SpyderPB6
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Everything posted by SpyderPB6
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A.C.E. Advanced Combat Environment - Public Beta *2*!
SpyderPB6 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Ville89 The space after the // marks didnt make a difference, the crosshairs are remain disabled. //#define ACE_NOCROSS with or without spaces still produces crosshairs even on recruit, or regular difficulty settings. Am I missing somthing or could this perhaps be a bug? Is editing this config working for others who wish to enable the crosshairs? Thanks, Mike. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
SpyderPB6 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys, Great mod, just one thing. My friends and I are trying to re-enable crosshairs. We did like the FAQ says and put the "//" in front of the "#define ACE_NOCROSS" Also I have tried changing difficult from recruit, normal and so forth and so far no luck. Any helpful hints would be great. THanks alot for the great mod. Here is the original listing in the file, /*////////////////////////////////////////////// CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS -------------------- FEATURES: Disables/Reduces crosshairs --------- Possible selections as documented in ACE2 Wiki //////////////////////////////////////////////*/ #define ACE_NOCROSS ~~~~~~~~~~~~~~~~~~~~~~~~~~ Here is how it looked when I modded it ~~~~~~~~~~~~~~~~~~~~~~~~~~ /*////////////////////////////////////////////// CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS -------------------- FEATURES: Disables/Reduces crosshairs --------- Possible selections as documented in ACE2 Wiki //////////////////////////////////////////////*/ //#define ACE_NOCROSS -
A.C.E. Advanced Combat Environment - Public Beta *2*!
SpyderPB6 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys, Great mod, just one thing. My friends and I are trying to re-enable crosshairs. We did like the FAQ says and put the "//" in front of the "#define ACE_NOCROSS" Also I have tried changing difficult from recruit, normal and so forth and so far no luck. Any helpful hints would be great. THanks alot for the great mod. Here is the original listing in the file, /*////////////////////////////////////////////// CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS -------------------- FEATURES: Disables/Reduces crosshairs --------- Possible selections as documented in ACE2 Wiki //////////////////////////////////////////////*/ #define ACE_NOCROSS Here is how it looked when I modded it /*////////////////////////////////////////////// CONFIG SETTING FOR : ACE 2 MOD - CROSSHAIRS -------------------- FEATURES: Disables/Reduces crosshairs --------- Possible selections as documented in ACE2 Wiki //////////////////////////////////////////////*/ //#define ACE_NOCROSS -
Trying to hookup .PBO files???
SpyderPB6 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello guys, I have just created a workable deathmatch mission in the mission wizard, using the deathmatch template. The only issue is, I would like to convert that Arma2Missionwizard file to a .pbo in order to play it on our dedicated server. Can anyone explain how this could be done? Thanks, Mike. -
Anyone out there who can give a quick how to in order to get this to work on my dedicated server? I put the .bikey file on the server (in keys) and set VerifySigs to 1. Anything I am overlooking? I must be Thanks, Mike.
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Hello. I have downloaded this mod and it is fantastic. Love the sounds. One question though, I am consfused as to how to make my dedicated server accept other plays who have it. Do I simply add the .bikey file to the server's keys folder? If so, I did that and it does not work. Also our cfg has VerifySignatures 1. Is there something I am overlooking??? Thanks, Mike.
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Hi, I play crCTI and I am not sure exactly what you are playing. But if it is crCTI you can deploy your first base wherever you want. Work a bit to take some towns for instance one with an airfield. Then simply drive the MHQ over to where you would like to deploy your new base and then select MHQ build menu, build a worker or two and then select air factory. That does it. Cheers, Mike.
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Adding F-16 to CrcTI?
SpyderPB6 replied to Fintroll's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Oh cool. I wonder if for it too work on multiplayer you can simple upload the file to your dedicated server and have others DL the modded mission as they join? I am going to check it out. Cheers, Mike. ---------- Post added at 01:53 AM ---------- Previous post was at 12:52 AM ---------- Ok so here is what we need to figure out I suppose, in order to make it work in multiplayer - is how can you get a person connecting to play on your modded crCTI mission, without them having to have the F16 preinstalled/downloaded in their mods folder. That seems to be the only issue am I right? Thanks, Mike. -
Adding F-16 to CrcTI?
SpyderPB6 replied to Fintroll's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I too am curious about this. I downloaded the OH-58 and was wondering how I could implement this awesome chopper into our crCTI .09 mission's. Would it be as simple as unpacking the PBO and repacking it with some edit...or would it be the opposite, difficult or not possible? Thanks, Mike. -
Wizard gametype --> pbo file?
SpyderPB6 replied to Benedict0616's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I am too curious how to go from wizard file to .pbo? Any input would be appreciated. Thanks, Mike. -
ARMA2 on STEAM. Where do downloaded missions go?
SpyderPB6 replied to zeep's topic in ARMA 2 & OA - MULTIPLAYER
For vista users: Simple copy and paste the link that was given, into your browser in vista, and put your username in, instead of his. Vista will take you right to it, no need to weed through and find it. Cheers, Mike. -
Hello, I am new to the Arma community and trying to learn as much of the game and its modification potential as I can. What is the benefit to using a signed item vs one that is not, or there no such benefit? Thanks, Mike.
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Signed VS Non Signed?
SpyderPB6 replied to SpyderPB6's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Gotcha, Thanks. -
OH-58 Kiowa Warrior comes to Arma2
SpyderPB6 replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks good and I love the options available for use with this chopper, I wish every vehicle in the game came with out a loadout setpup. One thing I did notice which would be nice to fix is that the pilot can not die from shooting through the winshield, at least with the rifle (M16A4) I tested at point blank. Other then that, awesome. -
Artillary/FireSupport & UAV in Multiplayer
SpyderPB6 replied to SpyderPB6's topic in ARMA 2 & OA - MULTIPLAYER
Thanks for the information. Mike. -
Hello all. I am new to Arma and it is quite fun however I am still trying to iron out some wrinkles in this game. I have been playing the crCTI .09 pretty consistently and have a question. Am I able to use artillary pieces such as the MLRS/D30 or Mortor in this particular mode without modification of some files of some sort? Same question on the UAV. The reason I ask is alot of people have been joining my server and it says "this user has a modified data file". At first I didn't think much of it. But then when I started getting arty dropped on me and couldn't figure out how to do it I began to wonder if it has somthing to do with scripting or what have you. Any insight into this would be great as well as any links that can explain this. Thanks alot, Mike.
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Artillary/FireSupport & UAV in Multiplayer
SpyderPB6 replied to SpyderPB6's topic in ARMA 2 & OA - MULTIPLAYER
Anyone? Any input really would be greatly appreciated. Thanks, Mike.