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Everything posted by Variable
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Sympathy for the Devil campaign and Addons
Variable replied to sethofchaos's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice textures indeed! Great to hear you are still working on it setofchaos! I look forward to this campaign. -
Hey bardosy, we played episode two on Sunday and for some reason after two minutes of play we got a message that some woman (don't remember the name) got killed. A message came and told us to go rescue the pilots of a downed aircraft. It wasn't the GROUP respawn version you made for us, we were playing the regular no-respawn version. Maybe some AI run her over or something? Just a thought...
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[SP-OA] Echo On The Ground ...by bboy
Variable replied to bboy's topic in ARMA 2 & OA - USER MISSIONS
Ah! Another mission by bboy. Must be a good one then. Adding to my list! :) Thanks bboy! -
Sympathy for the Devil campaign and Addons
Variable replied to sethofchaos's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
SpockVF101, have you been in touch lately with sethofchaos? Is he still around? Too bad if this promising work will not be finished... -
ScopeFX - Dynamic scopes - including TrackIR support
Variable replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Das Attorney, First of all sorry for reporting a known and declared issue... Another issue - Last night I was carrying a scoped Mk17 and all of a sudden, the scope effect appeared when I was using my secondary iron-sight! It also disappeared from my scoped sight. The mission was Shark-Attack's RTY Delta Force mission - http://www.armaholic.com/page.php?id=11114. -
Thanks for the update KilrBe3, will upload today. If player count allows, we will play it today during coop night.
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ScopeFX - Dynamic scopes - including TrackIR support
Variable replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When switching to the secondary sight on one of the scoped weapons that don't include a secondary scope (arma 2 vanilla scopes) the scope effect disappear. I hope I'm clear enough :) -
Cold War Rearmed² : Demo 4
Variable replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Seems like CWR2 make chutes explode. Maybe just on dedi servers. KilrBe3's DrugSmuggler mission, when played with CWR2 has exploding chutes (right after jumping from the plane some chutes explode and hurt the players/AI). The same mission without running CWR2 doesn't create any problem with the chutes. W0lle, I remember we had the same issue with one of your ONP missions. Could this be the mod's problem? -
Just checked without CWR2. No exploding parachutes! I'll let the CWR2 team know about it. In any case, as a workaround in the meantime, you might want to protect the team/their chutes with invincibility until they hit the ground.
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[SP/MP] Dynamic Whole Map Missions by SaOk
Variable replied to SaOk's topic in ARMA 2 & OA - USER MISSIONS
Outlawz7, Zub is a mission, not a campaign. -
Yeah, I remember now. In 1.43 you had it on loop, so there was a pop-hissssssssssssssssssssss-pop-hissssssssssssssss... sound. I thin it's beter to have the pop repeating than not having a pop-hiss sound at all, or way too low. Thanks for your attention to this :)
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The reason I reported it is i remembered that in 1.43 there were both pop and hiss sounds. Am I wrong?
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My lord, here are the issues I came across. I hope it can help! 1. When being first-aided (BIS first aid module), just before the end of the process, there are two "bullet hit body" sounds. 2. Confirmed no "pop" and no "hisss" sounds for all the smoke shells (reported before just for red smoke shell). 3. Possible no tank shell "wooosh" sound (see this post).
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You gonna have to ask AnimalMother, the creator of the mission. I'm pretty sure these are voice recordings from other sources he used for that mission as a script, nothing more than that.
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CWR2 - lots of AT and T-72 action. I have one question though - I expected to hear a 'wooosh' sound when the tank shells flew past our heads at ~1.52. The tank was above and behind us, firing at the enemy in front. Souldn't a woosh sound suppose to be heard? Laser designating targets for a Reaper's Hellfires while under fire.
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Anti-tank, tank shells and infantry CWR2 action: Snow storm. Raiding an artillery battery:
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Cold War Rearmed² : Demo 4
Variable replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Two videos featuring CWR2, JSRS 1.5 and Blastcore: Anti-tank, tank shells and infantry CWR2 action: Snow storm. Raiding an artillery battery: -
Live Coop Action Using JSRS 1.5 and Blastcore Marines designating targets for Reaper drone Hellfire strikes: Anti-tank, tank shells and infantry CWR2 action: Snow storm. Raiding an artillery battery:
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Glad you are still improving it! Looking forward to the new version.
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Psychobastard's Coop Missions
Variable replied to Psychobastard's topic in ARMA 2 & OA - USER MISSIONS
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Psychobastard's Coop Missions
Variable replied to Psychobastard's topic in ARMA 2 & OA - USER MISSIONS
We played "Scout Out" yesterday, good fun! I liked the enemy placements and quantities, I think the mission is well balanced. We got obliterated at the comm post but had nice fights all the way up there. This is a nice area of Chernarus, I'm glad you picked it up. We didn't manage to handle the backpacks. We chose a backpack, clicked the image on the right hand side of the dialogue but then nothing happened and no pack was carried but any of us. I carried an MG and tried picking a backpack without it, that didn't work as well. Are we missing out anything here? -
No worries mate, the mission was very enjoyable. I really liked the lighting conditions you put. I like illuminated nights where you can choose not to wear your NVG! The exploding chutes are indeed a mystery. When I tested alone the chutes explode in both of the two attempts, but no one was hurt. When we played with humans I was wounded but nothing the medic couldn't fix. This is a good mission and I look forward to playing the rest of the pack! Oh, by the way, a word of advice. The leader seats in the cockpit of the C130, a bit unrealistic if you take into account that he needs to jump from the plane. If you plan another version, I would put two pilots instead of one. This will ensure the team is all at the back (and these planes are flown by at least a pilot and a co-pilot anyway...). Edit: no, we were not running ACE. On Sunday (and Tuesday) We run CWR2, Zeus AI and TPWCAS suppression mod.
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KilrBe3, we just finished playing "drug smuggle". Nice mission! two issues though - the parachutes are exploding midair (no one got killed, I needed first aid though) and the destroy the drugs objective isn't ticking (used like 10 satchels on the crate marked by the red arrow, it's just flattens and the objective isn't completed).
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ScopeFX - Dynamic scopes - including TrackIR support
Variable replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is great, thank you Das attorney! -
Footage from Thursday. Video title is a Hund's remark during our extraction maneuver. Great mission! I'm going to edit and upload that second mission we played, the one with all the awesome AT shots ;).