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the.d

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  1. That's an excellent idea. I'm not running my own server though and wouldn't even know how to create a server/add on file with Yoma's tool. I remember using it once or twice when Gilles asked me to. It'd be very useful indeed for anyone who uses the program - thanks for the suggestion!
  2. Sign up here. :-) draeath, don't worry about playing "skills". This isn't Battlefield or Counter Strike. What counts is a mature mind, prudential procedure and, above all, teamplay. You are very welcome to join us for a game.
  3. Certainly, OverDawg. The discussion before was about if this list should be maintained at all, seeing how great A.C.E. develops. In theory an A.C.E-based add on list is very apt indeed, however, A.C.E is advancing rapidly and keeping an updated list for each latest version would be too time-consuming. My advice would be to run A.C.E. and add things that will 100% work with it (andy_crows is a perfect example, so is VOP sound or HiFi; but also TrueUI and dfs_cartridges) - A.C.E. already includes most of the features mentioned in the list and it's growing and growing. This list is for those who like to pack together their own add ons; not only for performance reasons. Thanks for your reply :)
  4. 4) Disabled or Optional Add Ons & Compatibility Issues These files have been disabled and thus should be put into a separate folder that prevents them from loading at startup; for instance ".../@General/Disabled Add Ons". If you are 100% certain you will not be using them, you may delete them, of course, but it is generally recommended to keep them as backups. This is a temporary list and still WIP. Please feel free to discuss this selection in the forums! - @General/Disabled AddOns: NWD: NWD_TankLoadout.pbo [unsigned] (superseded by zGuba's "Compact Fix for ArmA 1.14") NWD_TankModels.pbo [unsigned] (buggy without rangefinder - use optional!) NWD_GLTD_II.pbo [signed] (superseded by Spooner's "SPON Rangefinder") NWD_GLTD_EADisplay.pbo [signed] (superseded by Spooner's "SPON Rangefinder") Q1184: Q11_Wind.pbo [signed] [@Server] (use optional) SIX Effects: SIX_Blood.pbo [signed] (great add on! temporarily disabled due to lag minimization) SIX_CRDS.pbo [signed] (too sensitive, overlaps with ECS) SIX_Editorupdate.pbo [signed] (use optional) SIX_Markers.pbo [signed] (the standard markers are plenty, especially since v1.14) SIX_Repl_WeaponSway.pbo [signed] (compatibility issues with TrueMods) six_sys_ai.pbo [signed] (compatibility issues with TrueMods) SIX_UI.pbo [signed] (use optional, compatibility issues with TrueUI v1.0 (see below)) TrueMods: TrueIntro v1.0.pbo [signed] (use optional) TrueUI v1.0 [signed] (optional, personally I don't mind the vanilla menu - use this or SIX_UI.pbo) truecanlockonmissileonly.pbo [signed] (gameplay issues) truegameplay-player-fatigue.pbo [signed] (gameplay issues) truegameplay-weapon-missilecontrolandstability.pbo [signed] (gameplay issues) truegameplay-weapon-turretrotationspeed.pbo [signed] (use optional) truegameplay-weapon-sway.pbo [signed] (somehow weakens AI engagement) - @Replacements/Disabled AddOns: Infantry Weapon Replacements: weapon_replacement_launcher.pbo [signed] (compatibility issues with HeinBloed's GDTModLauncherIronSight) - @ECS/Disabled AddOns: ECS_Armory.pbo [signed] (refer to section 2.5) for some really great sound addons) ECS_Quiet.pbo [signed] (immersion over efficiency) ECS_Tracers.pbo [signed] (SIX tracers addon does its job incredibly well) 5) Thank you, Community! Thank you, the authors of the models, textures, scripts, ideas and stunning pieces of virtual craftsmanship, for what you shared with us. I tried to give credit as much as I could and probably didn't even mention a quarter of those who worked on the add ons here, let alone the number of quality add on makers in total. You make this community thrive and you're the true reason why Armed Assault is indeed a grand game. Thanks a lot guys!
  5. 2.5) Sound Replacements One of many Sound Effects Replacements (weapons, explosions, supersonic cracks, etc.) Recommended: Mark XIII's "HiFi Novus Aevum" As this is the most subjective part of all the add on replacements you should give all of the following sound enhancements a try and then pick your personal favourite. - Mark XIII's outstanding "HiFi Novus Aevum" could arguably be called the most realistic and consistent sound enhancement available. It stays true to many of the weapons' characteristics and delivers a great combat atmosphere. If that were not enough it is also highly modular and customizable! We highly recommend it! All sound mods are compatible with A.C.E.! In order to get them to work refer to the A.C.E. documentaion! Amongst many others I found these sound mods to be of particular high standard*: - vo.2's "VOP Sound" - This is one of the most recent, most up-to-date, most complete sounds packs and it manages to create a unique flair. It even includes A.C.E. sounds! - Chammy's "Sound Mod - CSM" - superb explosion & trailoff effects and realistic sound effects - one of the communitie's favourites, I might add. - fromz' "FFAMM" - great experience in particular for infantry as it creates a unique, gritty atmosphere. Recommendable! - Finnish Defende Forces' "FDF Sound Mod" - great original alternative to ArmA's vanilla sounds, adds that certain "shooter" feeling. These Finnish guys have done very much for the community ever since Operation Flashpoint. Thank you very much! - "AACF Sounds" - takes some elements from both of the above and creates a well-rounded soundscape. - "Symphony Of War" - a fairly balanced modification with a lot of bass and good engine sounds. * Although I might have forgotten to mention several more! There's a multitude out there! Keep in mind there's no such thing as a "best" sound modification - the same weapon can sound very different in real life depending on environment and ammunition. Armed Assault is - I can't stress it often enough - still a game. You do not want to hear what an M240 salvo going off right next to your ear would really sound like. In order to support a more coherent approach on sound consistency we highly recommend HiFi Novus Aevum. Mark is showing a lot of talent and is trying hard to prioritize sound consistency in terms of quality, volume and atmosphere. Choose by your own taste and preferences, though. Anything is better than ArmA's original sounds (What the hell were you thinking, BIS? ;-) )! nikietha's "Extended Voice Addon" This mod adds quite a lot of atmosphere by enabling a more coherent radio chatter. It also makes the in-game radio system more efficienct and combines particularly well with ECS' and/or Wolfrug's dynamic voice system (see below). It's definitely worth a look! Thanks to Vultar for the mention! Add on files used: eva.pbo [signed] [A.C.E.] eva_voice.pbo [signed] [A.C.E.] Wolfrug's and sickboy's "Dynamic Sound AI" (RUG DSAI) This enhancement will enable dynamic speech on all NPCs. With an amazing love for detail and great versatility it will simulate a good deal of that "human component" the vanilla game was so desperately missing. You can even choose between US English, Russian, Spanish and Arab for each army! Please refer to the excellent Biki entry dedicated to RUG DSAI for further details and proper server/client usage. Add on files used: RUG_DSAI.pbo [signed] [@Server] RUG_DSAIGen.pbo [signed] [@Server] RUG_DSAIArab.pbo [signed] [@Server] RUG_DSAIENG.pbo [signed] [@Server] RUG_DSAIRUS.pbo [signed] [@Server] RUG_DSAISPA.pbo [signed] [@Server] 2.6) Texture Replacements SenChi's "New Sky" Bloody amazing! SenChi manages to completely replace both sky textures and cloud layers with detailed, high resolution artwork. No performance impacts whatsoever, superb transitions and a great atmosphere make this arguably the best sky addon out there! Use it! Add on files used: SenChi_Sky.pbo [unsigned] [A.C.E.] 3) Enhanced Configuration System (@ECS) 3.1) Quick Introduction to ECS ECS stands for "Enhanced Configuration System". Designed around project leader L. François (Joker) the mod will enhance the game experience by so many factors it's difficult to summarize them. It is, in fact, a cunningly designed little game engine within Armed Assault itself! The full version of ECS introduces a multitude of expanding features to the game and breaks the mould of just being a "regular" add on. However, to fully enable ECS, make sure you are using their dedicated server version and join with the latest ECS client! ECS as configured below is fully compatible with A.C.E.! The features we're most interested in are: - ECS AI enhancements (server support mandatory!) - ECS additional effects (fire, explosions, weather system) - ECS sound immersion (radio chatter, environmental sounds) Dispensable features, due to superior alternatives and/or compatibility issues, with regard to this particular add on thread: - ECS weapon and projectile sounds (ECS_Armory.pbo) - ECS "mute radio" system (ECS_Quiet.pbo) - ECS tracer effects (ECS_Tracers.pbo)[/size] 3.2) Proper Implementation of ECS in the context of this Add On Compilation - Download ECS from their site and install it. Mirror: ArmedAssault.info, thank you, ofpdeadeye! - Also download "Themis compatibility fix" to make ECS run properly with XEH! - Add a folder named "Disabled Add Ons" to your \@ECS\AddOns directory. - move the following files into this folder: - ECS_Armory.pbo, thus re-enabling a sound mod of your choice (Tested and works) - ECS_Quiet.pbo, re-enabling radio voices (Tested and works) - ECS_Tracers.pbo, re-enabling SIX tracers (Tested and works) - Tweak the .hpp files! For instance, to disable the dynamic fog, open your ECS_local.hpp with a text editor and adjust this entry: ECS_local6[] = {false}; refer to the readme.txt for a detailed explanation of these values! - Run Armed Assault with ECS as the first custom entry in your mod loading order, e.g. This last step is still of major importance to make NWD and Q11's ballistics and weapons tweaks work. Sounds will still depend on the removal of ECS_Armory but make sure you're using the right modfolder order! Thank you for your pm, eSkwaad, to clear this up! Keep in mind ECS is quite modular and allows for a lot of user-specific configurations. Once more, refer to their site for more details and support for their latest version - which might very well differ from what's being discussed here - and also have a look at the BIS Forum thread. Many thanks to Joker and Archer who took the time and effort to explain the ECS system to me!
  6. 2) Replacement Files (@Replacement) 2.1) Realistic Designation Yeb's "Realistic Designation" This will replace pretty much every single weapon, vehicle and equipment name in the entire game with a more accurate, concise description. Kudos to Yeb for taking all the trouble! Add on files used: realistic_designation.pbo [signed] [A.C.E.] 2.2) Infantry Weapon Replacements andersson's "Unique models for different ammo drops" Universal satchel drops, be gone! Good idea! Add on files used: andy_mags.pbo [signed] [A.C.E.] Custom V-War! "Infantry Weapon Replacements" Created by Ryan and yours truly this pack will replace almost every standard rifle in the game with a high quality counterpart. It will not modify the sounds so you are free to combine it with any sound pack (see 2.5) you desire. Add on files used: weapon_replacement_ak.pbo [signed] [A.C.E.] weapon_replacement_m4m16.pbo [signed] [A.C.E.] weapon_replacement_mg.pbo [signed] weapon_replacement_pistols.pbo [signed] weapon_replacement_smg.pbo [signed] 2.3) Soldier Replacements BLUFOR: ColonelSandersLite's "1st Infantry Replacement Pack" Will replace the vanilla BLUFOR soldiers with high quality versions by Cameron McDonald. Adds a lot of details to the US soldiers. Choose light or heavy gear - or both! Highly recommended! Add on files used: CMCD_USA_1ID_Infantry_Replacements_Mixed.pbo [signed] or CMCD_USA_1ID_Infantry_Replacements_Heavy.pbo [signed] or CMCD_USA_1ID_Infantry_Replacements_Light.pbo [signed] Alternative: Brian M Haley's Fidelis Marines: Great quality modern (2008 Marpat Camo) uniform retextures! Cheers for the link, acadiancrusader! Mr Burns' Replacement Pack for Jonny's "Army Special Forces" As a great addition to CMD's 1st Infantry comes Jonny's ingenius "Army Special Forces" to which Mr Burns made a neat replacement. Lets you choose a preferred uniform style! Add on files used: joh_armysfrepl_acu.pbo [signed] or joh_armysfrepl_bdu.pbo [signed] or joh_armysfrepl_dcu.pbo [signed] OPFOR: Cole.cz's "SLA Redux Replacement Pack" Makes Rellikki's SLA troopers appear instead of the original game content. Cole did a good job there, highly recommended! Choose one replacement pack: Desert, Urban or Woodland styles! Add on files used: REL_DSSLA_Inf_Replacement.pbo [signed] REL_DSSLA_Especas_Replacement.pbo [signed] or REL_UBSLA_Inf_Replacement.pbo [signed] REL_UBSLA_Especas_Replacement.pbo [signed] or REL_WLSLA_Inf_Replacement.pbo [signed] REL_WLSLA_Especas_Replacement.pbo [signed] Alternative: Brian M Haley's "Fidelis Russians Replacement": High detail SLA troopers with a great camo pattern. Fits right in! Independent: william1's "RACS Replacement" Great job there! Replaces the standard RACS with Skaven's RACS troopers. Update: I slightly modified william1's script so it is only replacing models and causes no errors in ArmA.rpt. Thanks again to the author, who did all the work! Add on files used: RACS_REPLACEMENT.pbo [signed] Civilian: - No Civilian Replacement used at this time. If you have an idea, let us know! 2.4) Vehicle Replacements Mateck's "CH M1A1 & CH T72 Packs" Completely reworked M1A1 Abrams and T-72 tanks courtesy of Mateck. He put a lot of effort into model details and texture works. Additionally, the missing fourth crew position has finally been added ("loader", i.e. assistant gunner)! Add on files used: ch_m1abrams.pbo [signed] ch_m1a1ha_replacement.pbo [signed] ch_t72.pbo [signed] ch_t72_replacement.pbo [signed]s Sudden Death's "SPD Vehicles" Fixes the muzzle origins on AH-6, Camel and Shilka. Great in combination with SIX tracers! Add on files used: sdp_vehicles.pbo [signed] Solus' "SLX Vehicles" From the creator of the famous SLX Mod this add on adds animations to ingame vehicles. Doors open, antennas sway while moving, mounted weapons have working parts, et cetera. It also fixes shadow calculations on window screens. This is a must-have! zGuba made an update to Solus' work which significantly improves performance! Get it here. Add on files used: slx_veh.pbo [signed] [@Server] slx_veh_c.pbo [signed] [@Server]
  7. 1.2) High Quality Weapons & Character Files 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 [signed] 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 [signed] requires "amp_deswps.pbo" 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 [signed] [A.C.E.] Fidelis_Marines_Replacement.pbo [signed] 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 [signed] [A.C.E.] REL_UBSLA.pbo [signed] [A.C.E.] REL_WLSLA.pbo [signed] [A.C.E.] 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 [signed] [A.C.E.] Fidelis_Russians_Replacement.pbo [signed] 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 [unsigned] [A.C.E.] Ska_Rac_Mercs.pbo [unsigned] [A.C.E.] Ska_Racs_Wp.pbo [unsigned] [A.C.E.] 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 [unsigned] [A.C.E.] 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 [signed] [A.C.E.] rh_m4.pbo [signed] [A.C.E.] rh_de.pbo (optional) [signed] [A.C.E.] 1.3) Supplementary (yet mandatory!) 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.C.E. usually features the latest version. You can get the separate XEH add on at Armaholic.com 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 [signed] [@Server] (SightAdjustment_AutoInit.pbo) [signed]
  8. 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 [signed] zGuba's "Compact Fix for ArmA 1.15" Another set of effective gameplay fixes: Changes 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 [signed] ZGB_Flares.pbo [signed] ZGB_Launchers.pbo [signed] ZGB_Magazines.pbo [signed] [@Server] ZGB_MES.pbo [signed] ZGB_ModelFix.pbo [signed] ZGB_OFPEC_Lightbulbs.pbo [signed] ZGB_Vehicles.pbo [signed] [@Server] ZGB_VNV.pbo [signed] [A.C.E.] ZGB_WarfareSoundFix.pbo [signed] [A.C.E.] ZGB_WarfareTrucks.pbo [signed] [A.C.E.] ZGB_Weapons.pbo [signed] [@Server] 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 [unsigned] 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 [unsigned] TCP_AnimPack_REPLACEMENT.pbo [unsigned] stand-alone! Does not rely on "TCP_AnimPack_v0.1.pbo" 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 "unique models for different ammo drops", see below (2.1). 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 [signed] andy_laserdesignator.pbo [signed] 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 [signed] [A.C.E.] andy_crow_porto.pbo [signed] [A.C.E.] andy_crow_rahmadi.pbo [signed] [A.C.E.] andy_crow_sahrani.pbo [signed] [A.C.E.] andy_crow_southern_sahrani.pbo [signed] [A.C.E.] andy_crow_united_sahrani.pbo [signed] [A.C.E.] andy_crow.pbo [signed] [A.C.E.] 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 [signed] [@Server] [A.C.E.] don't forget to add "@GL3" to your ArmA.exe target location i.e. ".../ArmA.exe" -mod=@GL3 @GL3/AddOns/GL3_Core.pbo [signed] [@Server] [A.C.E.] @GL3/AddOns/GL3_Sound.pbo [signed] [@Server] [A.C.E.] @GL3/GL3_Settings.sqf configuration file
  9. 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 [signed] truecrosshair-veteran.pbo [signed] truefov-accurate.pbo [signed] trueheadmovement.pbo [signed] trueingameui.pbo [signed] [A.C.E.] trueintro.pbo [signed] truemovementsound.pbo [signed] [A.C.E.] truenvgoggles.pbo [signed] [A.C.E.] trueradar-veteran.pbo [signed] trueui.pbo [signed] [A.C.E.] truevehiclenoise.pbo [signed] [A.C.E.] truegameplay-ai-engagment.pbo [signed] [@Server] truegameplay-ai-hearing.pbo [signed] [@Server] truegameplay-ai-radar.pbo [signed] [@Server] truegameplay-ai-spotting.pbo [signed] [@Server] truegameplay-animation-movementspeed.pbo [signed] truegameplay-animation-transitionfixs.pbo [signed] truegameplay-survivability-helicopter.pbo [signed] [@Server] [A.C.E.] truegameplay-survivability-man.pbo [signed] [@Server] truegameplay-vehicle-offroadspeed.pbo [signed] [A.C.E.] truegameplay-vehicle-steeringsensitivity.pbo [signed] [A.C.E.] 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 [signed] SIX_Repl_Reloadtime.pbo [signed] SIX_sys_suppression.pbo [signed] SIX_Tools.pbo [signed] relies on ".../Armed Assault/Dta/SIX_Tools.hpp" SIX_Tracers.pbo [signed] relies on ".../Armed Assault/Dta/SIX_Tracers.hpp" 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 of 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 [signed] SLX_Cloud.pbo [signed] SLX_NetCode.pbo [signed] SLX_Shout [signed] SLX_Wounds.pbo [signed] ... & optional files ...
  10. Now let us take a look at the files: 1) Mandatory Add Ons (@General) 1.1) Gameplay & Graphics Tweaks 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 [unsigned] Note: SightAdjustment_AutoInit.pbo should be used (see 1.3) Deadfast's and 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 - you can tweak it according to your system's performance with the included config file! Add on files used: dfs_cartridges.pbo [signed] [A.C.E.] Configuration file: ".../Armed Assault/userconfig/DFS_performance.hpp" HeinBloed's "Functional Iron Sight for M136 and RPG-7", "GDTModHelicopter" and "GDTModTOW" Three 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. 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 [signed] gdtmodhelicopter.pbo [signed] [@Server] [A.C.E.] gdtmodhelicopterqg.pbo [signed] [@Server] [A.C.E.] gdtmodtow.pbo [signed] 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 [signed] MatH_Rain.pbo [signed] 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 [signed] [@Server] [A.C.E.] relies on ".../Armed Assault/Dta/DMSmokeEffects_config.hpp" DMSmokeGrenadeVB.pbo [signed] [@Server] relies on ".../Armed Assault/Dta/DMSmokeEffects_config.hpp" 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 [signed] [@Server] VFAI_Equipment.pbo [signed] [@Server] VFAI_Smokeshell.pbo [signed] [@Server] 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 [unsigned] NWD_Ballistics.pbo [unsigned] [@Server] NWD_RealDispersion.pbo [unsigned] [@Server] NWD_RocketBallistics.pbo [unsigned] [@Server] NWD_ScopeFix.pbo [unsigned] NWD_SightAdjustmentPlugin.pbo [unsigned] NWD_TankBallistics.pbo [unsigned] 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 very impressive work collection! Add on files used: SPON_Core.pbo [signed] SPON_Map.pbo [signed] relies on "SPON_Core.pbo" SPON_Rangefinder.pbo [signed] relies on "SPON_Core.pbo" SPON_RearView.pbo [signed] relies on "SPON_Core.pbo" 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 [signed] [@Server] Q11_Recoils [signed] [@Server] Proper Mod Team's "Proper Mods" The Proper Mod collection is one of the broadest ArmA melioration attempts covering nearly all gameplay elements. We particularly recommend to take a look at Proper plants. We also found the following add ons to be really useful. However, it's recommended to browse the site and see for yourself what's in your flavour. There a many options! Add on files used: PROPER_Effects_Damage_And_Sea_Texture_Replacement_Sakura_Chan.pbo (Must-Have) [signed] [A.C.E.] PROPER_Gameplay_No_AT_Use_Vs_Men_By_AI.pbo [signed] [@Server] PROPER_Gameplay_RadioProtocol_Fixed.pbo (recommended) [signed] PROPER_UI_B_Side_Fix.pbo [signed] PROPER_UI_Speedup_Gear.pbo [signed] PROPER_UI_Speedup_RscMapControl.pbo [signed]
  11. Haha, that's exactly the reply I was hoping for! :-) Cheers, Alex - I'm looking forward to a challenging coop!
  12. Chrisxpred: You are right, sorry! There's no T72 replacement attached! Unfortunately, I don't have the files anymore. I had an "unofficial" replacement if I remember correctly but it was not "ch_t72_cfg.pbo"... Can't help you, I'm afraid. Best chance would be to post in the pertaining thread, I suppose. Victor, Nicholas: I'm updating the guide right now. Have to re-link the add-ons to the new forum and cut it into several smaller pieces. The list will also receive a small update. Thank you for your replies! Edit: Done - if a mod would be so kind as to lock this thread (I linked it in the revised version) - PM sent (I think? might not have worked)
  13. Yeah - T72 replacement should be included :-) There's a problem with the first post. It's too long and hasn't been properly ported to the new forums. I wouldn't mind putting up a new thread with proper formatting and structure. However, is this wanted at all? A.C.E. is really ArmA's multiplayer refuge - personally speaking, I am certainly not playing the game without it. A.C.E. contains many (and a lot more) features mentioned in this thread. The add on compilation list might not just be redundant in large parts but could also cause some confusion. I was thinking of starting a thread that mentions add ons that can (and should) be used in addition to a fully A.C.E.-modded ArmA but as the mod itself is growing and developing rapidly and includes more and more features with every release this might not even be necessary. Let me know what you think, I wouldn't mind the work - as long as it's needed & helpful.
  14. the.d

    Deadfast's Cartridges

    Deadfast, thank you very much for this beauty! I loved the original "Cartridge Addon" by Mondkalb but this is even better! I really hope you can be bothered to add A.C.E. support! :-) Great work, thanks for sharing!
  15. the.d

    SenChi New Sky

    Whoa. Just wanted to say thanks for this great add on! ArmA's sky has never been so beautiful! You rock!
  16. Hi! We are currently experimenting (and it's just that, really, as we mostly systematically play around with some config values and look for solely empirical results) with A.C.E. 1.01 & additional compatible add ons. I'll try to summarize the current "status" - but I won't update the first post, till A.C.E. fully replaces all of the desired features (in particular, I wouldn't want to miss damage texture, sky, sound and weapon model replacements - not to mention the TrueMod GUI) or has at least reached a "steady state". In addition to my previous post (containing files that are compatible with and enhance A.C.E. by the aforementioned factors) we (that means mostly Gilles, who came up with it and pretty much did all the work, thank you very much!) also tweaked GL3 and ECS. The latter now being a mere effects mod, which might disappoint some people. Most importantly, GL3 seems to be working fine with A.C.E., with some minor issues like the looping voices already mentioned in the GL3 thread! Make sure you're using the XEH config. It also may not be unimportant to tweak GL3's settings a little bit, however. I revised Gilles' edit of the "GL3_Settings.sqf": To ensure compatibility with A.C.E.: - Disable GL3's First Aid system (GL3_Public set [33, False];) and injured effects (GL3_Public set [34, False];) - get rid of all the "impact" effects (GL3_Public set [37, False]; GL3_Public set [38, False]; GL3_Public set [39, False]; GL3_Public set [40, False];) In addition we also - disabled markers (GL3_Public set [21, False]; and GL3_Client set [6, False];) - adjusted difficulty settings to slightly more "realistic" (= a little bit more unforgiving) values (GL3_Public set [26, 0.45 + random 0.10]; and GL3_Public set [27, 0.35 + random 0.15];) - disabled the Automatic Body Removal (GL3_Public set [28, False];) and dynamic speech system (GL3_Public set [31, False];). - we also killed the churches, heehee (GL3_Public set [67, False];) (how's that for a 21st century institution! \m| >_< |m/) Bucic, ECS can be used indeed - and be it solely as a effects mod. The trick is - and again, many thanks to Gilles for discovering this - to use the old (outdated) "Themis.pbo" (size 4KB) in @ECS/AddOns and to disable everything but effects in the @ECS/bin/... .hpp files! Play with it, see if you can make use of it. Personally, I really fancy this mod, even without its other features. As for the loading order, well, ... The following setup works fine for me:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"...\arma.exe" -nosplash  -profiles=Profiles -mod=beta;DBE1;@ACE;@ACEPlus;@ECS;@GL3;@Extra and "makes sense" to me for most parts and everything seems to be functional (at least I thoroughly enjoy playing with the current "system"). I received GUI "glitches" when loading ECS and GL3 before A.C.E. but it worked rather well for my friends. I am not into programming, scripting, or .. erh.. anything concerning these things. You better test it yourselves. It's getting more and more confusing and difficult trying to merge "nearly-full conversion" mods in their process of development with existing enhancements... best is to just play around with the files until you found a balance that works for you. Good luck and - I hope you find the time to play the actual game once in a while :-) Edit: hm...you sure those aren't the same as: ace_config_core_ai_engagement.pbo ace_config_core_ai_hearing.pbo ace_config_core_ai_radar.pbo ace_config_core_ai_spotting.pbo ? also what about NWDs ballistics and scope fix and durg's vegetation fix? are those implemented in A.C.E. already? Yap, good point! Frankly, I don't know if the files are different! I've played with them and without them - and it seemed to me AI was a tad "slower" when removing "truegameplay-ai-spotting.pbo" from my "@ACEPlus" folder. That's probably my paranoid, placebo-deluded mind, though. I decided to post it anyways, as we are being brutally empirical here. Scope fix and plants are part of A.C.E. - I guess? The G36 scope is definitely a bit tiny, though. Oh my... I don't have the slightest idea. I'll edit the small list to the definite "core" files, just to make sure! Thanks!
  17. Hey everyone, in case this is helpful, here's a quick list of what we are currently running in addition to A.C.E. v1.01: The two most important AddOns - GL3 and TrueMods - will tweak the GUI and greatly enhance AI: * thanks to versus for his remark on redundant files (see below)! SNKMAN's "Group Link 3" "GL3_Sound.pbo" "GL3_Config.pbo" "GL3_Core.pbo" And, of course, "True Gameplay Mods" and "True Mods" “truefov-accurate.pbo" “truegameplay-survivability-helicopter.pbo" “truegameplay-vehicle-offroadspeed.pbo" “truegameplay-vehicle-steeringsensitivity.pbo" “trueingameui.pbo" “trueintro.pbo" “truemovementsound.pbo" “truenvgoggles.pbo" “trueui.pbo" The rest is mostly for better immersion and "eyecandy": andersson's "ArmA Crows" “andy_crow.pbo" “andy_crow_porto.pbo" “andy_crow_rahmadi.pbo" “andy_crow_sahrani.pbo" “andy_crow_southern_sahrani.pbo" “andy_crow_united_sahrani.pbo" DMarkwick's "JTD Smoke Effects" “DMSmokeEffects.pbo" "Proper" Add Ons: “proper_buildings.pbo" “PROPER_Effects_Damage_And_Sea_Texture_Replacement_Sakura_Chan.pbo" “proper_misc.pbo" “PROPER_plants_standard_textures_with_lowplants.pbo" For the vanilla weapon replacements: Dr. Rebus' "Italian  Soldiers & Weapons" “REBUS_EIweapons.pbo" and Rober Hammer's Weapon Packs (M4/M16 and AK's): “rh_aks.pbo" “rh_m4.pbo" Ryan's great weapon replacement configs and our sky replacement* “weapon_replacement_ak.pbo" “weapon_replacement_m4m16.pbo" “weapon_replacement_mg.pbo" “weapon_replacement_pistols.pbo" “weapon_replacement_smg.pbo" “sky_replacement.pbo"* + a really, really reMARKing sound mod that keeps creating situations in which I just stop in awe and listen to what's going on... ^^ We also decided to use the following difficulty settings (thanks to "Bad Boy" Gilles, the server master!): <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=1;    EnemyTag=0;    HUD=1;    HUDPerm=1;    HUDWp=1;    HUDWpPerm=1;    AutoSpot=0;    Map=1;    WeaponCursor=1;    AutoGuideAT=0;    ClockIndicator=1;    3rdPersonView=1;    Tracers=0;    UltraAI=0;    AutoAim=0;    UnlimitedSaves=1;    DeathMessages=1;    NetStats=1;    VonID=1;   };   skillFriendly=1.000000;   skillEnemy=0.600000;   precisionFriendly=0.500000;   precisionEnemy=0.100000;  };  class veteran  {   class Flags   {    Armor=0;    FriendlyTag=1;    EnemyTag=0;    HUD=0;    HUDPerm=0;    HUDWp=0;    HUDWpPerm=0;    AutoSpot=0;    Map=0;    WeaponCursor=1;    AutoGuideAT=0;    ClockIndicator=1;    3rdPersonView=0;    Tracers=0;    UltraAI=0;    AutoAim=0;    UnlimitedSaves=1;    DeathMessages=1;    NetStats=1;    VonID=1;   };   skillFriendly=1.000000;   skillEnemy=0.600000;   precisionFriendly=0.500000;   precisionEnemy=0.100000;  }; }; <span style='font-size:7pt;line-height:100%'><span style='color:blue'>*(A.C.E. team: do feel free to use all the files from this add on for your next installment of A.C.E. - contact me if you need any changes to the sky textures or want the "raw" data to edit it yourself!)</span></span>
  18. Yes - and no.. While many - if not all - of the included gameplay features are top-notch and truly manage to create a new gaming experience, the new models are at times still crude and really don't fit in quality-wise. In addition, A.C.E. not only changes but removes some of the original game content (and creates a real mess in the editor with all the new classes) - personally (and that means the A.C.E. team is perfectly right in not giving a rat's ass about my opinion) I would be extremely delighted about an "A.C.E. light" that comes without any - or few as possible - of the additional models. Without these the mod could be kept well under 50MB and would still fulfill its purpose of unification. Unification, well, that is a very subjective point anyways, as ArmA is a game that needs good, preferably even intelligent team mates. At the very least coops can hardly be played with random "PUGs" (if I may borrow that term) - Heck, you can rarely get a good game of "Team Fortress 2" these days without stumbling over people so outrageously stupid, they make you wonder how they possibly manage not to forget breathing. That, of course, might be just my misanthropic nature but I think I speak for more than myself when I say: let the user decide what frosting goes with the A.C.E. cake! :-) Definitely! A.C.E. is ArmA's future no matter what - even ArmA2 might pick up some of those features - it's just amazing what the team did. So, however you decide - we're sticking with you guys, of course! Thanks for everything you've done for this community!
  19. As far as I could observe, sometimes AI soldiers used to get "stuck" when ECS was used with A.C.E.. The enemy may also focus on one of our team mates and completely ignore the rest. However, that was two days ago. I tried something else: Load (a properly configured) ECS andGL3 before A.C.E., then add anything that you would like to have in addition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">-mod=beta;DBE1;@ECS;@GL3;@ACE;@Extra ECS and GL3 seem to add up nicely and I was not able to detect any flaws or compatibility issues with A.C.E.. The experiences I made so far were more than impressive. So, a huge Thank You to SNKMAN and his ingenious scripting! Use GL3, it's so worth it!
  20. Hm... ECS is very modular indeed. You can remove most of the .pbos (except for ECS_Core, ECS_Misc and ECS_Sounds, which arwe always required). Furthermore, many core values can be modified by editing the respective .hpp files in /@ECS/bin. However, to make full use of the (quite advanced!) AI, you have to run @ECS on a separate dedicated server. I am not able to reproduce serious AI weaknesses, to be honest. My setup is quite similar to andersson's (ECS / truemods / properly tweaked difficulty settings tab and sometimes mission-specific inits) and I am actually quite impressed at just what a mean, ruthless bastard the enemy has become: We've been pinned down by marksmen, surrounded by BMP's in a close quarter situation, flanked regularly by enemy spec ops, blown up, torn to pieces and ambushed many times. Oh, goodies, I need a coop now. Daemon, Cole, where are you? ^^
  21. Hello! After a long time I finally got to update the list a bit. See log below. I had a neat little coop before, with all of the new features in the list and, in addition to ECS, SLX and the usual suspects, a kind of "A.C.E. lite" enabled (namely the brilliant tracers, cartridges and roundcount) - which is only 430 KB (instead of the full 2GB) - sadly I am unable to add the cam shake, stamina system and rocket ballistics to the game without using the full setup. So currently I'm running two "ArmA setups": One with the full beauty of A.C.E. combined with some items from @general/@replacements and an "@ACElite" combined with everything from @ECS to @Replacements and @General, including SLX wounds, GL3, truemods, etc. A.C.E. is definitely the future, however, for the time being I'm having a hard time deciding what's "better". spangg: Did you try loading A.C.E. in addition to, say, GL3 and true_gameplay_ai? I'm afraid I can't help you there. ECS dedicated server AI doesn't seem to be working when ACE is loaded but the rest might work. Perhaps even try SLX. <span style='font-size:8pt;line-height:100%'> Edit / postscriptum: - 05.03.08: Added andersson's "Unique models for different ammo" - well done! Misread one of the posts: ColonelSandersLite is, of course, the author of the 1st Infantry replacement - sorry! Added sdoc's suggestions, thank you! - 06.03.08: Added Ebud's "SF Forces" after MEDICUS' suggestion. - 10.03.08: Updated replacement files and links for RoberHammer's "AKs Pack 1.5". - 13.03.08: Thanks to william1 for his RACS replacement! Added Version 3.1 of Ryan's "Sky Replacement". - 14.03.08: Updated the V-War! "Infantry Weapon Replacement Pack". - 15.03.08: Added a chapter concerning ECS and a compatibility guide. - 22.03.08: Tested all files for ArmA 1.11b (version 10151) Added dates to the editing notes after acadiancrusader's reclamation. Thanks! - 23.03.08: Updated Col.SandersLite's "1st Infantry Replacement" to current version! Updated the ECS links by ofpdeadeye. Thanks for the pm! - 25.03.08: Added frozzen's "KLMK Infantry" after -snafu-'s posting. Cheers mate! Included "EVA" by nikietha to the list - thanks to Vultar for the idea! - 26.03.08: Completely reworked the chapter about "ECS". Merci beaucoup to Joker and Archer for their help and explanations! - 30.03.08: Added Solus' "SLX Vehicles". Check out the "fixed NV"! Thank you very much for that, s_Hole! (yes, that's the guy's name, don't mind me!) Busy day, introduced Yeb's "Realistic Designation". Bravo! Added <span style='color:green'>[signed]</span>/<span style='color:red'>[not signed]</span> information to each add on file. Please feel free to report any errors! - 06.04.08: Added the first row of "<span style='color:blue'>[@Server]</span>"-sided tags. Updates will follow as soon as my real-life work load decreases. - 09.04.08: <s>Finally included DMarkwick's "DMSmokeEffects". My apologies it took so long to add this fine piece of work!</s> Another late addition: VictorFarbau's "VFAI". Thanks! - 15.05.08: <s>Another designation fix by Yeb! Look at his Grenade Names Fix!</s> Included in Yeb's "Realistic Designation"! Thanks for noticing, Robalo! Thanks to william1 we have an updated "Flare Countermeasure System". Note it relies on "Mando Missile" by Mandoble, so make sure you get both of these brilliant enhancements! - 16.04.08: Surprise release courtesy of Mark XIII who brought us an outstanding "Hifi Sound" modification! Great for realism fans! - 19.04.08: Added zGuba's "Compact Fix"! Separated update notes / postscriptum as space is running low. - 20.04.08: <s>Changed william1's "Flare Countermeasure System" entry. There are two versions now (see 2.4)). Thanks for the message, mate!</s> Superseded by zGuba's compact fix! - 22.04.08: Added the revamped version of Wolfrug's marvelous "RUG DSAI" which he created in cooperation with sickboy. Excellent job there! - 26.04.08: <s>Proper U.S. pilots thanks to YacieK and Cole.cz, who made an excellent replacement pack!</s> Removed due to a dispute. Unfortunately, the first post is now definitely overloaded. I'm still working on the .html version and I can't say when it's going to be completed. Thanks a million to Steel_WOF for hosting! - 02.05.08: Take a look at Mateck's outstanding "M1A1 (HA)" - thanks for sharing, Mateck! - 14.05.08: Reworked the infantry model replacement section: Removed Ebud's "Special Forces". Alternative ("Army Special Forces") pending due to possible plagiarism issues. Removed frozzzen's "KLMK Infantry and Saboteurs" and replaced SLA troopers with Brian M Haley's "Fidelis Russians". Also moved focus towards Brian M Haley's "Fidelis Marines". Reworked sound replacement section: Focused on Mark XIII's "HiFi FX" for consistency and quality reasons. - 22.05.08: Included teaCup's "Puny Animation Pack" - don't fall for the adjective, it actually takes ArmA to the next level! Updated the list to go with Armed Assault 1.14. Great patch, BIS, thanks a lot! This was a much-needed revision and it succeeded superbly! - 31.05.08: Reworked ECS' entry yet again: Removed the pared-down workaround. Thanks for the impulse, acadiancrusader! - 09.06.08: Added HeinBloed's "Functional Iron Sight for M136 and RPG-7" - good work there, mate! Included the top-notch "SLA Redux" troopers by Rellikki. A new SLA standard! Cole.cz quickly made a replacement pack. Thanks a lot to the both of you! - 10.06.08: Finally added Raven_72nd's "RVN Compass Mod" - very useful! Reworked zGuba's "Config Fix entry. Flares and some parts of the AI behaviour are essentially handeled by his modifications. Thank you, comrade! - 15.06.08: "DMSmokeEffects" is now "JTD Smoke Effects"! Thanks for the brilliant graphics, DMarkwick! - 16.06.08: sickboy's "SIX Pack3" is out! - 22.06.08: Included one more of HeinBloed's brilliant gameplay fixes: "Workaround for flipping Tanks" - 30.06.08: "Red's Fix" - a great collection of model and engine fixes! Thank you, Red_153D! - 13.07.08: Three new addons: Karaya1's great "XtraMod" collection, a smart "Interior Vehicle Sound Volume Fix" by Q and yet another great tweak by HeinBloed: "GDTModHelicopter". Thank you very much for your work! Updated entries for rg7621's "TrueMods" and his latest work "TrueGameplayMods" - great fresh ideas there, well done! On other news the list is yet again at its very capacity. I had to cut some of the descriptions in order to make it fit in. I also do not currently have the time to continue work on the .html version. Suggestions are welcome! - 15.07.08: Simple ideas and brilliant accomplishments lead to enhancements like Mondkalb's "Cartridge Addon": enables proper shell ejection and makes these casings remain on the ground indefinitely (maybe a time-out could be added for weaker systems?)! Dankeschön! - 20.07.08: Updated entry to VictorFarbau's great "VFAI add on" - thank you very much for your pm, mate! Included Jonny's "Army Special Forces" - amazing piece of work there, thanks! Split the list into two parts to get some additional space. - 03.08.08: Updated several entries, added updates to HeinBloed's "GDTModHellfire" and "GDTModTOW", Karaya1's "XtraMod" and MODUL's "MODUL Sky" - 27.08.08: Corrected some minor mistakes and updated links in the list. Make sure you check out Red's updated fix! Added zGuba's "SLX Vehicles fix" - get it here. - 29.08.08: Added chapter "Disabled or Optional Add Ons & Compatibility Issues" - do feel free to discuss any issues! - 13.08.08: Kudos to andersson for his extremly useful "andy_binoculars" and Spooner for a whole collection of amazing enhancements, such as "SPON Rangefinder", "SPON Map" and "SPON RearView" and my apologies for overlooking these for way too long! Also thanks to trusty ol' cole.cz for his messages to keep me up to date :-) - 16.08.08: Reworked the sound mods (chapter 2.5), removed mrcash2009's "mixed sounds" on request (thank you for your message, mate!), added two additional entries and probably forgot a dozen more. There's a flood of fan-made sounds in Armed Assault! Thanks everyone for the hard work you out into your modifications! Many thanks to "BadBoy" Gilles who went through the whole list and checked it for errors and client/server issues! Merci beaucoup pour l'info! - 11.01.09: Added "Andy Crows" (Oh, I love those!) Secondly, (after Cole made it very clear to me) added solus' "SLX mod" wound system - with special thanks to Kroky who came up with it! I am very sorry, it took me ages to actually get to this, as it is arguably one of the best features before the release of A.C.E.! Also, best regards to SNKMAN for his release of "Group Link 3"! Note: Please make sure to disable / remove "truegameplay-weapon-sway.pbo" from your add on folders as it will vastly increase the AI's engagement radius! In addition, some some details have been taken care of and spelling errors were corrected.</span>
  22. The best long-range engagement AI so far? A.C.E., definitely! But you can get good results by tweaking the difficulty settings (esp. enemy accuracy values) and use True gameplay ai. What andersson described is perhaps currently the best way to achieve a stalking, flanking, well-balanced, smart AI that's good in long-range as well as close quarter battle situations, so yeah... :-)
  23. Haha, oh my, okay... Next time, I'll try reading for starters :-P Thanks! andersson: Try removing "ace_ui.pbo" and "ace_ui_background.pbo" from @ace/addons and use your favourite substitute.
  24. Yello! First of all, thank you very much for the ingenious work and the immense efforts you guys went through! I am more than impressed with your creation. The ideas you came up with and their in-game implementation - that must have been a real scripting marathon! I'm having a hard time using the "vanilla" FFAR in ArmA and I just love what you did with the stamina and wounded/damage system! To make this post seem more than the blathering of a demented fanboy (and, yeah, I kinda am a fan of you guys by now ^^): Some criticism, for as far as my coop-partners and I am concerned: As great as A.C.E. manages to achieve to create a common base for add on enhancements and successfully implements many really terrific gameplay elements, it shows some weaknesses in the "model department" - firstly, some of the OFP-ported models are okay to look at, but don't quite meet the graphics standards of ArmA and furthermore the editor becomes a real mess with all the new classes. Yes, I know it's beta, yes, I know these things have been addressed. Those aren't really huge issues. The thing is, personally, I am a minimalist. I'd like to load the game with really just what I need. Now, I hope it's not awfully rude to ask this, but would it be possible to "isolate" certain features from the mod? It'd be a blast to be able to have, say, the "cam shake" effect, rocket ballistics, "magazine count" feature and awesome tracers (I got the latter two to work by now) for just the original ingame weaponry, without having to add ~1.9GB of additional model files? Would it be possible to create "stand-alone" A.C.E. modules, such as "A.C.E. ai", "A.C.E. sounds", "A.C.E. ui", et cetera? Anyways, all in all the mod rocks hard. You guys basically brought us Armed Assault 1.5 - for that many, many thanks from my friends and me! Have a good year 2009!
  25. My dear Vilas, the compilation received rather positive feedback so far; it seems as though a majority of forum users refer to this thread as a basic help for game content enhancements. Personally I never asked for this to get a sticky, but I was surprised and happy to see it actually helped people. Now, the "more realism" concept, this gets clear by reading the introduction, is naturally referring to vanilla game content which was rather atrocious compared to the brilliant custom-made add ons. Please do remember this is a game, after all, and as much as the simulation component contributes to a unique game play (thank you very much BIS), we (my friends, I and presumably many more players) do not see the need for 100% correctly aligned models, as long as they are at least animated and sound nice. To be clear, excuse my polemics: You will never get a 100% realistic game for it wouldn't be a game. It wouldn't be fun to take a break every twelve in-game hours and to have to take a virtual shit in the woods via the mouse wheel menu would it? The list also does by far not cover all of the great add ons out there. I only included stuff that will actually affect original, vanilla game content (replacements, gameplay enhancements) without adding too much actual new content. If I knew how and had permission I'd even extract the model files of the weapons and infantry packs and directly include them into a customizable replacement.pbo's. However, there is no trouble at all replacing weapon and infantry models suggestion with your own packs should you prefer so. This list also is, as already stated several times, not a "mod" it is merely a crude listing of game enhancements that work together. It is up to the user what to add in there and what to leave out. Many of these files work well with ACE, SLX, ECS and many more but the testing for compatibility issues and trying to fix scripting conflicts would be quite a killer for my other hobbies and interests. I agree that SLX, ECS, ACE and the likes deserve stickies (for their efforts and their impressive results), but the problem is this: In an add on centered game such as OFP and ArmA, it is crucial to let the user decide what features to use and what to omit. Within this add on list, we merely mention several individual works and tell users how to combine them. Preferably after their own fashion and likes. Most of the big mods aim to add "too much" to the game and become inflexible and may even lack in quality in some areas. So far only ECS added just what I personally needed without going "over the top". It also let me disable everything I did not want. As great as, for instance, A.C.E. is (and, don't get me wrong, I am more than impressed with many of the results, and I absolutely recommend it - not to mention the common fan-made add ons unification effort), it also brought a certain "chaos" to my game, which I am not too fond of. I'm currently trying to find a way to "isolate" the ingenious tracers, view shake and movement features, to play around with. For personal use, of course, and to see if they can somehow be included to the compilation, until a "non-beta" A.C.E. is released. Finally, I do not really understand the reason why you posted this in here. Seems to me you would rather like this thread to be "un-stickied" than others get "stickied", which would seem like rather infantile behaviour to me. Granted, maybe that's just me. I've received heart-warming support from many community members so far and if anything I have a bad conscience of not being able of putting the full effort in the list.
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