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Variable

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Everything posted by Variable

  1. Variable

    CiA co-op night

    Hello All, As many of you already know, we have a new server. This means a new Teamspeak 3 server and a new Arma 2 server. The new details are listed on the "Join CiA Coop Nights" page. The server is currently using the password that you know but it is about to change on March 6 (on Tuesday's coop). If you have not received an email with the new password, and would like to get it, please let one of the CiA members know and you will be provided with it. See you on the new server!
  2. The scope of this release reminds me of OFP finmod. That was a release that changed OFP for the better. I anticipate the same with i44 as well! Thanks a lot guys!
  3. Variable

    CWR2 coop pack

    Having played this mission in a coop I can say that the lack of NV equipment in this mission contributes to it's immersion and gameplay. If memory serves the second part of the mission takes place in daylight so that not all subordinate units feel blind through all the mission.
  4. Variable

    Mission requests and ideas

    Kendo, I once had the same problem with registering on OFPEC. I simply emailed the site admin (bottom right hand corner of any OFPEC webpage, where it says "Problems with the site? Email us") and they were quick in solving my problem and fixing my account. If the data you look for was stored in OFPEC, I'm pretty sure it's still there. Good luck!
  5. Variable

    VanhA's CWR2 coop pack (unofficial)

    Updated on the Comrades in Arms CWR2 server! Thank you Vanha.
  6. Variable

    FHQ Coop Mission Pack 1

    Updating on the CiA coop server! Thanks!
  7. Variable

    Thirsk Island

    I just wanted to say thank you for Thirsk. It's beautiful and immersive and I always like playing coop missions on it. Thirsk is one of the few mandatory addons on the CiA coop server, and not for nothing. Thank you Raunhofer.
  8. Variable

    [SP-Arma2] Tears Of The Sun

    Bboy I loved your previous work, and will definitely try this one out. Congratulation on the release! ---------- Post added at 00:10 ---------- Previous post was at 23:57 ---------- I get a "bad link to static object" error, and the mission loads Utes instead of Chernarus. auto-eject occurs on an off-map position. Oh, and mission is ticked as complete even before I tried it. I guess you can fix all that :)
  9. Thanks for the quick reply Celery. That's good news. For all who's interested in some CWR2 coop games, click the banner in my signature.
  10. We are considering to use CWR2 on our dedicated server. However, we would like to keep all our vanilla missions and play during a coop session some vanilla, and some CWR missions without having to restart the server with different parameters. My question, since CWR2 introduces more than new units and islands, do CWR2 configs might affect vanilla missions? Thanks again for this awesome work, I feel like I'm 24 again :)
  11. Variable

    [CAMP] Blood On The Sand

    I really hope the next version will include the voice acting? :cool:
  12. Variable

    [SP] Operation Swift Raptor

    Hey Wiki, this mission looks great, but before we upload it to the CiA coop server (details in my signature, click the banner), I have two questions: 1. Has the mission tested on a dedicated server? 2. Does the mission include respawnvive of any kind? Edit: Sorry! Didn't notice that was an SP mission.
  13. Variable

    Zeus AI Combat Skills

    What everybody said :)
  14. 2nd ranger, thanks for the information, I didn't know that. Well then, I agree that increasing the range radius of the impact effect and add passing bullets effect is the priority.
  15. I believe that it's not, which is the motivation behind this initiative. That would be great but suppression as reaction to bullet impact in close proximity to the AI is more important.
  16. Isn't this solution of using the "Fired" EH will suppress the AI even when nearby AI fire on the enemy? Suppression must occur when bullets IMPACT in close proximity to the AI. Can't that be checked somehow?
  17. Wow man if you manage to make such add-on it can literally change the game for the better. Right now no infantry tactics that incorporate suppression can work since the AI simply don't react to it, and I don't know much tactics that don't include any form of suppressing. I wish I could help myself but all I can do is ask around and let you know if I come up with anything. Good luck!
  18. We on the CiA coop server don't play respawnvive missions. Revive function is ok as long as you can set it to zero. Seems like your mission has such a large scope so there is no valid chance to live through it in one "soul". If that's the case then maybe you are indeed better of without the "no revive" option.
  19. Thanks for this mission! Can the revive set to zero? Is the mission playable without revives enabled?
  20. Variable

    FHQ Coop Mission Pack 1

    Just a reminder for keep track purposes since I already discussed that with Alwarren: In "insertion", after we destroyed the AA battery, we went to "purple" point, lased the target, but none of us had the option to call the airstrike in his radio. Great mission up to that point! Played on the CiA coop dedicated server.
  21. Variable

    Zeus AI Combat Skills

    Updated with default settings on the CiA temporary coop server. Initial testing shows good results. Thanks for the update Terox. I will keep an eye on this thread should you guys enhance the setting to get even better results.
  22. This is a good approach. In any case please allow the use of this icon when HUD is disabled. I would like to use the mouse for driving using the cursor, but not show the weapon sights HUD icons.
  23. I am so happy with the addition of this classic feature! I always felt that this was one of the major drawbacks of the transition to the Arma series. In addition, it will be great if the cursor will allow us to command the AI gunner as we used to in OFP (right click on a target on the radar or a visible target to order the gunner to "Target" it). Please vote for this feature.
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