Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

TonyRanger

Member
  • Content Count

    243
  • Joined

  • Last visited

  • Medals

Everything posted by TonyRanger

  1. TonyRanger

    FFN MOD

    FFN Means Fight For Nogova,it's a story about several mercenaries who come form Nogova. They earn money in order to rebuild Nogova (something big happened to Nogova in 2002, but it's another story). this mod features new effects, scripts, AI enhancements and game features added to demo missions. This version contains 3 demo missions showing AI combat ability in woods, CQB, and Mercenary game mode. I would like someone help to make new animations, models, to continue improving ArmA with new features! Download Here!!! Here's a short list of new stuff, read the readme for more information! Added: - More realistic AI engage range - Dodge from danger - Single use M136 launcher - Smoke shell screen - MachineGunner uses suppressing fire tactic - Suppressing fire effect on AI and player - New wound system, bleeding and unconsciousness - Engineers can repair vehicles (if they have tools), deactivate mines and reuse them, build sandbags - Spec Op can use flash, and tear gaz grenades with effects on player and AI - New CQB AI - Officer can call artillery and create foxholes - New artillery system - Morale system - Specialized units are skilled only in their duty Missions: The Mercenary Mode is more like multi-player campagin as a Role-Play-Game,there will be many RPG features in this mode,and also realisc style combat missions,join a mercenary group and select your mission,the test Mission 3 will show a part of it. The Tactical Mode will bring more battlefiled feeling to ArmA,it's Player VS Player mode,both side will start with one Company's force,inculed 1 Company leader and 9 Squad leader,unlike CTI mode,no resource,but you need to capture checkpoint for bring reinforcement and hold some important point to bring advantage.I'll release it in later Version CREDITS ------- - Missions and Configs by TonyRanger - This package contains  - Shopping system from ArmA:Queen's Gambit  - USMC Markers made by Phaeden  - SAM model from KP CTI addon  - Scorpion from SLA_Weapon addon  - one texture from DCM_addon  - UZI,Fal,G3,M60 from Ska_RACS addon  - M500 shotgun from OFP(Don't know who made it now)  Thanks to them all. SUPPORT ------- Please direct technical questions to me,if you can speak Chinese visit our bbs too, [email protected] http://bbs.samren.cn/ http://www.armedassault.info/index.php?cat=news&id=111
  2. TonyRanger

    FFN MOD

    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.
  3. TonyRanger

    VME PLA MOD for ARMA II

    just like good old days,let's bring some fun stuff back
  4. TonyRanger

    FFN MOD

    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
  5. TonyRanger

    FFN MOD

    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.
  6. have anyone play CWR with FFN MOD,that should be very intresting.at last better then play OFP with old PLA MOD(with replacement).
  7. TonyRanger

    FFN MOD

    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
  8. TonyRanger

    FFN MOD

    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
  9. TonyRanger

    FFN MOD

    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
  10. TonyRanger

    FFN MOD

    can't see the video,youtube have been banned by our govenment again......
  11. TonyRanger

    FFN MOD

    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.
  12. TonyRanger

    FFN MOD

    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
  13. TonyRanger

    FFN MOD

    maybe ACE's guy should taking care of this.this is not only about one side
  14. TonyRanger

    FFN MOD

    maybe I can make a dialog in next version,so you can turn something on/off as your wish like ECS.
  15. TonyRanger

    FFN MOD

    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"
  16. TonyRanger

    FFN MOD

    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; }; }; };
  17. TonyRanger

    FFN MOD

    i'm still using 1.14.maybe that cause the problem. those weapons(M60.Fal,G3A4 etc.) I used in FFN MOD's models are from SKA RACS MOD the SP replacement contains weapon replacements but thr MP replacement not
  18. TonyRanger

    FFN MOD

    Addon tr_obj (entry TR_MOD_logic) not found in the list of active addons. these maybe caused by no bikey file or don't write them into class CfgPatches I'll try put them into class CfgPatches and add a bikey after all done. as the Warning: tr_obj\weapon2\ska_m60.p3d:0 Error while trying to generate ST for points: 4798, 3539, 3540 problems,just don't use those weapon,MP replacement only. those models are from SKA RACS MOD,only they can fix it and what is Updating base class mean?this not looks like a error,or BIS don't want us Updating base class?
  19. TonyRanger

    FFN MOD

    there must be one of your firends still using the 0.82.there should be no such a error in 0.83 if all of you are using on it.please make sure everyone using the same version
  20. TonyRanger

    FFN MOD

    for now,TR_Voice_enable=false will disable shout of both side maybe later I'll add a TR_Voice_enable_West/TR_Voice_enable_East just set RACS firendly to nobody,then the civilian will play 'scared' aniamtion when any none-RACS soldier is around maybe I should set those helicopters' speed mode to "normal" instead of "full",so they'll not so easy to crash.
  21. TonyRanger

    FFN MOD

    there is already A L16 mortar in FFN MOD,it's under RACS side,and it can be used bby USMC or SLA too.just place the mortar with gunner inside and set RACS firendly to USMC/SLA then the USMC or SLA can call it with designater,RACS can alway call it with their own officers.
  22. TonyRanger

    FFN MOD

    every feature is optional,because I've left a switch to them. for example:if you don't want suppress fire affect player,just put a (this addweapon"TR_SGM_Logic1") in your init. as I said,FFN MOD is for my further missions,everything inside have it own use.the suppress fire is also a part of AI,which keep a balance between player and AI soldiers. there is no cfgworld 83 thing in FFN MOD,it's a island problem,must be caused by another MOD
  23. TonyRanger

    FFN MOD

    - AI raising their weapons high in the air (aiming bug?) because they are plan to throw smoke grenade.so you have to wait for them throw it.this action is fast in TR - class soldiers because I use "TR_throw" to reduce the reload time.but since some one said there is switch grenade problem in ACE MOD,I switch "TR_throw" back to "throw" in FFN MOD 0.83.in this case you should not have switch grenade problem but more offen see AI raising their weapons high in the air. - AI when prone turns around in circles - looks a bit like breakdancing just because the "dowatch" command is not very effective in ArmA,hope ArmA2 fix this problem - AI (opponents) sometimes are running very close to each other instead of shooting this also the ArmA engine problem,but at last you'll see this less in mutilplayer games or veteran mode. Weapons dispersion and stamina is normal in FFN MOD,but you'll get temperay high dispersion and lose stamina quick,if you under suppressing fire.try fight with a squad with rifleman only,you'll find out what I mean. I'll keep ajust some of them anyway
  24. TonyRanger

    FFN MOD

    to capture that officer is by chance,sometimes you kill his guard and give him some suppress he'll surender.however this quest is very simple,no waypoint and even no trigger. the Defend is also a show,have you try it yet? that time bomb and under fire are the really quest,worth have a try too.
  25. TonyRanger

    FFN MOD

    any test report for my 5 inside missions?really need some words so I can ajust my further work
×