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thearies

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Everything posted by thearies

  1. thearies

    Zeus AI Combat Skills

    thanks for that ballistics...yeah!!! now it works for me and a noticeable AI upgrade, behaviour, cover etc... :bounce3:
  2. thearies

    Zeus AI Combat Skills

    "yes, you need to be patient on this as I am still planning/developing the mod. As posted above leadership and combat strategy is to come." :bounce3::bounce3::bounce3: yeeeesssss could you specify what features will come for combat strategy ?
  3. thearies

    Swedish Forces Pack

    great mod !!! bugs: the "patgb 15(SEP)" is too underarmored
  4. thearies

    Zeus AI Combat Skills

    no prob. its just a feature that i missed, but i think when ACE 1.5 OA arrives the ballistic problem no longer exists. the essential point is the AI and every enhancement takes arma2 to a new level so i wait eagerly whats the next step in Zeus AI :bounce3:
  5. thearies

    Zeus AI Combat Skills

    i don´t notice any gravity effect when i fire a rpg, it flies as before beam like...:confused:
  6. thearies

    Zeus AI Combat Skills

    hmmmm... rocket ballistics don' t work for me...cba 0.6 is active, combined ops running... anyone same prob ???
  7. thearies

    Zeus AI Combat Skills

    yeeees rocket ballistics... as said before for me the most vital mod
  8. ...no prob i´ll wait for 1.5 full, hope for armor value update, are you guys working with stanag values for the armory... am i wrong or does Arma2 OA distinguish between blast and penetration damage ? ...good to see ACE in Arma OA, the non ballistic of the rockets make me sick ;)
  9. do i have to use six-updater or is there a simple download version for ACE 1.5 beta ?
  10. thearies

    FFAA MOD Spanish army

    to precise it, you can destroy for e.g. the "MLV lince" with rpg or explosivs, and the ballistic windows of the aromored vehicles are destroyable with right ammo and amount, but the bullets don´t harm people inside the vehicle the "vamtac s3" for e.g. don´t take more then 5 rounds of 5.56mm till penetration... i thought for the future it would be great to have a armor reference for all modders this could help: http://en.wikipedia.org/wiki/STANAG_4569
  11. @STALKERGB right, in the folder UK Armed Forces there are only the jackal variations visible, but you can´t play it cause there no visible models in preview ...i do a fresh install of arma2+oa and now everything is playable but vehicle crew are us-marines...
  12. thearies

    ARMA 2 OA 1.52 :Bugs

    you can destroy a stryker with 3 "gp-25" or 3 handgrenades and i mean totally :confused:
  13. "EDIT: Can anyone confirm whether my units work with JUST OA running, (so without ARMA2), I have a feeling the classnames/inheritence means it won't work." nope for me it dont work, only the jackal is in the editor but there is no model when playing... :(
  14. thearies

    ARMA 2 OA 1.52 :Bugs

    i try multiple 9mm / 5.56mm / 7.62mm / 12.7mm shots on armored glass and metal/composite armor from the hummwv gpk the new penetration system is great, turret armored glass, hull armored glass, hull composite all different penetration levels for different ammo eg turret penetration after 3x 12.7mm, armored glass hull penetration 2x 12,7mm the M2A2 even seam´s to be well balanced for blast the problem is the stryker armor values they are not balanced for blast i really tried it if you wanna copy: place a stryker 10 steps left or right side a SH_122mm, trigger it by radio try different vehicles, try different ranges compare it, and then approximately compare it to STANAG_4569 http://en.wikipedia.org/wiki/STANAG_4569 i talk about approximation ;)
  15. thearies

    ARMA 2 OA 1.52 :Bugs

    the level of armor is definitely not correct, i build an ied-test with an SH_122_HE shell a hmmwv gpk survives with destroyed tires tested 10 times range 5 - 10 - 15m a stryker get totally destroyed tested 10 times range 5 - 10 - 15m fact is: STANAG 4569 level2 - hmmwv gpk with fragkit5 STANAG 4569 level4 - stryker :(
  16. thearies

    ARMA 2 OA 1.52 :Bugs

    1. resistance dragon-launcher gunner have no saclos, theres no manually aiming. the missile everytime autotarget even with autotarget deaktivated. 2. rpg´s have no ballistic´s there flying witout the effect of gravitation
  17. i have to correct myself, some features of ACE2 working in OA some not, rocket ballistik does not work for resistance, sniper and grenade adjustment completely don´t work, third weapon funktion for rucksack even don´t work. medic modul works... that´s what i found so far
  18. yep ACE don´t work for me too, i try it to fix the missing ballistics for rpg´s in OA with it... :(
  19. i really hope there will be ace2 for OA, cause for me ace2 is the backbone of the hole game, maybe a lite version with the core feature´s, some new features of OA are visibly inspired by ace...
  20. thanks Smurfbr...that works, but you have to be carefull if you combined scripts like with arma edit, which i often use for different weaponloadouts, some weapon-combinations deactivate rucksack and items, you have to try... if want to combine "arma edit" scipts with rucksack you have to integrate a rucksack to the secondaryweapon menu of "arma edit", and you have to choose one, add no magazine in this option. if you don´t there will be no prepacked rucksack in your secondary weapon slot of you player. MY PREPACKED RUCKSACK: this addweapon "ACE_Rucksack_MOLLE_Wood"; this setvariable ["ACE_weapononback","RH_mk14tsdacog"]; _success = [this, "RH_20Rnd_762x51_SD_mk14", 4] call ACE_fnc_PackMagazine; great ;)
  21. @ Andersson ...ok now i have my third weapon prepacked in rucksack with this: this addweapon "ACE_Rucksack_MOLLE_Wood"; this setvariable ["ACE_weapononback","RH_mk14tsdacog"]; :) but i can´t get magazines in rucksack there are 2 different commands to do that: [this,"RH_20Rnd_762x51_SD_mk14",4] call ACE_Sys_Ruck_AddRuckMagazine this setvariable ["ACE_Ruckmagazines",[["RH_20Rnd_762x51_SD_mk14",4]] but none works for me anyone an idea???
  22. hey folks, how to prepack items in the rucksack??? im searching for hours but i found nothing, i want to start a mission with a third weapon with ammo and medical stuff in rucksack. how do i do that? greetings
  23. thearies

    Zeus AI Combat Skills

    great, thanks protegimus zeus ai is for me the most important feature. BIS said that they have no intention for futher AI improvement then the latest beta patch, so protegimus and solus are my (our) hope ; ) my question: is it pssible to integrate new orders for the behaviour between apc´s/tank´s and soldiers like: that the apc allways stay in range of the squad, team etc. and do not drive away to fight the enemy, don´t drive into small streets... even the soldiers should stay in range with apc for safety of heavy firesupport so possible orders: 1. apc and soldiers moves together and have small range to search, interact etc. 2. apc and soldiers moves together and have medium range... 3. apc and soldiers moves together have long range... 4. apc hold soldiers have small range 5. apc hold soldiers have medium range 6. apc hold soldiers have long range i thought that could be interesting for tactical movement like in real life ... is that possible ??? greetings thearies
  24. thanx for update but i would like to see all us army units with acog-scopes cause in real life scenarios it´the preferred one. is it poissible to get different weapon configs in ace, or does anyone have such a script ?
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