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dimitri_harkov

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Everything posted by dimitri_harkov

  1. A little bug report: Most (if not all) eastern medics can't heal because of a type-o in their config. it says "attendent = 1;" in there, but it should be "attendant = 1;" Otherwise: great mod! Many thanks :) D.
  2. dimitri_harkov

    31st Normandy mod for ArmA2: WW2

    I'm up for some multiplayer missions if you want. I'd especially like to do a three-sided warfare mission USSR vs Western Allies vs Axis... ... and some MP-missions of my own design. D.
  3. Hello. Great mod - many thanks! I have to report a bug, however. We may use the radio even if we have none in our inventories. There is no 'transmitting...' dialog on pushing the button, but there is the usual radio sound and the other players can hear the one who is transmitting as if he used a radio. There is a script error warning: Error in expression <; _holder = _x; _cargo = getWeaponCargo _holder; ; { _item = _x select 0; ; if(_> Error position: <_holder; ; { _item = _x select 0; ; if(_> Error Missing ; File x\acre\addons\sys_deployable\fnc_onLostRadio.sqf, line 75 We use ArmA 2 only (no OA or CO, no other mods). Cheers, D.
  4. dimitri_harkov

    31st Normandy mod for ArmA2: WW2

    Sure. Design intent. :rolleyes:
  5. dimitri_harkov

    Su-17/22M4 'FITTER-K'

    It works pretty well in ArmA2, Vilas. Just give it a try. (ok, tons of script error messages and stuff - but still: a wonderfull bird, and a pleasure to fly it).
  6. Hello everyone, could someone point me to the stock Arm2 definition of class cfgFaces? I want to add custom faces but I could only find this in ArmA 2's bin.pbo: class CfgFaces { class Default { class Default { name = ""; head = ""; material = ""; texture = "#(rgb,8,8,3)color(0.5,0.5,1,1)"; east = 0; west = 0; identityTypes[] = {"Default" }; }; class Custom { name = ""; head = ""; material = ""; texture = "#(rgb,8,8,3)color(1,1,1,1)"; front = "#(rgb,8,8,3)color(1,1,1,1)"; side = "#(rgb,8,8,3)color(1,1,1,1)"; back = "#(rgb,8,8,3)color(1,1,1,1)"; east = 0; west = 0; identityTypes[] = {}; }; }; }; That doesn't help much without examples, unfortunately... --------- Also, where is the definition of "Head_GUE"? These identity types can be found in soldier entries like this: identityTypes[] = {"Head_GUE"}; Any help would be appreciated! Cheers, D.
  7. dimitri_harkov

    Su-17/22M4 'FITTER-K'

    Thank you very much! Finally my favourite plane is available in the ArmAverse :) Cheers, D.
  8. dimitri_harkov

    Project Reality - WIP Discussion

    Nice! Good luck to you - can't wait to test it :)
  9. dimitri_harkov

    31st Normandy mod for ArmA2: WW2

    Any other mods? ArmA 2 or OA/CO? Which us rifleman?
  10. dimitri_harkov

    31st Normandy mod for ArmA2: WW2

    As discussed 1000 times in this thread, some vehicles cause the game to crash. Try using empty vehicles and man them after game start.
  11. Mainly animations I guess. The model itself is ok I think, and the model you posted is even better. Updated textures wouldn't hurt for sure, too. Maybe Stubblehopper can help out on these things. It seems he already worked on cavalry for his Napoleonic era mod. But we are going a bit OT here if the Lib guys don't comment on this... Cheers!
  12. dimitri_harkov

    mikebart's Project's

    Lovely island :) I love your custom rocks, clutter, trees & bushes. I couldn't help to make a quick mission for this: [TKotH-30] DIH Fight for Mana Island Get it here: http://www.filefront.com/17178928/DIH_MANA.mb_manaisland.pbo/ It's a quite straightforward Team King of the Hill Mission for 1-30 players. 3-Sided: Takistani Army vs. CDF vs. Takistan Militia - makes for a nice battle with 'older' equipment. You can leave AI on and they will try to do something productive. Features include Spawn Base Protection, Revive by Bon_Inf*, Vehicle Respawn by Tophe. Requires CO & Mana Island. Thanks again for this very nice island! Cheers, D. P.S.: a server key would be nice!
  13. I know. I have used the horse-mod together with the towing script already. While it's nice for some quick fun, many many hours of work would be needed to put that in the mod in a quality that would be ok for SARMAT, I guess.
  14. dimitri_harkov

    mikebart's Project's

    This looks very promising... ... but I fear I can't get it to work. ArmA crashes on loading. Last .rpt-message before crash: No other mods used, tried both ArmA2 & CO. (and: YES I have downloaded the rock & vegetation addons too). Cheers, D.
  15. Great! Thank you very much.
  16. Yeah, people often forget that most units were never equiped as they should be on paper (except in some ''Lehr' Divisions maybe), resulting in a wild mix of equipment. Which reminds me: The most important German transport 'vehicle' was... the horse (and in many other armies too). Now that would be a nice addition! A harnessed horse team to tow artillery pieces would make for some very nice scenes in a 'desperate German retreat'-type scenario. Something like this: Very hard to do I guess, but still... Keep it up! D.
  17. dimitri_harkov

    31st Normandy mod for ArmA2: WW2

    I could do that for sure once it has been finished. --- That King Tiger looks lovely indeed!
  18. dimitri_harkov

    31st Normandy mod for ArmA2: WW2

    People might like to hear that this mod IS being played: The Forgotten Hope Warzone Community will start a World War II COOP Campaign on Saturday, 8th August, using the 31st Normandy mod. For a feature overview (involved forces, award & medal system, ...) see THIS thread. ATM (04.08.) there are about 30 free slots left. Unfortunatly this is for German speaking people only - but who knows, maybe an international campaign will follow. Cheers, D.
  19. dimitri_harkov

    VILAS addons release thread

    Wasn't Binkowski doing some WW1-stuff too? But I haven't seen him in a while now... Anyway, looking forward to the next releases! Cheers, D.
  20. Sure. Right click the shortcut/the executable, select properties and check the 'always run as administrator' box. EDIT: Ah, ok. SoftlyScream was faster...
  21. Thanks, great addon indeed. One question, though: I tried to run a 31st Normandy mod mission with ACRE. It seems to work in the editor, but on a dedicated server, all radios just get removed and are not replaced by the proper ACRE ones. I guess it could be that CBA does not work 100% with 31stN, or do you know any other reason why this could happen? Cheers, D.
  22. dimitri_harkov

    FV432 British APC

    These are Project '85 British Paras by Vilas. There's a link in my sig. @Cleggy: Do you plan more cold war suitable vehicles? I'd love to see more of those :) At least some FV432 variants like e.g.: a variant equiped for swimming? EDIT: great smoke launcher effect by the way.
  23. dimitri_harkov

    FV432 British APC

    Great release! Thank you very much :) EDIT: I love it! Was probably never used by the Paras, but it fits them just well! I'm off to create a mission :) Cheers, D.
  24. Well, I like the idea. Reminds me of the endless weapon upgrade possibilities of the Jagged Alliance series (which, by the way, would be an excellent scenario for a nice addon with RPG elements). For me, the pros outweight the cons by far. And People who think that this is not realistic simply shall not use it. Put people who like unrealistic stuff (like Domination, Evolution, Warfare, flying planes in ArmA...) might come to like it. After all this is a GAME. Thanks for sharing your ideas, Myke! Cheers, D.
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