sas troop
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Everything posted by sas troop
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ACE 1.8 (Advanced Combat Enviroment) for OA/CO
sas troop replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Whats going on with Kelly's Heroes AddonSync ACE2 OA Mirror? Second week with no update. Something happened? -
RH Hk416 pack 1.2 for OA / CO
sas troop replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you planing next release in sometime? If yes, can we expect better CQB sights, I mean additional optics mounted for it? -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
sas troop replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Emm, probably misunderstanding, we all use Yoma AddonSync, while question was mainly for KH staff, who provide server we usually download from. Anyway it is about your mod, so I posted here, as others praise KH crew for updates :) -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
sas troop replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yea, one of my men has a strange problem: He is owner CO, while he can't download anything from KH Arrowhead ACE2 server. Error message is: Problem probably touches only this one server, as others (also your normal ArmA 2 ACE without OA) work perfectly and fine. DO you know any solutions of that problem/bug? -
ACE 1.6 (Advanced Combat Enviroment) for OA/CO
sas troop replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What happened with legs and arms? Is crawling feature planned or its a bug? Should attendant = 1; solve the problem? -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
sas troop replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, that may work, but our group uses 148 always, even in missions not designed by us. Would it be "legal" to manually change it inside config. If yes, where to search for ItemRadio replacement? -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
sas troop replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How to change PRC-343 back to PRC-148? Is this generally possible? -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
sas troop replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Exe solved the problem, thans M1n1d0u! But I still need to solve the problem with muted radio. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
sas troop replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Problem is, neither me nor rest of my group uses Skype :D Any TS contact? BTW, tested again jsut a seconds ago (could be seen on XF toolbar here on forums), same people have 343 again. Notice the fact that it happens only after that update. We trained with ACRE beofre and everything was fine. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
sas troop replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My group is using ACRE first time this week. Generally works quite fine, but we've got 2 serious problems: 1. One member of my group has a problem with radio. He is perfectly understood in 3d sound, but very often we cant hear him on the radio. He has exactly same frequency, everything seems to be fine. He has Win7 32-bit and uses proper version of plugin and newest ACRE. Rest of my squad can communicate freely. 2. We use our own addons, but config class base is US_Soldier_EP1. So why some people... have radios AN/PRC-343, while rest operates with standard PRC-148. What is the best, always same people start with this radio. E. g. I have always PRC-148, but KubX ALWAYS 343, which we are not trained in use with. Can you tell me what causes this problem, because if this is fixed we gonna have great fun with this mod. -
Mod is great, have tested since yesterday and I am probably done. Only one thing put me into consideration (same as in Arma 1): infantry weapons. Why are they so "heavy", and why are they "floating"? Are you going to fix it?
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BTW, for what is beta needed? Will it work with OA or we now need to launch it only ith Arma 2?
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Guys, what are u doing?! I am 90% and my DL speed got down to 110kb/s. Wait in the line, please!
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Got it! I have full speed, Im gonna be first! :D
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If I launch that script in init field of a static unit (barracks) won't it be started globally. Should that way work in this case if there are players on both sides.
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Give it to us! Give it to us! Give it to us!
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I wonder I you could modify that script so I can recruit both EAST and WEST troops in separate scripts (some use for PvP gameplay)?
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Dropbox 509 - Noo! Do something, most awaited mod for me just after ACE updates!
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ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
sas troop replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What is the range of PRC-148 and PRC-119 on plain terrain? How can I calculate range loss forced by terrain? -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
sas troop replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Few questions: 1. Do you have a range map of Takistan. 2. Tell me the range of AN/PRC-77 on ACE2. Today we made some tests, I was in Feruz Abbar while my teammate at Rasman Airport. He couldn't hear me. When I climbed on hill north from a mine I could get him quite well. Does Takistani mountarns break signal so much? -
The Undead Mod
sas troop replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No way Charon, it must be exactly the same. I am respawning a couple more lads as humans same way, and also while refering to marker GetMarkerPos is more suitable than position, I am not pretty sure if positions works with markers. When using game logics via position command there is no change. That's not the point Charon. Maybe can you provide me full syntax used in respawn module? Maybe I miss some kind of eventhandler, whatever? -
How to add in config of infantry unit command allowing this to defuse mines, like it was in Operation Flashpoint. I am not config master, so I am not sufe if putting things lile candefusemines = 1; or attendant = 1; will solve the problem.
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The Undead Mod
sas troop replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Denied. Thing only happens when respawning via script. When units are on the map already or are placed via Spawn Module everything works fine. I am not interested in counting the number of zeds, so respawn like this: _secondaryquest6_zedgroup1= creategroup resistance; _zeddy1= "CHN_UNDEAD_Rocker2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen3" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker3" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Profiteer4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Rocker2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; Should without any problems work properly. This is my Undead Mod: http://www.armaholic.com/page.php?id=9207&highlight=UNDEAD -
The Undead Mod
sas troop replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I try to respawn zombies via script while having required modules on map (Zombie Module and Spawn Modules on the other side of the map). Unfortunately, units not always act like zombies (soletimes they jsut stand doing mraaah... and nothing happens) and NEVER have proper animations, they just run. How to get rid of this? I am not interested with zombie limits and other scripts used in templates, just working respawn via script. -
The Undead Mod
sas troop replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
OK then. What is possible release date of v0.9. If I will release that mission I need to know should I wait or try to bypass spawn module somehow.