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the.d

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Everything posted by the.d

  1. Thank you very much for those kind words, Mark :-) I am really flattered! Concerning the future of this thread: Recently, I did not have much time and motivation to go through all the great new features that arrived since the last update of the first post (especially after my GPU went to hell). I am, however, currently testing the "compatibility" with A.C.E. - Bluntly put: A.C.E. takes care of 90% of the enhancements discussed in here and even adds a lot more useful, practical features! Before looking at any of the files in here, have a look at this piece of art! Many, many thanks to the people who contributed to create this beauty! I am going to completely rework the compilation and include a (minimum!) number of files that will further enhance A.C.E. without compatibility issues. I will probably remove a large number of old entries since this will be a complete overhaul. No offense implied to any of the add on authors! adam264: I did take a look at the file package and it seems quite a thoughtful collection. I suggest we redesign the torrent, however, to go properly with A.C.E..
  2. Hey there! First of all, sorry for the late reply! I am currently unable to maintain list updates - there are some pretty neat things out there that I would love to test but I just lack the time. I do not have a date as to when I'm back to the forums, sadly. There are other things on my mind right now that need my full attention. Thank you very much for your elaborate post, Kroky. It'd be a blast to include certain SLX features into the game! nuggetz: All of the addons mentioned here should work together without issues - it's a question of loading order and removing some files from compilations. For the sake of compatibility I decided to leave out a lot of promising add ons, like SLX or XAM, for instance. This list isn't by far a "ultimate list of add ons one has to try", but merely a suggestion. Personally I have about 90% of the files running when I start a coop. But my advice is to use as few addons as possible and just enough to change essential gameplay elements (AI behaviour, sounds, control elements) to one's personal taste. I'd really like to thank everybody who participated in the creation of this list with their ideas, their input and suggestions and helpfulness; you kept this thing going! Lastly, a huge Thank You to the fine people who come up with all these great enhancements, of course! You guys made ArmA use its full potential and, who knows, you might already have inspired BIS in the development of ArmAII - one of the very few games I am actually looking forward to nowadays. Thank you all! PS: Don't fall for EA! ;-)
  3. Hey there! "ultra_ai=1" is based on purely empirical tests. As far as I can tell AI tends to get rather "unfair" in terms of reaction times (try walking 'round the corner with an enemy rifle pointing on the location at different AI aggression levels with and without ultra_ai) I suggest you turn down these settings a bit and stop when a balanced level is reached. Personally I like it.. erh.. rough.. so to say. In Warfare, an enemy (ai-controlled) MG Nest should pose a severe threat for an incoming HUMVEE at < 300m and AI snipers (as frustrating as it may be at times) should really be sneaky bastards that might take you down without you even spotting them in time. By all means, play with the settings, see how they work out best for you and your squad - the fan-improved AI is still based upon BIS' original of course and generally flawed so there's no sure solution to make it perfect in any way. It's also very dependent on mission parameters, coop design and internal scripts. :-) In another note I wanted to thank Gilles of the GIBF squad for his testing efforts and messages regarding the list and the dedicated server he kindly supplied for us. Merci beaucoup!
  4. the.d

    FFN MOD

    I'm currently testing your latest version and (not only after many justified requests) would (finally) very much like to add this to the add on list. With the latest version I couldn't find any complications yet, not gameplay-wise nor in any of the .rpt files - I tried FFN quite often and found some weird ai behaviour at times (especially in the wide open where no cover was available & in combination with other mods, such as ECS and SIX - they seem to be gone now. Why? I don't know!) I'd run a larger multiplayer test later this afternoon (got a week off, hurrah!) and then include it to the compilation - if that is okay with you! Also, sorry it took me so long!! Edit: Sorry, I tested it quite thoroughly by now and decided not to include it just yet. The AI is, of course, rather stunning - but the fps hit is just too huge at the moment. Larger coops and, for instance, Evolution & Warfare become virtually unplayable after some time (I am running ArmA on a fairly decent system). I'll see if I can counterbalance this by removing other add ons.
  5. O.O Alright.... erh... wow.. thanks, tourist! That was quite exhaustive! I tried some of the things you mentioned - with and without the add on - early this morning and couldn't see that much of a difference except for the ability to (severely) damage a BMP in a direct hit. It might be a good idea to include it, seems like the rifles get a good boost after all. I should have another go at it, thank you very much for your efforts, mate! As for the s_NVG problem: I noticed that sometimes(!) the menu entries seem to be missing yet the auto-adjustment must have been working - at least I was enjoying rather good contrast and saturation. Also keep in mind SPON Core has problems with Warfare and possibly perhaps other things that rely on certain scripts. Spooner mentions in one of his threads: Now, I don't know much about these here multigrade king pineapples but I experienced several (minor) issues (didn't see any problems with the sight adjustment add on so far, but I'll check). In Warfare, for instance, I am able to use the free-hand drawing - sometimes. The menu isn't always there. It does work in other missions, though (just as he said). I suppose it's a script conflict (me so smart) since Spooner designed his scripts to be integrated directly into a mission when needed - a general add on version that is loaded every time any mission starts - as used by us - might make things more complicated and causes compatibility issues. I still highly encourage everyone to give the SPON add ons a try. The ideas behind it are as original as useful and the realization is extremely elegant. Edit: You are right, tourist, it does interfere with the sight adjustment. It works the first few seconds after starting of a new map / mission, then becomes unusable. I was able to adjust the sights a couple of times afterwards in irregular intervals. Hmmm.. this is tough. I'll test it some more tomorrow and add notes to the pertaining entries. Thanks again for your post :-)
  6. Does anybody know what this actually does?
  7. <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!</span>
  8. the.d

    SPON Rangefinder

    Cheers, mate & sorry. I was in a hurry and didn't post a proper link. I'll add some stuff in that was particularly useful in my opinion - but I suggest everyone check out the ingenious stuff you created ... it's stunning. Thank you for sharing this with the community :-)
  9. the.d

    SPON Rangefinder

    D add to list? Â :-D Amazing work, mate & sorry for this late message. I kept overlooking this this thread till I was testing andersson's binoculars... I love the functions, they should be great especially for larger coops, such as Warfare Edit: Oh wow, there's a lot more! I didn't know you made an add on version of your freehand-drawing-on-maps-thingie! Thank you, scripting god!
  10. the.d

    andy_binoculars

    Hell, this is great! I added this to the list - hope that's okay!* Tested it and couldn't find any serious bugs (the ones mentioned before, especially with SPON Rangefinder are a bit annoying at best, but don't break the game) Thank you very much for this, andersson, it gives quite a proper "scouting atmosphere" when using binocs! :-) I won't be here for a bit, so I took the liberty on mentioning it without any reply - if that seems stupid & rude, I apologize!
  11. Hey everyone! I am very sorry for posting so scarcely. I am rather occupied with a lot of personal matters and do not find much time to play Armed Assault let alone test new add ons. I am looking forwards to having a good coop again soon, though :-) *blinks towards Mark and Cole* adam264: RHS has been mentioned before and was in the list for quite a while. I decided to remove it, however, as it changed too much contextual game content. Personally, I prefer the fictional "SLA" over Russian replacements; if one does insist on using Russians, I think one might be quite happy with Brian's work. Don't get me wrong, though: It is a remarkable add on and very recommendable, it just doesn't fit in here - This list is by far not a general add on overview, I'm afraid :-) Steel_WOF: As far as I know ZGB_Weapons.pbo changes ROF for the 2A42 and S8s only - q11 should round out infantry weaponry. Zander: What Cole said! ^^
  12. Easy now, haha! I thought Enixj7 was referring to the replacement files found in @Replacements, where some of the packs could indeed be summarized and re-ordered into packs like "infantry_weapons.pbo" and "vehicles.pbo". Even then, I hardly find the time to do just that, I'm afraid. My scripting skills are nearly non-existent so it'd take quite a while to get into this and my studies have been very time-consuming recently (lab reports galore). I cannot tell when I'm actually "back" to gaming - 15 min of Armed Assault in the last 4 weeks isn't plenty :-( I sincerely appreciate the idea, alef, and your kind offer of support, Steel_WOF; it could indeed be done with some @General files - if the pertaining mods' authors agree. However, the huge advantage of the current multiple files system, as hard to overlook and inconvenient as it might seem, is simply that single files/aspects can be added or removed. Until the compilation would be 100% seamless and bug-free and could further be designed to match the taste of at least the majority of players I don't think such an endeavor would be worth the trouble (and trouble it would be). Assasin93 mentioned compatibility issues between xtra mods and NWD (thanks for that, Assasin93). There are further issues, such as the aforementioned GDT incompatibility with NDW rocket ballistics and cole.cz's launcher replacement with conflicts with GDT's sight fix for launchers - not to mention Red's fix reverting the infantry weapons replacements to vanilla models again. Then there's the issue of taste - do people prefer Russian infantry on SLA's side or do we stick with SLA Redux? Tank replacements yes or no? I usually move unused files into my "Disabled Add Ons" folder till I need them. Heck, I sometimes used to load up Arab voices and a suiting replacement and went on a terrorist hunt in Warfare / Evolution for just one session of ArmA :-) I will re-add the "Deleted Files" chapter to the list, to make sure that not every file of an add on pack, such as xtra mods, is compatible with the rest. I will do that as soon as I can. Thanks for your posts!
  13. Enixj7: Good idea, yeah. Maybe it is time to make one single file out of it. We'll see what can be done. alef: Are you sure? It seems to work for me; not getting any ArmA.rpt errors either. I'll test it further as soon as I find the time, thanks for your message! (* update news and postscriptum: see current latest post )
  14. the.d

    Red's Fix v1.2

    Hah, great stuff, Red! I got one request, if I may: Cole.cz edited some config.cpp entries to restore weapon model replacement updates featured in the add on list - for our personal use for now, it's not fully done anyways. Would it be okay with you to feature this modified version in the add on list to ensure integration and compatibility?
  15. That's a curious issue... My next best guess is it could be some of the .hpp files either located in "...\ArmA\Dta" or "...\ArmA\@ECS\Bin" I made some changes to the latter and this is what it looks like (though I am quite unsure whether that is really going to help you - I made these changes after my personal taste, mostly): ECS_local.hpp:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ECS_local0[] = {false}; ECS_local1[] = {}; ECS_local2[] = {false}; ECS_local3[] = {100}; ECS_local4[] = {5}; ECS_local5[] = {false}; ECS_local6[] = {false}; ECS_local7[] = {{1200,5000}}; ECS_local8[] = {false}; ECS_local9[] = {12.500000}; ECS_local10[] = {false}; ECS_local11[] = {true}; ECS_local12[] = {true}; ECS_local13[] = {true}; ECS_local14[] = {0.55}; ECS_local15[] = {true}; ECS_local16[] = {0.25}; ECS_local17[] = {true}; ECS_local18[] = {0.75}; ECS_local19[] = {true}; ECS_local20[] = {0.95}; ECS_local21[] = {true}; ECS_local22[] = {0.85}; ECS_local23[] = {true}; ECS_local24[] = {0.85}; ECS_local25[] = {true}; ECS_local26[] = {0.85}; ECS_local27[] = {true}; ECS_local28[] = {0.85}; ECS_local29[] = {true}; ECS_local30[] = {1}; ECS_local31[] = {true}; ECS_local32[] = {1}; ECS_local33[] = {1500}; ECS_local34[] = {true}; ECS_local35[] = {0.15}; ECS_local36[] = {true}; ECS_local37[] = {1}; ECS_local38[] = {true}; ECS_local39[] = {1}; ECS_local40[] = {true}; ECS_local41[] = {1}; ECS_local42[] = {true}; ECS_local43[] = {1}; ECS_local44[] = {{"Tank","M119","D30"}}; ECS_local45[] = {true}; ECS_local46[] = {true}; ECS_local47[] = {3}; ECS_local48[] = {7}; ECS_local49[] = {{"HMMWV50","HMMWVTOW","HMMWVMK","HMMWV","StrykerBase","Stryker_ICV_M2","Stryker_ICV_MK19","Stryker_TOW","UAZMG","UAZ_AGS30","UAZ","BRDM2","BRDM2_ATGM","Skoda","SkodaBlue","SkodaRed","SkodaGreen","datsun1_civil_1_open","datsun1_civil_2_covered","datsun1_civil_3_open","LandroverMG","Landrover_Closed","Landrover","car_hatchback","car_sedan","hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open","M1Abrams","M113","M113_RACS","M113Ambul","Vulcan","Vulcan_RACS","BMP2","BMP2Ambul","T72","ZSU","AH1W","UH60MG","UH60","AH6","AH6_RACS","MH6","MH6_RACS","AV8B","AV8B2","KA50","Mi17_MG","Mi17","Su34","Su34B","A10","RHIB","RHIB2Turret","DC3","UH60MGRACS","UH60Racs","DATSUN_PK1","MAA_DATSUN_PK2","DATSUN_DSHKM1","DATSUN_DSHKM2","HILUX_PK1","HILUX_PK2","HILUX_DSHKM1","HILUX_DSHKM2","HMMWV_civil"}}; ECS_local50[] = {true}; ECS_local51[] = {{"ECS_RC_US"}}; ECS_local52[] = {5}; ECS_local53[] = {0.55}; ECS_local54[] = {5}; ECS_local55[] = {0.75}; ECS_local56[] = {true}; ECS_local57[] = {{"ECS_RC_RU"}}; ECS_local58[] = {5}; ECS_local59[] = {0.55}; ECS_local60[] = {5}; ECS_local61[] = {0.75}; ECS_local62[] = {true}; ECS_local63[] = {{"ECS_RC_RACS"}}; ECS_local64[] = {5}; ECS_local65[] = {0.55}; ECS_local66[] = {5}; ECS_local67[] = {0.75}; ECS_local68[] = {true}; ECS_local69[] = {{"ECS_RC_CIV"}}; ECS_local70[] = {5}; ECS_local71[] = {0.25}; ECS_local72[] = {5}; ECS_local73[] = {0.55}; ECS_local74[] = {true}; ECS_local75[] = {100}; ECS_local76[] = {true}; ECS_local77[] = {150}; ECS_local78[] = {false}; ECS_local79[] = {false}; ECS_local80[] = {{"ECS_RU"}}; ECS_local81[] = {{"ECS_US"}}; ECS_local82[] = {{"ECS_RACS"}}; ECS_local83[] = {{"ECS_CIV"}}; ECS_local84[] = {true}; ECS_local85[] = {false}; ECS_local86[] = {false}; ECS_local87[] = {true}; ECS_local88[] = {true}; ECS_local89[] = {50}; ECS_local90[] = {240}; ECS_local91[] = {true}; ECS_local92[] = {true}; ECS_local93[] = {0.75}; ECS_local94[] = {0.75}; ECS_local95[] = {60}; ECS_local96[] = {true}; ECS_local97[] = {0.03}; ECS_local98[] = {180}; ECS_local99[] = {true}; ECS_local100[] = {0.95}; ECS_local101[] = {15}; ECS_local102[] = {true}; ECS_local103[] = {0.95}; ECS_local104[] = {120}; ECS_local105[] = {true}; ECS_local106[] = {0.95}; ECS_local107[] = {240}; ECS_local108[] = {true}; ECS_local109[] = {0.75}; ECS_local110[] = {20}; ECS_local111[] = {0.75}; ECS_local112[] = {0.95}; ECS_local113[] = {0.75}; ECS_local114[] = {0.95}; ECS_local115[] = {0.85}; ECS_local116[] = {0.75}; ECS_local117[] = {0.85}; ECS_local118[] = {0.75}; ECS_local119[] = {0.85}; ECS_local120[] = {30}; ECS_local121[] = {30}; ECS_local122[] = {15}; ECS_local123[] = {15}; ECS_local124[] = {3}; ECS_local125[] = {0.25}; ECS_local126[] = {0.25}; ECS_local127[] = {true}; ECS_local128[] = {true}; ECS_local129[] = {true}; ECS_local130[] = {0.85}; ECS_local131[] = {true}; ECS_local132[] = {800}; ECS_local133[] = {15}; ECS_local134[] = {true}; ECS_local135[] = {true}; ECS_local136[] = {true}; ECS_local137[] = {true}; ECS_local138[] = {true}; ECS_local139[] = {true}; ECS_local140[] = {true}; ECS_local141[] = {true}; ECS_public.hpp:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ECS_public0[] = {5.00}; ECS_public1[] = {19.00}; ECS_public2[] = {true}; ECS_public3[] = {45}; ECS_public4[] = {true}; ECS_public5[] = {false}; ECS_public6[] = {true}; ECS_public7[] = {false}; ECS_public8[] = {false}; ECS_public9[] = {true}; ECS_public10[] = {true}; ECS_public11[] = {true}; ECS_public12[] = {true}; ECS_public13[] = {true}; ECS_public14[] = {0.002}; ECS_public15[] = {0.01}; ECS_public16[] = {true}; ECS_public17[] = {true}; ECS_public18[] = {true}; This is all I can come up with, I'm afraid - does anybody else experience compatibility issues? I'm running all of the files mentioned above without any errors. Edit: Hm, that quote-thingy kinda screwed up the forum's formatting; I broke the internet! Sorry!
  16. Not that I know of, no. I think TrueGameplayMods did quite a good job on the steering, actually. Try to tweak it to your own needs, if you can.Birdseye: As far as I can judge now, FFN doesn't 100% fit to the other ai enhancements. As great as the features are (we have high respects for the creator), it does usually screw up open range combat. Instead of diving for cover as is usually the case during CQB, the enemy shows a behaviour that at times strongly reminds of bunny jumping back in the days when CounterStrike was beginning its downfall. I'll leave it out for now, hope that's okay with everyone. Small update: (* update news and postscriptum: see current latest post )
  17. Hey there, Birdseye, thanks for your message! I looked into FFN some time ago but found it to cause rather weird ai behaviour especially on open range attacks and in combination with other ai enhancements, in particular (one of the previous versions of) VFAI and ECS. I'll download and test it again, though; see how it works out now (lots of things have changed since then). Thanks for the suggestion, I rather forgot about this great pack :-)
  18. I will be "away" for a while as I have to do a complete system recovery / clean system installation thanks to a much-loved "copy" "protection" that, by the way, wouldn't even let me play the game I payed for (a rather well-known flight simulator).
  19. Yeb: Yeah, but I really like these new plain desert soldiers :-) Gargantua: Good idea, yeah - though TrueMod does a good job with the interface. I wish there was a game / game engine that could display status information like it was an actual HUD projected on your helm visor or goggles or something (wasn't there a Star Wars shooter some time ago that did this rather well? Can't quite remember) sirupdzija: I'll say!
  20. Some pictures: Some SF dudes Battle Of Gulan Taking Iguana Setting up defense in Cayo Crew transport from HQ to Cayo to crew the artillery Sky over Cayo Sky over Cayo (5 minutes later) CQB Don't you hate Shilkas? VFAI in action one of my SF guys actually made it back alive from Gulan
  21. the.d

    Sky Replacement

    Yes, unfortunately this clipping thingy keeps popping up. I could change the transitions by using a single colour for this area but that looks just as silly. If anybody has a solution to this problem (besides buying Armed Assault II *giggle*) go ahead! It has to be of topological nature.
  22. Ah I see. Thanks for letting us now (yet again), waylay! A CTD is rather serious :-/ Could it be a config conflict? Yeb: Don't hurt me! (* update news and postscriptum: see current latest post )
  23. the.d

    Cartridge Addon

    Just to give some more feedback: It does work nearly perfectly* for me; even with ECS, NWD ballistics, and tons of other mods and replacements used simultaneously. It also works perfectly fine client/server-wise. I used most of the addons and the setup ("@General/AddOns") described here and had several compatibility test runs so far. No complaints or slow-downs even in 32-player warfare missions with lots of vehicles. Velocities are fine, too. We just had an extra test with an AH-1Z. Maybe it's very reliant on ArmA's graphics options? Didn't try it on lower settings - anyways, great work and thanks again, Mondkalb :-) * except for the aforementioned ArmA.rpt errors and the initial error message pop up the first time a shell is spawned
  24. I know mate, cheers :-) There was no need to update the list though, as filenames and description of its functions remained the same.
  25. Cheers for the info, Karaya1! I'm updating the list now :) Uhm, waylay, you okay over there? :-D If one of you found anything strange regarding compatibility do let us know - I'm beginning to lose overview now as many addons change shared functions. As a general rule: If you like a particular attribute of an addon best, try to load it last in your loading setup. That doesn't always apply, however.
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