jblack9
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Posts posted by jblack9
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Does this work with ACE2
And can i use the ACE2 Sound Mod at the same time with this mod?
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Does anybody have the classnames for the M4 rifles included in this pack?
Thanks in advance
---------- Post added at 10:14 PM ---------- Previous post was at 10:07 PM ----------
Does anybody have the classnames for the M4 rifles included in this pack?
I don't have internet and am lacking access to the readme files, if somebody could post them it would be awesome.
Thanks in advance
Sorry about the dbl post
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I'm sure this has been discussed before, but I haven't been able to find what I'm looking for.
Using STALKERGB's British Royal Marines Units, I wanna replace their default weapons with the ones from the latest (unbugged) UKF Weapons.
I know I need to first put: removeAllweapons
Then is it addweapon? and what are the UKF names for their weapons?
Thanks in advance. Do i need to do this or does somebody have a replacement pack which does this already?
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anybody noticed anything weird when using this with ACE?
I noticed some groups of units kind of running around aimlessly during a battle a last night, and/or not really following waypoints, or looking in the opposition direction of incoming fire?
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I'm sorry that I don't know how to figure this out yet, but how do I use this with the UKF weapons? has anybody released a pack which does this yet?
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wait I just the used dialogue.pbo, but that result isn't working?
Is there an Alpha team pbo or something?
Froggy how did u accomplish this?
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Nah, thats SLX :)I keep asking whats the file in SLX which does this? but nobody can tell me which one it is? Can u?
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Is this the mod which will allow people to refer to other units in dialgoue as "bravo" rather than "2" etc?
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So nobody knows which file allows for people to hear Bravo rather than 2 over communications (etc) ?
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Does anybody know which file controls the speaking and/or what else it needs to work? So I can have the guys screaming out when under fire? Or yelling out "bravo (etc) rather than saying "2" I thought it was dialogue or shout effects, but on their own they don't work.
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I'm also trying to use the dialogue with SLX with the ACE mod, which files do I need to use? I enjoy hearing Bravo, rather than 2, when orders are being yelled
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Weird Bug Error
I've tried everything I can think of to fix my issue: all my sounds work fine, except for my voices and dialogue. I can't hear: 2 target that AT Soldier
None of that stuff works, and I'm really not using other sound mods other than the ACE one.
PLEASE HELP
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Hey Guys,
There are only two things from SLX mod I want, since I'm using ACE....
the Grouplink 3 AI and the thing which tells the AI to get behind cover?
How would I set this up? Would this conflict?
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Ok,
So I just downloaded all the latest Public Beta 2 ACE files from Armaholic,
and was going to install via mod folders and then use a launcher with this setup
-mod=@CBA;@ACE;@ACEX;@ACEX_SM;@ACEX_PLA
Am i doing anything wrong by just doing it this way? Will I be missing anything other than the automati updates? I play in SP so MP is not much of a concern for me?
Do i need Arma2 1.05 for this to work? I've just been using the previous version of Arma 2 because I won't have internet for a few weeks
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How do i use this exactly, just put this into the mission editor and it works, do I need to do anything else?
Also does this mod do the same thing as Group Link 3 did in Arma 1?
What sound mod is that used in the video?
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Solus,
Great work your doing so far, however, there are major problems with infantry units "warping" in combat.
And a more "personal" thought, is there anyway to split the damage stats from the unit anims in the 'SLX Wounds.pbo' file...
personally i like vanilla damage stats, but want everything else:
i don't want this:
Location based wound effects on people when they are hit.
Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.
Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.
Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.
but want all this
Critically wounded :
The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.
Dragging wounded/dead:
Wounded or dead people can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them.
Giving first aid to wounded:
Giving first aid is based on the skill of the person giving first aid. If first aid is unsuccessful in stabilizing the wounded person's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the person first aid is being given to.
Taking captives:
If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the person being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.
Moving dead/wounded/captives in vehicles:
Wounded, dead, and captives can be moved into vehicles by using the Drag or Follow action when in a vehicle. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the person to enter. Try moving the person to the other side of the vehicle from where you enter, then look at the person and the action should show up.
Dropped weapons:
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.
AI's helping wounded/dead:
AI's will automatically try and help wounded or dead people. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.
AI's taking secondary weapons and machine guns:
If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.
Dismemberment:
If a person is killed with a high explosive and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.
Just curious, but thanks again
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hmm sorry can u explain a little confused?
And don't know which launcher is most commonly used?
Guess I should just use init line?
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I really want this mod, but i don't understand how to install the effects so I can get the "shinyness".
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Hey Guys,
Started dling a bunch of mods, and saw that there were some launchers out.
I made a mod folder and have just been putting all my downloaded mods into the mod folder.
Should I use a mod launcher? or should i just the shortcut with the init line?
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I find that SLX makes firefights somewhat easy to survive, but that the Zeus AI tweak mod redresses this balance somewhat. I also use UPS (Urban Patrol Script) to give AI some good flanking abilities.Does Zeus work "right outta the box" with SLX or do i have to do anything else?
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It'd be interesting to know what mods you all use with SLX, I'm about to reinstall all my mods again, thinking:
SLX
VFAI
Vop Sound Mod?
Any other recommendations?
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Anybody notice soldiers just point their weapons up in the air? directed at nothing?
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Really....i don't know, it just felt like i was getting hit A TON, and then i finally went down.
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Maybe its just me and I need to clean my mod folder, but anybody else kind of feel invincble with this mod on the battlefield? I was taking several shots last night and it was real easy for me not to get killed....just curious
New Sound Mod in the making, slowly but surely
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
So I'm trying to use this with @ACEX_SM, now I can file the file mentioned in my userconfig folders, but what exactly do I need to do with it?
What do I need to do with this:
#define CSM2_ACEX_SM