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TaskMaster

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About TaskMaster

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  1. Hi Guys, Love this mod but have found that bazooka shots can somtimes go pass right thru the germann Sd.Kfz 222. If I set up a simple mission in the editor and shoot a bazooka from 20m or more, somtimes it passes thru the 222 and lands in the distance. We have the mod installled on several computers and they all have the same problem. Has anyone notices this?
  2. Yes, it is the mission where you have to rescue 3 hostages in Entre Deux and then clear an enemy camp.
  3. Thanks for explaning that W0lle. AS I mentioned previously I have converted one of the orignal OFP MP missions: 2-5_COOPERATIVE.Eden. It runs on the Island Everon2010. I would be happy to contribute it if that would help you? I could modify it based on your feedback so it could be included in this mods release. Would I be able to download Mikero's compatibility pbo file which allows to use the old classes? This would at least allow me to get mission into ArmA2 with less work. Also, I was looking out ways of automating the seaching and replacing classnames. I know there are find and replace programs that can replace multiple strings in one search (ie update all classname in one go). Obviously you have to create a search string and corresponding replacement string for each string you would like to be modified. Do you use a program like this?
  4. Yes, forgot to mention that I did that as well for the mission I converted. I was just wonder if when the mod was release if they would have defined the old classnames so that these would not have to be converted? I was considering making a small mod that did this just for the men and giving them standard ArmA2 weapon as close to those used in OFP. But then where do you stop? Vehicles? ammocrates ? weapons? ammo?
  5. We have 40+ missions that we made for OFP and were hoping to be able to play them with this mod installled. This question may have been ask before (and answered but after searching I could not find the answer): If we have made a mission in the OFP editor and had no extra scripts etc. what will we have to do to get these mission working in ArmA2 with this mod installed? We were thinking of starting to convert the missions now and then releasing a mission pack. we had such a great time making and playing these missions that it seams a waste not to allow other to see if they enjoy them as much as we have. They are all coop missions usually up to 12 playable soldiers. the mission were meant for fun. I have previously converted the original ofp coop mission (rescue the hostages) that came with the demo as this was this mission that got us hooked on OFP multiplayer. To do this I had to change all the vehicle names (in the mission.sqs) and then I could load the mission using everon2010 island. Then I added weapons loadouts in the init field of each soldier. This was time consuming. I had to modify the mission slightly to account for a few bugs on the island but it was worth it to be able to play this mission again.
  6. My brothers and I cannot wait for this release. We loved OFP from the moment we played the Demo. OFP,ArmA and ArmA2 has been the major part of our gaming for the about 10 years now. Thanks guys for the effort as I know it is a big job.
  7. Bring it on! We have been looking forward to this since the release of ArmA 2. Thanks Rip31st and all the team.
  8. TaskMaster

    Floating-point mouse steering for vehicles?

    I agree with Spectator6. I have been driving a car for 30 years but find it difficult to drive anything in ArmA2. it just not fun to drive. Games like Freelancer and redbaron-arcade use the type of stearing method suggested by Spectator6 and I think it works well. one of the great things about ArmA2 is the ability to use vehicles. Its a pity they are so hard to control.
  9. I was hoping someone could tell me in which config file (i.e. folder and file name) the following class definitions are: class Land, class LandVehicle. I can only find external references to them. Thanks
  10. TaskMaster

    Adding Tank driver Machine gun

    I tried the following in config: memoryPointGun = "driver_gun_muzzle"; and added "driver_gun_muzzle" selection to memory LOD. This did not work.
  11. I am trying to add a machine gun to the tank drivers postion. I searched several forums but found nothing that helps. I have manage to add the gun and have the driver fire it by adding the following to the config.cpp: . . class cfgvehicles { Â class myTank: T72 Â { weapons[] = {"myGun"}; magazines[] = {"myAmmo"}; . . . Â }; }; However, the gun firs from some point within the Turret and I cannot determine what selection need to be added in the P3d to alter its firing point. Any help would be greatly appreciated.
  12. TaskMaster

    unBuildArmA

    Tried using it on a computer with .NET framework installed and it worked. So it Looks like you need the .NET framework installed.
  13. TaskMaster

    unBuildArmA

    Maybe. The 2 computers do not have the .NET framework installed.
  14. TaskMaster

    unBuildArmA

    This program is exactly what I have been looking for, however when I run it I get a popup window titled "unBuildArmA.exe - Application Error:. The window says: "The application failed to initialize properly (0x0000135). Click on OK to terminate the aplication." I have tried (v1.04) it on 2 computers and get the same result. Both test computers have: XP with SP2, Clean ArmA install, BIS Tools installed. Any Ideas?
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