camo Door and Cover - Date: Jul. 4th, 2004 These were just two that I quickly found that had dates on them
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L96 & L115 Sniper Rifle Pack v1.50BETA RELEASED
Mountain replied to a topic in ADDONS & MODS: COMPLETE
One thing to note, the readme is wrong in regards to L96A1. It should read: Name: L96A1 Wpn: RKSL_L96A1 Ammo: RKSL762NATO_mag I haven't tried adding any others yet, but the L96A1 is perfect. I'm getting excellent hits at any range thanks to the interesting scope layout. -
Tales of War: CH-34 Public Beta Release
Mountain replied to Madus_Maximus's topic in ADDONS & MODS: COMPLETE
Just a quick note, The Mil Mi-4 Hound was based off the Sikorsky S-55 (H-19) Chickasaw, not the S-58 (CH-34) Choctaw -
Finnish Defence Forces Modification 1.3
Mountain replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
I too get the CTD after clicking on FDFmod.exe or making a short cut and adding -nopmap -nosplash while running no other mods, and a clean install to f:\games\ofp. -
I have to admit that this is truly one of the greatest work arounds to the game engine limitations that we have seen in a long time. I can't wait to see what addon makers are able to do with this now. I have noticed two things that are sort of strange though. 1) none of the TOW humvees will target DKM's black eagle. I placed a standard bis bmp next to them and they attacked about 2 of the 4 black eagles then just stopped. 2) while hovering near an SA-9 Gaskin in a standard BIS CH-47D, I took 8 sams in the rear and my damage bar didn't even go to yellow. Thinking that I was going to be shot down, I immediately hit the Z key to autorotate as soon as the missle was launched, and found that as long as I got hit in the rear and was moving up and down the explosion only did minimal damage. From the sides or front, I get blown out of the sky, from the rear, I'm able to have them expend all of their ammo and then let my .50 gunner make short work of them. Other then that, i've noticed it works great on all sorts of situations and targets. No longer do I need a bradley or an Abrams for clearing out a town, just a few HTTV's, and a few TOWBs.
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Yeah I've used NAF's and a few others, but we don't have any Armed ones as yet, which is the major difference between this pack and current offerings.
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Any chance for white UN versions? They would be great for some UN convoys and such.
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Maybe this is just me, but i've noticed with the XM8 DMR with 100rd mags, my rifles aim is very jumpy, while with 10 and 30 it is very steady. Does this happen to anyone else or is this due to possibly another mod I have installed that I need to ferret out?
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Great weapons, I especially enjoy the DMR variant for when i just need a lil extra to reach out and say hello. I did find one thing interesting though that might help others. If you use an .sqs file to add the weapons to other units, using MAP_XM8_AR_Mag30 doesn't work for all the weapons. For the SR version, you need to use MAP_XM8_SR_Mag30 and for the MG MAP_XM8_MG_Mag30. Otherwise the ai starts off with an empty weapon and will not reload unless you tell them too. For example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this Select 0 [_unit] exec "\MAP_XM8\INIT.sqs"; RemoveAllWeapons _unit _unit addMagazine "MAP_XM8_MG_Mag100"; _unit AddWeapon "MAP_XM8_MG"; _unit SelectWeapon "MAP_XM8_MG" _unit addWeapon "Binocular"; _unit addWeapon "NVGoggles"; exit The weird thing is that if you just do all this from the inti line, you can use the AR mags and it works fine.
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The LVTP-5 is something I'm really looking foreward to. Probably even more then the UH-1N, for use with the SEBNAM Marines. I tried using the ROC LVTP-5, but honestly, it just didn't cut it. Now lets hope the Ontos is still being worked on and will be completed!
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Vehicles under the various IFOR/KFOR/SFOR/AFOR/ and so on were not under UN control, but NATO and had the letters of the assignment on them Some examples: Leopard with SFOR Markings truck with SFOR SFOR Ambulance KFOR SISU's Kfor Recovery Vehicle and Minesweeper APC And a quick lil timeline: 12-18-1995 - UNPROFOR ends and Nato IFOR (Implementation Force) Begins 12-19-1996 - IFOR ends, and NATO SFOR (stabalization force) begins and is later replaced by DFOR (Dissuasive/Deterence Force) 1999 - AFOR (albanian force deployment) june 99 - KFOR begins (Kosovo Force)