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AnimalMother92

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Posts posted by AnimalMother92


  1. Can the Awkward Squad and the Rebl Men have a deathmatch one of these days?

    Abs

    -Ziggy-;1863292']it will be officiated by free masons' date=' and take place at Area 51... :D[/quote']

    I'm in, though I doubt the massacre will be much fun to watch :rolleyes:


  2. EDIT - Ran through Hind In Sight and Pest Control today, too.

    Hind In Sight was also a good mission, if not for the fact that I executed it pretty much 105% awesomely. Started off toward the objective and bumped into the Russian patrol making its way along the track. Bumped off a few M433s, popped smoke and withdrew like any good SF unit. The enemy didn't know what hit 'em - we didn't get a single round fired back at us.

    Following this, I did a massive flank to the southwest through the woods, which took some time, and popped up again near the farmhouse, with good eyes on the Kord and SAM emplacement. Set up the support element on the slope of the hill after ID'ing all the enemy troops I could through the thermal scope, and kept the maneuver element slightly south, consisting of the demo expert, grenadier and rifleloon behind me in file. Initiated contact, got the support element to put an AT4 into the Hind to clip its wings, and pissbolted northeast along the line of bushes separating the fields. Support element almost got flanked at one stage, but I saw it from afar and slotted the bloke before he could get in behind them. Reached the Hind's nest, told the 240 gunner to suppress the enemy taking cover near the command tent and set up the maneuver element on the southwest side of the cleared helipad. I then ran in, dropped the satchel under one of the Hind's pylons and called the maneuver element back with me. We slipped away behind the other element over the hill, and I touched off the charge. Perfect.

    The only issue I had was that I had originally given all but 2 of the guys silenced weapons, but you must have some kind of loadout script working on init, because none of the changes I made were saved (i.e. everyone had the normal loadout on mission start).

    Pest Control was also entertaining. Set up my 240 and DMR in the wooded outcrop near the track to the southwest, where they inflicted great suffering upon the hapless guerillas. The LBs proved quite entertaining, but whether or not they actually hit anything with their miniguns is another story. Still, kept the enemy down for the most part. The mission ground to a halt a couple of times when I tried to rearm my boys (note: not enough ammo given at the start, especially for the SAW and 240), and for a while there I set the lads up into all round defence and just shot anything that moved while trying to equip the AI with enemy weapons. The biggest problem I had was an ACE issue - I ended up with two blokes having their legs shot out from under them, and had to carry them one at a time to the extract LZ. Otherwise, it ran well, the objectives worked, and it was thoroughly enjoyable.

    Cool bananas. MOAR plz.

    Great feedback mate, glad you enjoyed 'em, hope you get some time to test out the others. :)

    Re: Hind in Sight

    About the gear issue. At first I was a bit confused by this as I've only ever had problems with gear selection in MP, however I went and tested it out and I'm pretty damn sure that I've discovered the cause. I believe it has to do with "gear overflow" preventing the loadout change from working (in this case, too much medical stuff). When I went to test this it worked for me for every unit except the Corpsman. Upon further inspection, the Corpsman was the only unit that I hadn't fixed up the medical gear loadout for. Once I corrected it I was able to change his loadout in the briefing as well. Were you running v1.0 or v1.1?

    Re: Pest Control

    Yeah the AI love to chew through ammo with their MGs. I'd given the AR and MG units 900 rounds each iirc and even put some more in their backpacks (if you try v2.1). If only the AH6s had some splash damage from their miniguns, things would be more interesting ;)

    About the wounding, the medic has 8 medkits to get units back on their feet, after that it's up to you to carry them to 'da choppa' while humming epic music.

    Steamroller,

    Again, a great mission from you. I'm having a problem loading a saved game though. When ever I load one the player can not move from his spot and the other views aren't working. I thought it may be my batteries but I changed and still no go. I'm not playing with anything else except Blastcore and JTD fire and smoke.

    Happy belated birthday!

    Quite honestly I never really use save games, but I will try to repro this.

    Glad you liked the mission.

    Any possibilities to get steamroller without ace and addons?

    Would like to try it.

    Sorry, but ACE will always be a requirement. I really recommend you give it a shot :thumbsup:

    Great mission AnimalMother! It was pleasure testing this out with you.

    Thanks, it was great fun playing with your unit!

    Happy Birthady Animal^^

    Danke :)


  3. Steamroller-1.jpg

    It's been too long...anyways, the day after my birthday I bring you a new singleplayer/coop mission for Combined Operations. Have fun, feedback and suggestions appreciated as always!

    // Steamroller version 1.0 (Singleplayer/Coop-8)

    // by AnimalMother92

    // 2.25.11

    // Required addons

    ArmA II: Combined Operations

    ACE (Core, ACEX, ACEX_USNavy)

    http://ace.dev-heaven.net/wagn/Ongoing_Development

    Zeus AI recommended

    http://www.armaholic.com/page.php?id=8688

    // Description

    A USMC squad pushes into a mountainous killzone.

    // Installation

    Place PBO in either your arma 2 operation arrowhead\Missions or arma 2 operation arrowhead\MPMissions folder.

    // Known issues

    None at this time.

    Please report any bugs @ http://dev-heaven.net/projects/anm-missions

    // Credits

    Special thanks to Binkowski, Enad, Kristian and JDMT.

    Also, thanks to OFPEC and everyone that's tested or helped out with ideas and feedback.

    + Big thank you to MadDogX for making the goggle resource.

    ===========================================

    // ENJOY! Feedback appreciated.

    http://tinyurl.com/AnimalMother92

    http://dev-heaven.net/projects/anm-missions

    http://steamcommunity.com/id/AM92

    ===========================================

    download_button.jpg

    news_donwload_oa_4.png

    DH Wiki updated:

    Wondering if these are worth your time?

    Testimonials

    Had fun? Pay for my Red Bull supply^^

    Donate

    PS -

    Thanks to the guys from the 97th RR for helping me test this out!

    I've also updated every single one of my old missions with lots of new features, fixes and enhancements. Listed as "BETA" files, check 'em out :cool:

    http://dev-heaven.net/projects/anm-missions/files


  4. What is your opinion, should we make our games Steam only or provide Steam specific enhancements or not?

    I love Steam *ducks for cover* and I have bought Arma 2, OA, BAF & PMC off of it. However, like others have said: loss of choice == bad.

    I would be all for stepping it up with Steam though, as there have been plenty of frustrating moments over the past few years due to Steam and Arma. Increased support would be great and I would welcome integration with Steam features.

    To be honest, I barely even see Steam since I'm playing with the beta patch through an external launcher anyways. So no time tracking or in-game overlay etc. But it is handy for chat and purchasing.

    Whatever you do, don't drop Steam support, just improve it. Like a reward for sticking with it through all the late patches and messed up CO business :p


  5. Could you please post ALL errors you have with the latest version of JSRS! Not with any other DLC like WoodyClear or ACCN (I don't think I will work on them for the next time)! Every missing sound, every bug or even your suggestions at least they are not .... so big (Rework all vehicles or rework the whole environment or something like that)!

    My little list:

    • Fix/rework M134 (as Gossamer said)
    • Apply HK416 sounds to M27 IAR (ACE)
    • Add HK417 sounds
    • Add CptDavo's flare sounds
    • Rework M249 (doesn't sound mean enough :p)
    • Fix RPT messages

    Conflicting addon JSRS_C130 in 'jsrs_c130_c\', previous definition in 'jsrs_c130e_c\'
    Conflicting addon JSRS_Mi17 in 'jsrs_mi17_c\', previous definition in 'jsrs_ka50_c\'
    Conflicting addon acex_c_wep_hk in 'x\acex_usnavy\addons\a2_compat\', previous definition in 'jsrs_hk416\'
    Updating base class B_9x18_Ball->BulletBase, by jsrs_sonic_cracks_c\config.bin/CfgAmmo/B_9x19_Ball/
    Updating base class MGun->Mode_FullAuto, by jsrs_m240coax_c\config.bin/CfgWeapons/M240_veh/manual/
    Updating base class Mode_SemiAuto->SCAR_H_Single, by jsrs_scar_h_c\config.bin/CfgWeapons/SCAR_H_LNG_Sniper_SD/SCAR_H_SD_Single/
    Updating base class Mode_FullAuto->SCAR_H_FullAuto, by jsrs_scar_h_c\config.bin/CfgWeapons/SCAR_H_LNG_Sniper_SD/SCAR_H_SD_FullAuto/
    Updating base class Sounds->, by jsrs_abrams_c\config.bin/CfgVehicles/M1A1/Sounds/
    Updating base class Engine->, by jsrs_abrams_c\config.bin/CfgVehicles/M1A1/Sounds/Engine/
    Updating base class M4A1->M4A1_Aim, by jsrs_hk416\config.bin/CfgWeapons/ACE_HK416_D10_AIM/
    Updating base class Single->Single, by jsrs_hk416\config.bin/CfgWeapons/ACE_HK416_D10_AIM/Single/
    Updating base class FullAuto->FullAuto, by jsrs_hk416\config.bin/CfgWeapons/ACE_HK416_D10_AIM/FullAuto/

    Thanks again for your hard work :thumbsup:


  6. Does ACE mod already change the field of vision? I'm using SLX's FOV .pbo, in order to get a wider FOV (I think vanilla has too small of an FOV), but it is almost as if it's too much when I use it with ACE. Just wanted to confirm.

    Also, on a related note, does ACE already add the ability to lie down when using AT launchers?

    Really, I just do not want to have any redundancies between ACE and SLX, which is why I only use about two .pbo's from SLX in the first place.

    You should take a look at TrueMod's FOV changes, they're really good.

    Yes, you can go prone with a launcher in ACE.

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