-
Content Count
243 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout TonyRanger
-
Rank
Staff Sergeant
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
I agree,but we have to displace.I may even back to PLA MOD and bring some FFN MOD stuffs into it,but FFN MOD will stand still.
-
VME PLA MOD for ARMA II
TonyRanger replied to Alex.XP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
just like good old days,let's bring some fun stuff back -
yes,it's my setting for avoiding weapno through body in default setting.but we don't need to worry about it because ArmA2 have fixed this problem
-
I've tryed to put FFN MOD into ArmA2,but the findcover command seems not work in ArmA2,maybe it's a bug or the setting have been changed.I hope BIS can fix this problem soon,or I have to find another way for AIs.
-
Cold War Rearmed - Public Beta Release
TonyRanger replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
have anyone play CWR with FFN MOD,that should be very intresting.at last better then play OFP with old PLA MOD(with replacement).- 607 replies
-
- cold war rearmed
- cwr
-
(and 1 more)
Tagged with:
-
maybe these are config problems,you know,ArmA don't have a self-in-game checking system or I don't have one.not sure what cause those problem,however,I'll try to fix it asap. but,I have tried play FFN MOD with my firends,haven't heared crush problem yet,what MOD you loading with FFN MOD or with replacement you using.config error reporting should not cause the crush i think. but the we,I do still working on PLA MOD but for ArmA2
-
try play ArmA in veteran mode or in a server of veteran mode.that make AI act faster.but AI open fire slowy in close range is an old OFP/ArmA engine problem.hard to fix it in ArmA,hope ArmA2 can fix it itself
-
write a TR_Voice_Enable=false in a trigger in mission editor then the voice should be disabled. I'm trying to make a update recently,not sure if i can finish it tho
-
can't see the video,youtube have been banned by our govenment again......
-
hello everyone,I've just got my password back...and just noticed the old forums are disabled. first thx for your explainations Manzilla. some one asked about Set Defense and Set Roadblock. you can only put they up,but can't put they down.this just for balance and realism.squad memeber will leave defense position once squad leader far away from the defense only because the ArmA don't have a key command to detecting player's descions. in this Defense mode soldier will stay in cover,for example,if a soldier is out of ammo,he'll reammo and return to his position automaticly.he will do the same after heal at a medic.so "return to formation" command won't work here and I don't have a AI status to set the "leave defense"'s condition.just hope we can find a new way out in ArmA2. AI do act slowly in close combat of ArmA,this is odd but ArmA's core engine problem. but play in "veteran mode" can make AI act faster whatever mod you using. AI act faster in MP gameplay,because of the server itself is running without of graphis. try play FFN MOD in 1.16 beta,AI sinces act faster and better in this version. I'm working on a campagin for FFN MOD recently,just don't know if I can finish it before ArmA2. it's intresting to run FFN MOD with SLX MOD(without ACE),you can try it.in some kind of condition the AI are even better there (use TR - Units to enable FFN AI in SLX MOD because SLX MOD replace the default AI) if you isscue the error massages.
-
I can't install ACE acutlly,my PC is 5 years old,my harddisk is almost out of space.my ArmA disk have only 1G free space,but ACE require 2.4G.even I delete Queen's Gambit coundn't solved this problem. in fact,ACE can just inculde my AI features,however FFN MOD is only 100MB
-
maybe ACE's guy should taking care of this.this is not only about one side
-
maybe I can make a dialog in next version,so you can turn something on/off as your wish like ECS.
-
ok I'll try it.but this is mostly for mutilplayer game anyway.you know in mutilplayer game,the ArmA will automatic detele all 3rd "throw" and "put"(like TR_throw or TR_put) and rewrite them with "throw" and "put"
-
yes.then edit the config like this class CfgPatches { class TR_FFN_SP_REPLACEMENT { units[] = {}; weapons[] = {}; requiredVersion = 1.14; requiredAddons[] = {"CACharacters", "TR_OBJ", "Extended_EventHandlers"}; }; }; class Extended_Init_Eventhandlers { class CAManBase { class TR_exc_camanbase_init { exclude[]={"civilian"}; scope = 1; Init="_this exec ""\TR_OBJ\TAG\int.sqs"";_this exec""\TR_OBJ\TAG\DMG\Heal.sqs"";_this exec""\TR_OBJ\TAG\SF\SP_Unit.sqs"";_this exec""\TR_OBJ\MISC\MP_Crew.sqs"""; }; }; }; class Extended_hit_Eventhandlers { class CAManBase { class TR_ex_camanbase_hit { exclude[]={"civilian"}; scope = 1; hit="_this exec ""\TR_OBJ\TAG\DMG\hit.sqs"";_this exec""\TR_OBJ\TAG\DMG\smoke.sqs"";"; }; }; }; class Extended_killed_Eventhandlers { class CAManBase { class TR_ex_camanbase_killed { exclude[]={"civilian"}; scope = 1; killed="_this exec ""\TR_OBJ\TAG\DMG\dead.sqs"";"; }; }; }; class CfgVehicles { /*extern*/ class Civilian; /*extern*/ class Land; class Man : Land {}; class CAManBase : Man { class UserActions { class FirstAid { displayNameDefault = "First Aid"; displayName="First Aid"; position="action"; radius=0.10000; onlyForPlayer = 0; condition="(alive this) and (this hasweapon""TR_DMG_logic1"") and !(this hasweapon""TR_DMG_logic2"")"; statement="[this]exec""\TR_OBJ\TAG\DMG\Bandage.sqs"""; }; class DeployMine { displayNameDefault = "Deploy Mines"; displayName="Deploy Mines"; position="action"; radius=0.10000; onlyForPlayer = 0; condition="(this ammo""MineGMuzzle""> 0) and (alive this) and !(isplayer this)"; statement="[this]exec""\TR_OBJ\MISC\DeployMine.sqs"""; }; class BuildFence { displayNameDefault = "Set Defense"; displayName="Set Defense"; position="action"; radius=0.10000; onlyForPlayer = 1; condition="(leader this == this) and (this hasweapon""TR_backpack"") and (alive this)"; statement="[this]exec""\TR_OBJ\MISC\Fence.sqs"""; }; class BuildWire { displayNameDefault = "Set Roadblock"; displayName="Set Roadblock"; position="action"; radius=0.10000; onlyForPlayer = 1; condition="(leader this == this) and (this hasweapon""TR_backpack"") and (alive this)"; statement="[this]exec""\TR_OBJ\MISC\wire.sqs"""; }; }; armor=8; armorStructural=2; armorHead=1; armorBody=1; armorHands=2; armorLegs=2; class HitHead { armor = 0.500000; material = -1; name = "head_hit"; passThrough = 1; }; class HitBody { armor = 1.000000; material = -1; name = "body"; passThrough = 1; }; class HitHands { armor = 0.700000; material = -1; name = "hands"; passThrough = 1; }; class HitLegs { armor = 0.60000; material = -1; name = "legs"; passThrough = 1; }; }; };