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Steel_WOF

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Everything posted by Steel_WOF

  1. Steel_WOF

    Group Link 3

    and while we are asking SNKMAN, any chance to enhance non-player friendly AI - maybe even those that are not in the player group? they are really so stupid sometimes.
  2. The.D, we have two rate of fire fixes? Â one from Q11 and the other from zGuba? Â do they complement or conflict/override? The link for Colonel Sander's Lite's 1st Infantry Replacement Pack is no longer good? looks like EVA is now eva_core.pbo, not eva.pbo (along with eva_voice.pbo). Thx.
  3. TheD, you have my support again if you need file hosting - i can provide the space and bandwidth. i believe there are apps that can do auto-updates as well. yes - swupdata. the EECH mod team uses it. it seems like it is fairly easy to use. i can host the repository. http://swupdata.sourceforge.net/
  4. @The.D, i am updating our groups version of your mod, and you list ch_sounds.pbo, yet it is not in the download file. maybe it was in the previous version, but it is not included in the current version of the M1A1HA mod. or did i miss something? thx.
  5. nevermind... the rangecards are behind the regular notepad and it has to be minimized to see them. doh!
  6. not sure if this is related to this compilation or not, but how do you get the actual range cards to show up? Â it looks to me like one should go into the map screen and then scrolling across the different options available there (plan, notes, etc.) there should be a range card option. Â i do not get that option at all...nor do i understand how to make a new range card (i.e. what button or menu option do i select?). Â i have looked for the info but can not find it, nor is it in the readme in the .4 beta of the mod... i have the path to the mod addon folder correct and have the range cards in that folder. thx for any help!
  7. NP - glad to help. that page is looking pretty cool there BTW. nice work!
  8. Steel_WOF

    DMSmokeEffects Beta 4

    another question i thought of... if it blocks ai view with a invisible object, does it block fire? i.e. if the enenmy throws a smoke grenade you can still shoot into the smoke for suppression effect...or does this block everything? thx.
  9. Steel_WOF

    DMSmokeEffects Beta 4

    NP - glad to help when you are ready. PM would be great. as far as current version, the problem is that: 1. i am using stock missions from the original arma, so there can be nothing placed in the editor as i have not opened these missions in the editor. they are still pbo'ed and everything. (if i get what you mean correctly) 2. you throw a smoke grenade when you need cover. usually under fire or in close contact. then the error message window magically appears and you are likely killed while you mess with clocking o.k. on the error message. thx!
  10. Steel_WOF

    DMSmokeEffects Beta 4

    DMarwick, I have dedicated server and would like to test. does it fix the "you can not play/edit this mission due to content that has been deleted. dmsmokeeffects" message when you throw a smoke grenade. otherwise, i am wondering how to fix that message? thx!
  11. i tried it both client side only and client and server. same deal. and it is not just one of our folks - everyone gets the error message and booted to the lobby when there are vehicles that use the NWD stuff in the mission. if it helps, we are using 1.12 beta... i will try 1.09 if i get a chance.
  12. with dedicated server, when i throw a smoke grenade i get "you can not play/edit this mission due to downloadable content that has been deleted. dmsmokeeffects". clicking o.k. seems to let the mission continue, but i am not sure if things are working properly or not. one some missions one of our guys gets "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.nwd_tankballistics" and gets booted back to the lobby. any idea?
  13. per the instructions in this mod compilation, ECS is to be first in the list of addons... will try a 240 or saw. Â i was using an M4. Â i know when i was in we used tracers in our m16's... but, it is nothing stupid like enabling tracers in the options somewhere, right? Â
  14. is there a trick to getting tracers to work? i have created a night mission, all soldiers are stairght up BI class but of course i am using replacements (using this mod)...these are SF soldiers. no tracers at all.... i have tried removing six_tracers and putting ecs_tracers back in as well - still no tracers. is it something silly and easy that i am missing?
  15. i can and will mirror anything you like... send PM.
  16. got it. for now we are leaving it out... it looks like that is what caused 4 in 1's error message though.
  17. The.D, I guess it is whether or not using rh_aks_109.pbo and getting this error "rh_aks_109.pbo" is detrimental to gameplay or not. do we get the new models? are there any other errors during the game? if you can determine that it would be great. and in regards to this, what about 1.11? do we or do we not use the rh_aks_109.pbo? do we need to wait for a 1.11 version of that file? maybe it could be fixed by RH? i de-pbo'ed it and i do not know what to do with the two files in there...else i would try to fix it. i think part of THIS fun is messing with code and stuff...
  18. 4 in 1, i think i might know your issue... did you use the rh_aks_109.pbo? i know the readme says to use it, but with it i get that error and when i remove it i do not get this error...
  19. i fixed the issue when there is no 6thSense mod installed. Â i modified the config files with the SIX_*.pbo files (that are used and required it - Tracers, UI, and Tools) and put the .hpp files in those pbo's. Â if anyone wants them because they do not have the full 6th sense mod (i.e. a dedicated server for this mod compilation) send me a PM. Â the downside is that they are not fully accessible to modify the settings within them, but i do not intend to mess with the default settings.
  20. NP - guess i did not pick up on the sarcasm. Â we will stick with 10150 and modified core.pbo for now til you and the ECS crew get it worked out. i am sure i will have more questions in the near future as soon as i have time to get working on this again... EDIT: BTW, the reason I get the TrueCrosshairVeteran message when using SIX_UI is because this is in the cfgPatches.hpp file in the SIX_UI.pbo: requiredAddons[] = {"CAUI","CAFonts","CAData","TrueCrosshairVeteran"} ;
  21. it is not paranoia, it is keeping things stock and using mod folders...which is what the game is designed to accept. anal, yes...paranoid, no. i have not run addons before that require .hpp files to be put into the arma folders themselves. i also do not recall any addons needing this in OFP. it is new to me, not sure why you say 'of course'... none of the other addons you have recommended require this either. when running the 6thSense mod those files are not required in the arma/dta folder - they are in the 6th sense folder, and not even in dta - just in the root. it seems to me that the real issue is hard coding the path in for the .hpp files instead of using relative directories. so maybe there are two solutions: -create a 'dummy' @6thSensemod folder and put just the .hpp files in there (note, they are in the root of 6thSensemod folder, not in the 6thSensemod/dta folder or -de-pbo the .pbo files and add the hpp file there and repbo it and/or change the hardcoded path to look one directory up or one directory up and in dta (i.e. ../*.hpp or ../dta/*.hpp). thoughts?
  22. O.K. - that did not work... Â is it because we do not have Queen's Gambit? In addition, if the 6th Sense mod is not installed (i found this out setting up dedicated server) an error message comes up that says "Include file @6thSenseMod\SIX_Tools.hpp not found" and then clickiing O.K. quits the game. Â So without 6th Sense installed using SIX_Tools seems like a no go (since it looks for the .hpp file in a particular path). Might be the same for SIX_UI and SIX_Tracer as well... also, regarding ECS... Â the replacement core.pbo you made to make it compatible with the other addons gets replaced when you patch it to 10151 (10151 includes a new core.pbo). Â is 10151 o.k. to use and will it disable the intended mods? Â or should we stick to 10150? Â is there a modified 10151 core.pbo? Â reason i ask is that even though i put 10151 in, after replacing core.pbo with your modified core.pbo the version shows 10150 in the UI screen (started me wondering about this aspect). Thx!
  23. The.D and Delta99, I am not using any of the addons marked (issues in multiplayer) because we play exclusively coop - which yes is multiplayer. Â so we do not want any issues, so I do not use those addons. as far as sight adjustment, just did not want to mess with it right now. Â no problems per se... I am not using Queen's Gambit, maybe that was the source of the TrueCrosshairVereran error which I resolved by putting that addon into the mix. I did not move any .hpp files into my arma folder (I do NOT want to do that - this should be kept clean - that is what mod folders are for), nor anywhere else. Â the OP did not state to do this. Â is it just a normally know thing to do that or was it in the thread after the first page (definitely did not read all of them)? Â i will create a dta folder in my mod folder and put those .hpp files in there and remove the TrueVeteranCrosshair mod and test again.
  24. i just previewed the first mission i made with this. Â incredible! Â this addon community just blows me away! just to let you know, i am also running this with the RHS weapons and soldiers and using the replacement pbo that comes with their pack and SIX_markers and EditorUpdate. Â i am also using coop essentials and it also works great with all of this.
  25. I THINK I have everything set up right...although I am using one mod folder for simplicity rather than the two you have set up (trying to do this for our group - like what you all have done!. my shortcut is -mod=beta;@ECS;@RLG;@AACF @RLG is where I have dumped all the addons...except of course AACF sound mod and ECS. Â I am using the ECS Themis plugin...(actually tried it with and without...). i have elected to currently NOT use GMJ_SightAdjustment.pbo. Â i have also left out those you marked for multiplayer issues (since we play exclusively coop)...and the PROPER_No_AT file. I get this error message when starting to load: 'Addon SIX_UI requires addon TrueCrosshair-Veteran' I put TrueCrosshair-Veteran in and everything seems fine (just wanted to let you know so you can update the OP). Thx!
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