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jblack9

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Posts posted by jblack9


  1. 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

    CSM2 works together with ACE2 @ACEX_SM, though support is not yet complete.

    As both mod's are beta and still being developed, further support and changes

    will be added.

    To configure CSM2 to override ACEX_SM Weapon classes, the:

    #define CSM2_ACEX_SM

    statement is included in the client configuration file:

    ...\Bohemia Interactive\ArmA 2\userconfig\CSM2\csm2_clientside_config.hpp

    If you are using ACE 2 but do not use @ACEX_SM sounds (i.e. you wish to use

    CSM2 standalone or with another sound mod, then change the above statement

    to a comment by preceding it with '//' as follows:

    // #define CSM2_ACEX_SM

    CSM2 will then no longer check for @ACEX_SM dependencies and will start

    without the popup message.


  2. 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


  3. 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?


  4. 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


  5. 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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