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the.d

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Everything posted by the.d

  1. This will be our next Sunday coop :-D
  2. the.d

    The Undead Mod

    Yeeeeeeeees, haha! You make me very happy, man! Can't wait for the first proper Zombie missions! Awesome! Thank you so much!
  3. Thank you very, very much for these packs! They perfectly blend into ACE2 as well (at least as far as I could tell)! You are extremely talented, I gotta give you that! :-))
  4. the.d

    Day of the owl (coop 1-20)

    This sounds very interesting! Downloading & Dankeschön! :-) We'll def. give it a try later on! Edit: Okay, this mission def. has a lot of potential! Can't wait to test it with more people tomorrow! Highly recommended!
  5. the.d

    Test ACE gear "mission"

    Looks neat! We should mess around a bit in that mission that later on, mate :-) Was going to host a server around 19.00h - you in?
  6. Yup, neat mission indeed! It's rather tactical and triggers that typical paranoid "close quarter combat situation" feeling. It sets very high standards to the team on all-realistic settings with a reasonably demanding difficulty. Don't expect to reach the end here without casualties. I also love the performance on Quesh-kibrul. I thoroughly enjoyed it! Sorry, by the way, for the afk time, alleycat - a friend came over :-)
  7. Looks cool, I'll definitely give it a try later on (do message me, if you would like to join in!) - thanks for sharing! :-)
  8. Salut! I have nothing constructive to contribute but I need to get this off my chest: Thank You! What an amazing mission - especially with friends! I lack the profound knowledge to really appreciate the scripting you have come up with - but I can roughly imagine its complexity. Hats off to you, Wiper! Cheers!
  9. Haha, well - yeah! So far BIS is working hard to fix things, though. Let's see where this is heading. As we can see in this list, without community contributions, ArmA(1) would have died mere weeks after its release. Eventually ArmA2 will need people like you, zGuba, to make the most of it and push it to its full potential. And for that we indeed need that "1st floor" of your example :-)
  10. - Index - --- 1st post --- 0) Introduction and Basic Settings --- 2nd, 3rd & 4th post --- 1) Mandatory Add Ons (@General) 1.1) Gameplay & Graphics Tweaks --- 5th post --- 1.2) High Quality Weapons & Character Files 1.3) Supplementary (yet mandatory!) --- 6th post --- 2) Replacement Files (@Replacement) 2.1) Realistic Designation 2.2) Infantry Weapon Replacements 2.3) Soldier Replacements 2.4) Vehicle Replacements --- 7th post --- 2.5) Sound Replacements 2.6) Texture Replacements 3) Enhanced Configuration System (@ECS) 3.1) Quick Introduction to ECS 3.2) Proper Implementation of ECS in the context of this Add On Compilation --- 8th post --- 4) Disabled or Optional Add Ons & Compatibility Issues 5) Thank you, Community! 0) Introduction and Basic Settings Hello there, BIS Community! We are a tiny squad called "Virtual Warfare" centered around coop missions and small PvP skirmishes. Many of us were huge fans of Operation Flashpoint and we try to bring to Armed Assault the realism and its unique immersing tension that OFP was able to confer. None of us are particularly skilled in creating add ons for this game but this great community provided us with almost everything we needed! We want to share this add on compilation with you. If you can be bothered please read this rough suggestive guideline on how to turn Armed Assault into something else. Something we greatly enjoy playing. Mostly without the frustration that the vanilla game and its missing features (don't feel bad now, BIS) brought. Hours and hours of nerve-twisting battle tension that gets as close to realism as it can get; without forgetting the fact that in the end it's still a game (and thank goodness for that!). This is the revised version of the old thread which didn't fully survive the transfer to the new forums. Go there for archived replies and discussions. All add ons in question have been tested with Armed Assault version 1.15b --- Advanced Combat Environment --- Important notice: Not all of the add ons discussed here are compatible with and/or superseded by the Advanced Combat Environment modification. Any add ons listed below that still enhance A.C.E. gameplay have been tagged "[A.C.E.]". If no such tag is present the add on is either already included in A.C.E. or has been superseded by the mod's features. If you are new to Armed Assault, my advise would be you try the complete A.C.E. package before reading on. The mod contains a lot more features than all add ons mentioned in this list together. These guys worked very hard and did a hell of a job. Please support them! Alright, now without further ado: - We shall start off with some very basic settings: We are going to put all of the following relevant add ons into two "modfolders": "@General\AddOns" which will hold the gameplay tweaks and model files and "@Replacement\Addons" which will make sure the new content is used instead of the original vanilla ArmA one. This separation is quite arbitrary, it just seemed like a good way to me to keep some basic overview. For those of you who would like to run a dedicated server make a third folder which we happen to name "@Server". "@Server\AddOns" will hold all of the server-sided add ons. Files in question have been marked accordingly. For more details see below just before the beginning of chapter 1)! In case you'd like to use this structure adjust the game's short cut accordingly: And for the dedicated server: For more shortcut options refer to the Biki - Adjusting difficulty settings via "...\Profiles\yourprofilename.ArmAProfile": Open your profile with any text editor ("Notepad" will do) and search for "class Difficulties" - replace them the following settings: class Difficulties { class regular { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; AutoSpot=0; Map=0; WeaponCursor=0; AutoGuideAT=0; ClockIndicator=0; 3rdPersonView=0; Tracers=0; UltraAI=0; AutoAim=0; UnlimitedSaves=1; MaxCustomFileSize=33554432; MinErrorToSend=0.080000; vonCodecQuality=10; VonID=1; NetStats=1; DeathMessages=1; }; skillFriendly=1.000000; skillEnemy=0.500000; precisionFriendly=0.500000; precisionEnemy=0.030000; }; class veteran { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; AutoSpot=0; Map=0; WeaponCursor=0; AutoGuideAT=0; ClockIndicator=0; 3rdPersonView=0; Tracers=0; UltraAI=1; AutoAim=0; UnlimitedSaves=1; MaxCustomFileSize=33554432; MinErrorToSend=0.080000; vonCodecQuality=10; VonID=1; NetStats=0; DeathMessages=1; }; skillFriendly=1.000000; skillEnemy=0.600000; precisionFriendly=0.500000; precisionEnemy=0.030000; }; }; Don't forget to make a backup of the original file before you save it. What it does: This procedure will set the game to higher standards regarding its internal difficulty options: Rather tough yet clumsy AI in regular mode, quite good (but "fair") AI in Veteran Mode (As long as you make use of SIX's ai tweaks, see 1.1). 3rd person should now be disabled (Good bye, "console pilots") and - most importantly - there will be no more cross hair* (I don't understand why so many players use cross hairs - arguably, it defeats the sheer purpose of OFP/ArmA's style of game play, doesn't it?) There is no scoreboard in Veteran Mode to encourage squad behaviour but to also prevent players from "peaking" after a kill cannot instantly be confirmed. These settings are just what we found to be quite playable after several months of coop gaming with friends and acquaintances - it is naturally subjective so go ahead and play with the values as you like, especially "skillEnemy=" and "precisionEnemy=" *consider using the "Truemod Veteran Crosshair Add On" as an alternative - see 1.1) One quick side note before we get to the add ons: Add Ons known to be signed have been tagged "[signed]", Add Ons currently not signed are marked as "[unigned]", Add Ons that, in addition, should be loaded by the dedicated server in order to improve stability and/or guarantee a consistent gameplay have been tagged "[@Server]". Add Ons that are compatible with or may enhance gameplay of the Advanced Combat Environment have been tagged "[A.C.E.]".
  11. Armed Assault was and still is great to play. However, ArmA1 sadly never reached its potential limit with so many things that couldn't easily be fixed by the community, such as multiplayer "teleporting" lags, mediocre VOIP, flaws in the basic AI system, et cetera. I was (and still am, to some extend) worried that ArmA2 might turn out the same. However, seeing the effort BIS is putting into patches and community support I spent the money on Armed Assault 2 after all. I might not like the game (yet) but I sure would like to encourage BIS in the way they are currently dealing with the situation. As inconsistent as I now seem with this statement, I am still quite critical towards the game and its rushed release but I am also rather impressed to see BIS is actually struggling to maintain their customer base. ArmA2 will, above all, require massive fixes in terms of performance, stability and AI behaviour. The community will provide for outstanding custom content, no doubt - but it needs a clean and stable base to work on. For me, ArmA2 is the last bastion of "intelligent gaming" (hence the above statement of dire disappointment on its first release date). Most people fancy graphics over content and ease-of-use over long-term complexity and fun. Maybe we can change that by showing off ArmA2's true (and not just its hypothetical) potential. I know it's not worth much, but you got me back and I shall try to get some friends of mine - who loved Operation Flashpoint - to join in as well. All the best of luck with your sales, BIS.
  12. Dear Community, If a company thinks it's okay to release unfinished, bug-ridden products and hopes to compensate for the resulting deficits (many of them detrimental to any essential gameplay) with their community reputation and the promise for future patches and we fall for it once, then shame on them. If such a company were to do the exact same thing, if not worse, a second time and we still fall for it - shame on us. I do now know where the motivation lies in releasing something like that. I do not know why beta testers didn't bother much about e.g. enemy AI walking through walls and not being able to drive along a straight road. But the fact is, this shell of a game, ArmA2, is out now and we shouldn't support that kind of behaviour. After my initial skepticism was more than justified and my disappointment and, well, my resentment towards the hordes of deluded fanboys, who still think they can rationalize their brand loyalty, are outrageously huge I decided to take my leave. Personally, I am done with ArmA altogether for the time being. It was fun while it lasted, and I hope ArmA2 gets the vitally needed community treatment as its predecessor. But, personally, I've had it. By all means: Enjoy the game, if you have the necessary mental flexibility - I know I won't be able to. Thanks to all the industrious, supportive and terribly nice people I've met in here! You made this a great time! I can safely say, by now ArmA2 1.05 and its community mods take the game to life up to its potential. I know this makes me look like I'm a flip-flopping moron - however, I must admit I am hooked on the game and its (now functional) complexity. [31.12.2009, ~6 months after release]
  13. Edit: I'm glad you guys sorted all issues in the most humanistic and reasonable way possible. I'm impressed and full of respect. This mod is a huge contribution to Armed Assault. I'm really looking forward to the updates and A.C.E. sound packs! Thank you, guys!
  14. Right, zGuba! Seems to work just fine! Sorry for bringing it up so very late! Your contributions are very appreciated, so thank you! Also fixed some minor mistakes in the list. Thanks to cole.cz for bringing them to my attention!
  15. Hey Daniel! It's "ACE_FAL_Para" "ACE_20Rnd_762x51_B_FAL"
  16. (The following contribution is rated "S" for satire.) Avibird, I like consoles as long as they stay out of my way when it comes to complex, versatile game concepts really. There are some great console games out there - just not always my cup of tea, so to say. Anyways: Erh...? The console market is bigger, yeah, mostly due to more lucrative prospects and a more easily influenced target group ("Mom, buy me that game, there's a soldier with a funny hat on the cover!") - not to mention the lack of flexibility (which also provides easier customer surveilance, a.k.a. copy protection). As for fixing bugs in console games - It's the other way round, right? May I remind you of Oblivion and its "savegame / difficulty" bug? Ah, the fun we had! Seeing how dedicated BIS is when it comes to community support and patch releases, you have to admit, this is an absolute PC tenet. I bet you're not writing your BIS forum post with your X-Box controller, either. Holy Jebus, no! You can't play a simulator with 5 coloured buttons and a fidgety thumb stick. Crysis, which isn't even 1/100th as complex as ArmA was a hilarious example of just how much worse console controls for extended gameplay concepts are. Some servers there even tried to enforce gamepads for PC players in order to join in. I couldn't help but smile. As long as it helps BIS, let the console players spend money on a new game, alright - as they usually do every three weeks or so. But I'd hate to see the controls being vastly deteriorated due to a console lobby. Not to start a discussion about how good or bad these games are but console game developers shouldn't know any "better", so to say. A simple arcade game for a nice evening with friends and beverages - that's what makes consoles great! There are many highly original (yet very simple!) games for consoles out there, and this is where the refuge of the market lies, should the average console users suddenly decide to be weary of the same old schemes over and over again. I understand BIS' decision to release ArmA2 for consoles - and I presume it's a solely monetary one. I don't think they suddenly decided "Hey, let's make a super smart game and release it on a vast market whose primary target group distinguishes itself through playing overpriced, repetitive games that pretend to have good graphics for about three weeks and then buy the next one." Well, that I had to get off my chest :-D (I own a console myself, by the way)
  17. I marked "A.C.E.-compatible*" add ons with an "[A.C.E.]" tag. There may be more, and not all of the designated files may actually be that "useful" to run with A.C.E. but all of them have been tested to work and show their effects whilst playing. Your list of add ons looks quite alright, domokun! *compatible does not merely imply it's not conflicting during gameplay but may also enhance the already vast feature list of the A.C.E. mod.
  18. Mark, thanks for the hard work and the passion you put into your sounds. I haven't heard anything like it in any movie nor in a computer game. The sound scape is blowing my mind. You're an artist. You should go professional, really. Greetings from the lab - I hope I'll be home soon enough! Edit: Whoa, now that's one readme file of a readme file - amazing work, John!
  19. Sorry folks, due to personal reasons I barely have time at the moment. Also, hearing that ArmA2 is said to use SecuROM was a huge motivational kick in the nuts to me. I will definitely add "@ACE" tags to pertaining add ons, but I can't say how up-to-date I can keep the list after each release of another A.C.E. patch. I'm probably going to spend the rest of my free time playing Coops, though. Hope you understand. Sorry. kju, I sent you a pm. Thanks for your input and contributions!
  20. If you are up for a game look in the "Mission planning and team roster" section if any games are being planned. If you want to make your own server and want to "advertise" it post a short description in there yourself. You can also check out Alex' "I want to play!" thread and see if a game gets organized. We are only 19 members at this time but with more and more people joining there should always be a core group or available squad members, even in different time zones.
  21. Hey there! I'm looking for casual players to join my friends and me in our (usually spontaneous) ArmA coop escapades. We guys are from England, Czech Republic and Germany and would be rather happy to get more like-minded squad members for a coop or two. We play in "realistic" settings (no crosshair, no scoreboard). Due to our small numbers we usually go for straight-forward yet challenging single-task coop missions such as this. The only requirement is your own copy of ArmA with the latest version of A.C.E. installed. There's no obligations and no official "joining the group" procedure. Just add me in ICQ or write me a personal message in this forum if you are interested. PS: Erhm, to clarify: I posted this in "Multiplayer" as it's not really a "squad" recruitment. We accept any smart team players for a quick coop game regardless of their current affiliations. If a mod thinks this is better off in the ArmA - SQUADS AND FANPAGES section, then sorry for the fuss! PPS: I created a group for casual ArmA players. Feel free to join and post your games and mission events for pick-up-groups or select individual players.
  22. - Index - <span style='color:grey'><span style='font-size:7pt;line-height:100%'>--- first post ---</span></span> <span style='font-size:11pt;line-height:100%'>0) Introduction and Basic Settings</span> <span style='font-size:11pt;line-height:100%'>1) Mandatory Add Ons (@General)</span> 1.1) Gameplay & Graphics Tweaks 1.2) High Quality Weapons & Character Files 1.3) Supplementary (yet mandatory!) <span style='color:grey'><span style='font-size:7pt;line-height:100%'>--- second post ---</span></span> <span style='font-size:11pt;line-height:100%'>2) Replacement Files (@Replacement)</span> 2.1) Realistic Designation 2.2) Infantry Weapon Replacements 2.3) Soldier Replacements 2.4) Vehicle Replacements 2.5) Sound Replacements 2.6) Texture Replacements <span style='font-size:11pt;line-height:100%'>3) Enhanced Configuration System (@ECS)</span> 3.1) Quick Introduction to ECS 3.2) Proper Implementation of ECS in the context of this Add On Compilation <span style='font-size:11pt;line-height:100%'>4) Disabled or Optional Add Ons & Compatibility Issues</span> <span style='font-size:11pt;line-height:100%'>5) Thank you, Community!</span> <span style='font-size:11pt;line-height:100%'>0) Introduction and Basic Settings</span> Hello there, BIS Community! We are a tiny squad called "Virtual Warfare" centered around CoOp missions and small PvP skirmishes. Many of us were huge fans of Operation Flashpoint and we try to bring to Armed Assault the realism and its unique immersing tension that OFP was able to confer. None of us are particularly skilled in creating add ons for this game (with the exception of Ryan) but this great community provided us with almost everything we needed! We want to share this add on compilation with you. If you can be bothered please read this rough suggestive guideline on how to turn Armed Assault into something else. Something we greatly enjoy playing. Mostly without the frustration that the vanilla game and its missing features (don't feel bad now, BIS) brought. Hours and hours of nerve-twisting battle tension that gets as close to realism as it can get; without forgetting the fact that in the end it's still a game (and thank goodness for that!). All add ons in question have been tested with Armed Assault version <span style='color:green'>1.15b</span> <span style='color:grey'><span style='font-size:7pt;line-height:100%'>--- Advanced Combat Environment ---</span></span> <span style='font-size:10pt;line-height:100%'>Important notice: Not all of the add ons discussed here are compatible with and/or superseded by the Advanced Combat Environment modification.</span> If you are new to Armed Assault, my suggestion would be to try the complete A.C.E. package before reading on. Decide for yourself what could then be changed (sound mods, alternative UIs, further AI enhancements) additionaly, but I highly recommend trying out and using A.C.E. first, as one of the mod's chief endeavours is to create a multiplayer-compatible, common custom add on base for everyone. These guys worked very hard and did a hell of a job. Please support them! <span style='color:grey'><span style='font-size:7pt;line-height:100%'>--- Important notice ---</span></span> Alright, now without further ado: - We shall start off with some very basic settings: We are going to put all of the following relevant add ons into two "modfolders": "@General\AddOns" which will hold the gameplay tweaks and model files and "@Replacement\Addons" which will make sure the new content is used instead of the original vanilla ArmA one. This separation is quite arbitrary, it just seemed like a good way to me to keep some basic overview. For those of you who would like to run a dedicated server make a third folder which we happen to name "@Server". "@Server\AddOns" will hold all of the server-sided add ons. Files in question have been marked accordingly. For more details see below just before the beginning of chapter 1)! In case you'd like to use this structure adjust the game's short cut accordingly: And for the dedicated server: For more shortcut options refer to the Biki - Adjusting difficulty settings via "...\Profiles\yourprofilename.ArmAProfile": Open your profile with any text editor ("Notepad" will do) and search for "class Difficulties" - replace them the following settings: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Difficulties { class regular { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; AutoSpot=0; Map=0; WeaponCursor=0; AutoGuideAT=0; ClockIndicator=0; 3rdPersonView=0; Tracers=0; UltraAI=0; AutoAim=0; UnlimitedSaves=1; MaxCustomFileSize=33554432; MinErrorToSend=0.080000; vonCodecQuality=10; VonID=1; NetStats=1; DeathMessages=1; }; skillFriendly=1.000000; skillEnemy=0.500000; precisionFriendly=0.500000; precisionEnemy=0.030000; }; class veteran { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; AutoSpot=0; Map=0; WeaponCursor=0; AutoGuideAT=0; ClockIndicator=0; 3rdPersonView=0; Tracers=0; UltraAI=1; AutoAim=0; UnlimitedSaves=1; MaxCustomFileSize=33554432; MinErrorToSend=0.080000; vonCodecQuality=10; VonID=1; NetStats=0; DeathMessages=1; }; skillFriendly=1.000000; skillEnemy=0.600000; precisionFriendly=0.500000; precisionEnemy=0.030000; }; }; Don't forget to make a backup of the original file before you save it. What it does: This procedure will set the game to higher standards regarding its internal difficulty options: Rather tough yet clumsy AI in regular mode, quite good (but "fair") AI in Veteran Mode (As long as you make use of SIX's ai tweaks, see 1.1). 3rd person should now be disabled (Good bye, "console pilots") and - most importantly - there will be no more cross hair* (I don't understand why so many players use cross hairs - arguably, it defeats the sheer purpose of OFP/ArmA's style of game play, doesn't it?) There is no scoreboard in Veteran Mode to encourage squad behaviour but to also prevent players from "peaking" after a kill cannot instantly be confirmed. These settings are just what we found to be quite playable after several months of coop gaming with friends and acquaintances - it is naturally subjective so go ahead and play with the values as you like, especially "skillEnemy=" and "precisionEnemy=" *consider using the "Truemod Veteran Crosshair Add On" as an alternative - see 1.1) One quick side note before we get to the add ons: Add Ons known to be signed have been tagged "<span style='font-size:8pt;line-height:100%'><span style='color:green'>[signed]</span></span>", Add Ons currently not signed are marked as "<span style='font-size:8pt;line-height:100%'><span style='color:red'>[unigned]</span></span>", Add Ons that, in addition, should be loaded by the dedicated server in order to improve stability and/or guarantee a consistent gameplay have been tagged "<span style='font-size:8pt;line-height:100%'><span style='color:blue'>[@Server]</span></span>". For purely server-sided add ons, take a look at Dwarden's Server Side Add Ons thread! They combine very well with the discussed content in this list! Now let us take a look at the files: <span style='font-size:11pt;line-height:100%'>1) Mandatory Add Ons (@General)</span> <span style='font-size:9pt;line-height:100%'>1.1) Gameplay & Graphics Tweaks</span> gmJamez' "Sight Adjustment (Windage + Elevation)" Simulates functional windage and elevation knobs on your rifles! Very essential add on as it makes long range sniper combat far more realistic and interesting. If you want to run this with "rangecards" in a non-default folder, you must adjust the .pbo according to the thread. I made the necessary changes for "@General" here. Add on files used: GMJ_SightAdjustment.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> Note: SightAdjustment_AutoInit.pbo should be used (see 1.3) Mondkalb's "Cartridge Addon" Proper, automatic shell ejection on all guns (rifles & vehicle-mounted)! Need I say more? Oh yes, the casings remain on the ground indefinitely - it may not be for the weaker of systems but think of the visuals! Add on files used: mbg_cartridges.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> HeinBloed's "Functional Iron Sight for M136 and RPG-7", "Workaround for flipping Tanks", "GDTModHelicopter" and "GDTModTOW" Three, no, four elegant fixes brought to us courtesy of HeinBloed. Specifically, the first one enables proper sight presets for the M136 and RPG-7 AT missile launchers and the second one effectively prevents the miraculous "vehicle flipping" bug. Very useful indeed! Last but not least, GDTModHelicopter will fine-tune the chopper controls and flight behaviour to convey a more realistic pilot experience. Also consider using his excellent "GDTModHellfire" which we decided to exclude here for now, due to ai limitations. It is, however, an excellent addition to any Warfare or PvP mission! Add on files used: GDTModLauncherIronSight.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> gdtmodtracked.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> gdtmodhelicopter.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> gdtmodhelicopterqg.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> gdtmodtow.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Maddmatt's "Effects Mod" Essential add on to boost Armed Assault's palette of effects and get a great atmosphere going. Truly helps immersion, good job! Make sure you use the right loading order. Add on files used: MatH_ArmAEffects.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> MatH_Rain.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> DMarkwick's "JTD Smoke Effects" This neat addon will take extra special care of all ingame smoke effects. It adds some nice scenery to the game and also tweaks gameplay against AI: Enemy NPCs are no longer able to look through thick columns of smoke! Add on files used: DMSmokeEffects.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>relies on ".../Armed Assault/Dta/DMSmokeEffects_config.hpp"</span></span> DMSmokeGrenadeVB.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>relies on ".../Armed Assault/Dta/DMSmokeEffects_config.hpp"</span></span> VictorFarbau's "VFAI - AI Extension" Makes the AI behave much more autonomous. They will make use of smoke grenades (particularly interesting in combination with "DMSmokeEffects.pbo"!) and independently drop empty weapons and pick up new ones if available within their vicinity! This addon comes with its own control panel; refer to the readme and its thread for details! Add on files used: VFAI_ControlPanel.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> VFAI_Equipment.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> VFAI_Smokeshell.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> NonWonderDog's "Realistic Ballistics", "Tank Fire Control Systems" and "GLTD II Range Finder" What can I say? NWD is a legend - ArmA wouldn't be the same without his contribution! Note: For additional rifle reticles refer to BigDaddy5's "31st meu replacement reticles". Tank models & load-outs have been replaced by zGuba's Compact Fix, the Range Finder has been superseded by Spooner's SPON Rangefinder, see next entry! Add on files used: NWD_7xBinoculars_WideScreen.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> NWD_Ballistics.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span> <span style='color:blue'>[@Server]</span></span> NWD_RealDispersion.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span> <span style='color:blue'>[@Server]</span></span> NWD_RocketBallistics.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span> <span style='color:blue'>[@Server]</span></span> NWD_ScopeFix.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> NWD_SightAdjustmentPlugin.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> NWD_TankBallistics.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> Spooner's "SPON Rangefinder", "SPON Map" and "SPON RearView" Expert scripter Spooner provides us with a gold mine of cunning enhancements: a vastly improved laser range finder that is fully compatible with above NWD's sight add on, free-hand drawing on the tactical map and a working rear mirror view on most vehicles! These add ons require "SPON Core" as a basic prerequisite - while you're there, check out Spooner's work collection! Add on files used: SPON_Core.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SPON_Map.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>relies on "SPON_Core.pbo"</span></span> SPON_Rangefinder.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>relies on "SPON_Core.pbo"</span></span> SPON_RearView.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>relies on "SPON_Core.pbo"</span></span> Q1184's "Sharper Recoils & Real Rate Of Fire" Excellent addition to NWD's Ballistics (see above)! Re-adjusts the timing on recoil of the barrel and the rate of fire of assault rifles to more realistic values. Optional: Also consider using his "Wind deflection" add on. Add on files used: Q11_RealROF.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> Q11_Recoils <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> Durg's "Vegetation Fix" Vastly improves the possibility to use vegetation as concealment during AI encounters. To combine this with Kegetys' Lowplants 1.1 refer to their respective instructions! Add on files used: plants.pbo (created by Durg's Vegetation Fix .bat installer) <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> Proper Mod Team's "Proper Add Ons" We found the following add ons to be particularly useful but it's recommended to browse the site and see for yourself what's in your flavour. There's a lot of them! Add on files used: PROPER_Effects_Damage_And_Sea_Texture_Replacement_Sakura_Chan.pbo (Must-Have) <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> PROPER_Gameplay_No_AT_Use_Vs_Men_By_AI.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> PROPER_Gameplay_RadioProtocol_Fixed.pbo (recommended) <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> PROPER_UI_B_Side_Fix.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> PROPER_UI_Speedup_Gear.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> PROPER_UI_Speedup_RscMapControl.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> rg7621's "TrueMods - 3rd Release" and "TrueGameplayMods" Two very essential packs brought to us courtesy of rg7621. They add a lot of immersion and are very useful gameplay-wise, too! GUI, gameplay & AI tweaks, higher realism standards - the list of features goes on and on and in fact exceeds the limited space I have here to describe it all. Attention: The files listed below are a personal choice. TrueMods is wholly modular and combines very well with sickboy's SIX addons! Do not use truegameplay-weapon-sway.pbo as it decreases the AI's engagement radius for some reason. Check out the two threads for details! Add on files used: #trueui_overrideqg.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truecrosshair-veteran.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truefov-accurate.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> trueheadmovement.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> trueingameui.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> trueintro.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truemovementsound.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truenvgoggles.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> trueradar-veteran.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> trueui.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truevehiclenoise.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truegameplay-ai-engagment.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> truegameplay-ai-hearing.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> truegameplay-ai-radar.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> truegameplay-ai-spotting.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> truegameplay-animation-movementspeed.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truegameplay-animation-transitionfixs.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truegameplay-survivability-helicopter.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> truegameplay-survivability-man.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> truegameplay-vehicle-offroadspeed.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> truegameplay-vehicle-steeringsensitivity.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SNKMAN's "Group Link 3" "The Ultimate AI Enhancement", it says in the description. Ever since Operation Flashpoint many people have worked hard to enhance enemy AI behaviour, especially in long-range and close quarter squad combat situations. GL3 currently forms the pinnacle of these endeavours. You can modify the files to be used with "@General/AddOns" but it's more convenient to just use the author's original "@GL3" folder structure. Refer to the excellent documentation to see how to implement it into your missions. It's worth it! Add on files used: @GL3/AddOns/GL3_Config.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>don't forget to add "@GL3" to your ArmA.exe target location i.e. ".../ArmA.exe" -mod=@GL3</span></span> @GL3/AddOns/GL3_Core.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> @GL3/AddOns/GL3_Sound.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> @GL3/GL3_Settings.sqf <span style='font-size:7pt;line-height:100%'><span style='color:grey'>configuration file</span></span> Parts of sickboy's 6thSense.eu Add Ons: "Pack 1", "Pack 2" & "Pack 3" One of the major add on packs for Armed Assault. It adds a lot of immersion by fixing major issues with AI behaviour. For instance, long range fire fights are now properly implemented and possible (make sure you adjusted the difficulty settings as seen in 0)) and vanilla tracers are substituted by more realistic tracer effects. Highly recommended to be used in combination with TrueMods. Note that due to possible compatibility issues "six_sys_ai.pbo", "SIX_UI.pbo" and "SIX_Repl_WeaponSway.pbo" have been disabled. Add on files used: SIX_Misc.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SIX_Repl_Reloadtime.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SIX_sys_suppression.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SIX_Tools.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>relies on ".../Armed Assault/Dta/SIX_Tools.hpp"</span></span> SIX_Tracers.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:grey'>relies on ".../Armed Assault/Dta/SIX_Tracers.hpp"</span></span> solus' SLX Mod SLX is an ingenious modding effort courtesy of solus. It adds a vast palette of features and in this thread we do not do his work full justice. I'd suggest (just like with A.C.E.) you check out the mod for yourself and test all of its features. For now, we are only using the "wound/blood/drag feature" system which user Kroky was so kind as to find a way of isolating! As Kroky made a very elaborate description how to initialize the desired features, I took the liberty of quoting him here - please note, that we only use the actual wound/drag system but as far as I could test it, Kroky's optional steps are working just fine, too. Here we go: For a many additional features, please read the full post on page 24. To ensure an optimized game flow use the latest "official" files and make use of zGuba's optimized zSLX which he kindly provided for the community. Again, many thanks to Kroky for his efforts and information! ..and my apologies for being so very, very late in including this to the first post! Add on files used: SLX_Arma_Voices.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SLX_Cloud.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SLX_NetCode.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SLX_Shout <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> SLX_Wounds.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ... & optional files ... Raven_72nd's "RVN Compass Mod" As we will be using the compass a lot in veteran mode when there's no GPS around we should use the best compass available. Raven supplies us with just that! Add on files used: RVN_Compass_Mod.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Karaya1's "XtraMod for patch 1.14" Extra units with new loadouts and mostly subtle yet effective gameplay tweaks, such as reworked reload times and proper missile maneuverability. Very recommendable! Add on files used: Xtra_Air.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> Xtra_Infantry.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> Xtra_QG.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> Xtra_SAM.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> Red_153D's "Red's Fix" A thoughtful and quite large compilation of many gameplay and engine tweaks and model fixes. Red put a lot effort into this one, take a look at the changelog to appreciate the many details! <span style='color:red'>Compatibility issue: Currently conflicting with Infantry Weapon Replacement Pack - many infantry weapons are reverted to their vanilla models!</span> Add on files used: red_fix.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> zGuba's "Compact Fix for ArmA 1.14H" Another set of effective gameplay fixes: Changed rate of fire, weapon loadouts and designation for some vehicles, adds flares and ejection seats to aircraft and IR nightvision to vehicles and - most noteworthy - tweaks AI infantry vs. armour/aircraft engagement beahaviour. Great work, mate! This is a vast, modular add on collection. Refer to the thread for details and a lot more features! Add on files used: ZGB_CommanderFix.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_Flares.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_Launchers.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_Magazines.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> ZGB_MES.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_ModelFix.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_OFPEC_Lightbulbs.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_Vehicles.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> ZGB_VNV.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_WarfareSoundFix.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_WarfareTrucks.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> ZGB_Weapons.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> s_Hole's "Fixed Range Nightvision" A more realistic approach on night vision by disabling HDR and adding more visual homogeneity regarding range and depdendency on brightness. There are still some (minor) issues but it's very recommendable. Also adds up nicely with "TrueNVGoggles"! Add on files used: S_NVG.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> teaCup's "Puny Animation Pack" Don't let teaCup's modesty fool you: This pack isn't puny whatsoever! It will enhance the game by something many of us have been waiting for ever since Operation Flashpoint: Being able to climb and/or jump over obstacles in the game. To implement this to the regular game content william1 brought us yet another nifty replacement pack! Note: william1's replacement does not require teaCup's original file! Add on files used: TCP_AnimPack_v0.1.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> TCP_AnimPack_REPLACEMENT.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span> <span style='color:grey'>stand-alone! Does not rely on "TCP_AnimPack_v0.1.pbo"</span></span> Q's "Proper Interior Vehicle Volumes" This mod will set the acoustic isolation effect of vehicles back to a more reasonable level. The author also notes these settings can be defined in any sound configuration file, so it may overlap with some of the currently available sound modifications (see 2.5). Refer to Q's thread for details. Add on files used: PROPER_Gameplay_Vehicle_InsideSoundCoef.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> andersson's "andy_binoculars" Finally equipping binoculars won't disable your freelook option! Allows for a much more flexible (and more realistic) use of the binocs - must have! Thumbs up to andersson who by the way also made "andy_mags", see below. Note: The included laser designator free look mode currently conflicts with Spooner's SPON Range Finder but both add ons do their job just fine, it's merely a display issue. Add on files used: andy_binocular.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andy_laserdesignator.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andersson's "ArmA Crows" Yes, that's right. Crows. With optional sounds by MarkXIII. I grew very fond of them and wouldn't want to miss them, especially during a forest / spec op coop on a grey November morning. Lovely! Add on files used: andy_crow.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andy_crow_porto.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andy_crow_rahmadi.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andy_crow_sahrani.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andy_crow_southern_sahrani.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andy_crow_united_sahrani.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> andy_crow.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='font-size:9pt;line-height:100%'>1.2) High Quality Weapons & Character Files</span> Cameron McDonald's "1st Infantry Division" Top-notch U.S. infantry soldier models by mister McDonald. This is art. There's nothing to add. Use ColonelSandersLite's Replacement Pack! Add on files used: CMCD_USA_1ID_Infantry.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Jonny's "Army Special Forces" The very talented creator of the famous Marines comes up with a Special Forces pack! Must-have! AimPoint's "Desert Weapon Pack" is required! Also, Mr Burns was so kind as to provide a neat replacement pack! Add on files used: joh_armysf.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='font-size:7pt;line-height:100%'><span style='color:grey'>requires "amp_deswps.pbo"</span></span> Brian M Haley's "Fidelis Marines" Outstanding model details and a most accurate modern Marpat camouflage distinguish Brian's work. It is on par with CMD's 1st Infantry Division. Choose your favourite! Complete replacement pack (infantry & special forces) included! Add on files used: Fidelis_Marines.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Fidelis_Marines_Replacement.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Rellikki's "SLA Redux" Based on superb modeling and texturing skills (see Rellikki's credits), the author delivers what should be called the new standard for SLA troops. Vastly improved textures, great models and it blends into the game like a charm, too! Use all of the files below if you like but choose only one replacement pack! (See 2.3) ) Add on files used: REL_DSSLA.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> REL_UBSLA.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> REL_WLSLA.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Brian M Haley's "Fidelis Russians" The SLA variant of Brian's Fidelis troopers! Complete replacement pack (infantry & special forces) included! Add on files used: Fidelis_Russians.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Fidelis_Russians_Replacement.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> Skaven's "RACS - 3rd Version" Great add on pack with lots of high quality soldiers and weapons. Get them here. Recommended replacement for RACS soldiers! User william1 wrote a replacement config file (see 2.3)! Add on files used: Ska_JAM.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> Ska_Rac_Mercs.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> Ska_Racs_Wp.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> Dr. Rebus' "Italian Soldiers & Weapons 1.0" High quality add on by Dr. Rebus, AimPoint, Arremba San Zorzo and, last but not least, Robert Hammer. We're only using the infantry weapons here but take a look at the whole pack! Needed for our infantry weapons replacement. Add on files used: REBUS_EIweapons.pbo <span style='font-size:7pt;line-height:100%'><span style='color:red'>[unsigned]</span></span> Robert Hammer's "M4/M16" & "AKs" Weapon Packs. These packs are a major contribution to Armed Assault, as they include animated high quality versions of many of the original weapons occurring in the vanilla game. He also made a great Pistol Pack. Check them all out! We wrote a replacement pack for these (see 2.2)). Add on files used: rh_aks.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> rh_m4.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> rh_de.pbo (optional) <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='font-size:9pt;line-height:100%'>1.3) Supplementary (yet mandatory!)</span> Solus' and Killswitch's "Extended Event Handlers (XEH)" To be blunt, I'm too dumb to really understand what this thing actually does. Confugles some extend shwandlers or something. It presents the key prerequisite for many superb add ons. A lot of the add ons discussed in this list will rely on XEH to work properly! Be sure to grab the SightAdjustment_AutoInit of the "Examples" folder in the .zip file. You will need it for gmJamez' Sight Adjustment. Add on files used: Extended_Eventhandlers.pbo <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span> <span style='color:blue'>[@Server]</span></span> (SightAdjustment_AutoInit.pbo) <span style='font-size:7pt;line-height:100%'><span style='color:green'>[signed]</span></span> <span style='color:grey'>... Scroll down ...</span>
  23. "Maturity" is really more a matter one's personal mental development than mere physical age. I don't think I have to give any examples. So, yeah, you are very welcome indeed, usmc123!
  24. Yes, much appreciated, thanks mate!
  25. Thank you, Blackdog! This will be a very interesting opportunity for larger and more complex coops!
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