*tcf*jackal
Member-
Content Count
116 -
Joined
-
Last visited
-
Medals
Everything posted by *tcf*jackal
-
Mando Missile ArmA for ArmA 2
*tcf*jackal replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Me niether :) Perhaps change the order in which the mods are loading? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
*tcf*jackal replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I understand where you are coming from Jason, but that would break many an existing mission. I can understand why it would be rejected. It should be left to the mission designers to restrict the classes (easily done) which can use certain vehicles. Defining restrictions in the mod itself would make ACE too inflexible and could be a major PITA for mission designers. I dont think using phrases like "dictatorial" or "communist" is very helpful. I know you're just making suggestions to improve the mod and thats great to see. But there is a right way to do it. Just my opinion. Just remember how much the ACE devs have had to put up with already. Their time is precious, so I wouldnt be so quick to take offence if they havent responded how you would like. They are approaching the release of 1.0 so perhaps dont have time. Its great to see everyone so passionate about a community mod :) EDIT, Jason I just read your latest reply. Bang out of order. Its people like you who make talented mod makers throw in the towel. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
*tcf*jackal replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Banderas - Take a look at Mando Missiles mod. Sounds like this is what you are looking for. Of course, this sort of tech could well make an appearance in ACE should the team decide. But if a mod already does this so well, as Mando does, there may not be much point. Mando Missiles is soooooooooo good and together with ACE, makes ArmA II a complete package. -
WarFX Particles
*tcf*jackal replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great mod. Very impressive. Unfortunately though, I had to disable it because like Alex, I was seeing a real FPS hit with certain effects, mostly from artillery impact. Really looking forward to any future updates. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
*tcf*jackal replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yeah, what map is that? -
Black Rock Beach - AAS (up to 100 players)
*tcf*jackal replied to Tom_Anger's topic in ARMA 2 & OA - USER MISSIONS
Ahhhh good old Joint Operations :) Great to see the mother of all game modes alive and kicking in ArmA 2. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
*tcf*jackal replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is this what you are after Alex? http://ace.wikkii.com/wiki/Class_Lists_for_ACE2 -
RKSL - British Army Lynx AH Pack for ArmA2 Released
*tcf*jackal replied to a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Top notch work guys. Its really great to see some british kit getting rolled out. I would echo the sentiments about the cockpit sound effects. I would suggest they are too low. Thats purely my opinion and if the masses wanted it that way then thats fine with me. Bravo fellas! :) -
Great stuff guys. I've been mucking about with the P:UKF stuff all day. ArmA2 needs of bit of British :)
-
A.C.E. Advanced Combat Environment - Public Beta!
*tcf*jackal replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I really cant believe the attitude of some people here. The ACE team work tirelessly to give the community something fresh, new and exciting with the sole purpose of enhancing everyone's experience (for FREE no less) yet we still see certain individuals pi**ing and moaning because they cant be bothered to get off their arses and figure out a simple piece of software which, in the long run, will make their lives FAR easier. You guys better knock it off, because if you keep carrying on as you are we may all find that the ACE team take their efforts elsewhere. We've all seen talented modders give it up in the past because of the abuse (and thats exactly what it is) they sometimes have to endure. But to finish on a positive note, congrats to all involved in the production of ACE and its update options. I remember well the injection of life ArmA had as a result of the same mod this time last year. Its happening all over again! A stroke of genius on both counts! Thank you all :) -
Get well soon Norrin!
-
TRSM Tracked Vehicles Sound mod (WSS+signed update)
*tcf*jackal replied to TangoRomeo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just tried the mod out. Absolutely top class work TangoRomeo. You can almost smell the diesel! Its safe to say that the bar has been raised on the sound front. Couple this with RH's helo mod and we are already two giant steps forward to the soundscape from heaven :) Thanks again! -
TRSM Tracked Vehicles Sound mod (WSS+signed update)
*tcf*jackal replied to TangoRomeo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Splendid! -
TRSM Tracked Vehicles Sound mod (WSS+signed update)
*tcf*jackal replied to TangoRomeo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cant wait to try this out! Will this work alongside RH's helo sounds? -
RH heli sounds 1.01
*tcf*jackal replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tremendous job! Well done sir! -
Dead body detection.
*tcf*jackal replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very nice idea Tophe. That would be a great addition. Im reminded of Splinter Cell where it was in your best interest to try and hide dead bodies to avoid alerts. In ArmA II, upon body detection, the AI could do all manner of cool stuff like you point out. Like popping flares at night or switching on alarms and searchlights, conducting sweeps and just generally flapping their arms and shouting lots. Im a noob as far as scripting goes but could you have a trigger of a certain size placed around a dead body and when an enemy AI reached said trigger it would fire off the panic sequence? Im sure there are much better ways to do this of course. -
A.C.E. Advanced Combat Environment Mod 2
*tcf*jackal replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Agreed! I want weapons, and lots of em' Variety is the spice of life so Im told ;) -
Sorry mate. It just sounds to me like ArmAII isnt your cup of tea. It handles very differently to BF2 and CS and I would hazard a guess that the established community (me included) are very happy about that fact.
-
Flashpoint with added polish. Thats a good thing!
-
Bzzzzzzzzzzt. Next!
-
Xeno, any indications as to what some of the 50 side missions might be? That sounds superb! :D
-
I would echo Paladin's sentiments here. The F35 and Harrier both suffer from that strange "wobble" at high speed we used to see in ArmA 1 before it was patched. A10 seems to be ok but not sure about the other jets yet. Would be nice to see these "minor" items resolved in 1.03. The turning circle of the C130 while in taxi is unfortunate as it makes this great addition very difficult use.
-
Tracked Vehicles Audio mod [wip]
*tcf*jackal replied to TangoRomeo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Fantastic work! -
Stunning mission from the ArmA days. I swear I could hear the community cheering when you released this for A2 Xeno. One question: I have placed my own vehicles at the airfield, namely aircraft. They seem to be subject to the same time restrictions as certain other vehicles ie we are unable to use them until 30 minutes into the mission. I have done some hunting through the various scripts but cant find where this is set. This should be any easy one to find but so far the setting has done a great job of hiding from me. Any hints as to where I might find this setting so I can reduce it? Great job once again, Xeno!
-
Ambient Combat Module
*tcf*jackal replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, a sample mission for us noobs would be splendid.....hint hint :)