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*tcf*jackal

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Everything posted by *tcf*jackal

  1. I dont see any bad news there at all! Good work guys. If that specific issue can be improved or even better, resolved, then as Gossamer says, please take your time.
  2. *tcf*jackal

    HMS Queen Elizabeth

    She sure does exist. The first of the bow sections are already in place. Loooooong way to go before completion of course.
  3. *tcf*jackal

    Static C130 and HALO?

    Hi guys, just wanted to say thanks for sharing your work on this. I was trying to find out how the Bootcamp parachute mission was done with the static C130 and hey presto, you guys pretty much answered everything already. Splendid!
  4. *tcf*jackal

    Airborne ?

    I too was looking to mimic the start of the Bootcamp mission 06, for the start of an MP mission. I couldnt even get as far as being able to take a look at the example in the stock mission to see how our friends at BIS created the inside of the C130 in a static position above the objective. Would be great if anybody could shed some light on this BIS trickery :) ---------- Post added at 03:17 PM ---------- Previous post was at 03:02 PM ---------- Search always turns up the answer! http://forums.bistudio.com/showthread.php?t=102688&highlight=c130
  5. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    ["Request Air Support", {typeOf (unitBackpack player) == "US_UAV_Pack_EP1"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf"; Worked perfectly! I would never have been able to figure that out. Many thanks Mandoble.
  6. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    Thanks Mandoble, I will try that this evening :)
  7. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    Hi all, looking for a little bit of help if possible. Im trying to add the support console to my mission so that if a player picks up the UAV Backpack he can then access the console. It is a very simple 2 player COOP which I host on my own PC. So in my init.sqf I have the following line along with the usual bits of code associated with MMA: ["Request Air Support", {"US_UAV_Pack_EP1" in weapons player}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf"; }; I have confirmed that MMA is working fine by changing the condition for accessing the console to a simple time time based trigger which sets an objective to complete, thus enabling access to the console. I dont seem to be able to get it to work based on an item or piece of kit which the player is carrying. I had this working aaaaaages ago so Im not sure if im missing something obvious. Thanks guys. EDIT!! Ignore the typo in "mando_giveme_console.s qf" Not sure where that space has come from. Could be the forum.
  8. *tcf*jackal

    RH heli sounds for OA

    Thanks RH!
  9. T-Booooooooooone! Good to see you still playing ArmA mate. I was on the TAW EU server recently. Need to catch up with you guys for a game!
  10. This looks fantastic Rock. Really looking forward to trying this out over the weekend. Thank you for sharing it with the community.
  11. *tcf*jackal

    British Troops DLC released & Official 1.01 Update

    Ya wee dancer :)
  12. Hi all, this seems like a good idea to me but if not, happy to scrap it. If a mod is compatible with OA, stick it here and we can try and maintain a complete list in the first post. I've had trouble running some mods but have yet to figure out which is causing the issue. This list should help identify which of your favourites from A2 can go straight into OA. I suppose the prereq for making the list is that the mod has been tested in OA and shows no serious issues. SYSTEM EFFECTS INFANTRY WEAPONS VEHICLES
  13. *tcf*jackal

    ***OA Compatible Mod List***

    I'll ask for the post to be removed/closed. No offence taken :)
  14. *tcf*jackal

    ***OA Compatible Mod List***

    I was thinking similar Big Dawg. But my rationale was that it would be better to focus on positive things ie mods that we know do work. Mod makers may get upset if we publish the fact that someone thinks their mod doesnt work when in reality it could easily be a local issue. For example, i've just tried Mando Missiles and for me it didnt work, but it could just be me and my setup. Same could be said for mods that DO work though. Hmmmm, still not sure the best way to go.
  15. *tcf*jackal

    ***OA Compatible Mod List***

    Thanks for the input. Keep em' coming. If any moderators think this post is in the wrong section, I promise I wont throw a hissy fit if it needs to be moved. Seems most think this could be a worthwhile exercise so I will continue to update :) EDIT: Actually this probably is in the wrong section. Maybe move it to troubleshooting? Sorry bout' that.
  16. *tcf*jackal

    SEAL Team Six 4

    I get the very same. Wonder if I need to download Namalsk again. *EDIT Disregard.....im being stupid again! I was missing an add on, sorry guys.
  17. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    Thanks for the tip Mando, thats great. I've been reading through the supporting documentation for your mod, so I'll look into the global variables in more detail :)
  18. *tcf*jackal

    BWMod release thread

    Great stuff guys, congrats on the release. And +1 for ACE2 compatability. It would be beneficial for all I would say, but not 100% necessary.
  19. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    Hi Mando, love your work. It is just superb! I have a suggestion(s) which may or may not be possible but you can be the judge of that. The suggestions are to do with the evacuation chopper, which as it stands is fantastic! But how about this: 1) When an evac is called and the evac chopper lands at the players position, the first player to enter the helicopter recieves a dialog which can control exactly when the helictoper can take off again. Good for holding the chopper for team mates, or taking off quickly if under fire. 2) When a helicopter is given its destination, would it be possible to give an order for the helictoper to hover at a certain altitude to allow either parachutes or fast roping, instead of landing? In essence this becomes an insertion I suppose. The helicopter is then dismissed as normal. Im thinking about use in conjunction with the ACE mod here. 3) Would it be possible to have the ability to change the helicopter destination mid flight? I've never actually tested this so maybe its already possible. No problem if there are objections to this. They are just ideas :)
  20. *tcf*jackal

    co30 DominationA2! One Team

    When I run the new version of this mission my game crashes to desktop after about 30 seconds. Anybody else see this behavior? I've no doubt its local to me but wondered if anyone else is having bother. Im running latest CBA, ACE2, ACEX, SoW, TRSM, MMA. I'll try removing all mods except CBA + ACE related and report back. My initial hunch is perhaps its something to do with the snow effects.
  21. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    Im not to sure mate. From my own point of view I can live with the issue as it isnt causing too much of a headache. Its just not quite as slick and smooth as it once was where camera views are concerned. I tried to do some tests over the weekend, in particular I wanted to be 100% sure it was ACE that was causing the problem and not something local to my PC. So I removed ACE from my mod list only to have ArmA crash each time I launched it. So i've been unable to confirm that fact so far :( Rolling ACE back would be a painful process I reckon, especially if it has no effect. Dropping either mod simply isnt an option for me as the game would lose so much appeal if one or the other were abscent :)
  22. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    I too have started to see camera difficulties with MMA since the last ACE update. Although not only when a missile is tacking. Just using the camera in general I've noticed a "dip" in performance". I initially thought it was WarFX that was causing it but a bit of testing and disabling of various mod combos showed that it wasnt. So the process of elimination tells me its a recent ACE update that is the culprit, as far as I can tell so far.
  23. Will 6pm never come? Wonder what ACE treats we'll have this weekend :D
  24. *tcf*jackal

    Mando Missile ArmA for ArmA 2

    I believe remote mode is to allow you to lock onto laser designated targets from other friendly units, a team on the ground with a hand held for example. So if a ground team have something lit up, you would use remote mode on your aircraft to allow you to select that particular target. Hope I've got that correct. Sorry if I havent.
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