funked1
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Everything posted by funked1
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[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
funked1 replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
I ended up reverting and everything worked fine, and I was able to finish the campaign with great success. I think what happened the first time is that I attacked the nearby bandit hideout and that sent me to the second hub before I had finished the first hub missions. So it was trying to access the first hub missions from the second hub... Anyways, great campaign, still giving a lot of fun even with all the changes BIS have made to mess up your carefully crafted missions and story!!! -
[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
funked1 replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
I'm getting an error when I try to do the first mission from the British Knights base. I do the briefing, walk to the "Insert on Foot" objective, get an objective complete message, and then the game goes to load the mission. At this point I get this error message: No entry IP_CMP_MERCS/IP_CMP_MERCS/description.ext/Campaign/Missions/Hub02.M01b I'm running stable branch, workshop version of M.E.R.C.S., and no mods. I've tried checking cache integrity, deleting and reinstalling M.E.R.C.S., and reverting to an earlier ave. Kinda bummed because I was REALLY enjoying the campaign! -
Excellent campaign!
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EBSS - Epic Battlefield System Scripted version
funked1 replied to subroc's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. I'm trying to make some Red Dawn stuff with Project 85 and this is perfect. -
Whoa, that was fast. :) ---------- Post added at 11:09 AM ---------- Previous post was at 11:02 AM ---------- BTW I think I know what is going on. OA is actually maintaining the 300m zero with the SD rounds, so it fires them on a higher trajectory than the standard rounds. This is fine at 300m but at CQB ranges it means the rounds impact high, which is what I was noticing. Thanks for the quick fix.
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On Jack of Clubs, was it your intent to have SD mags in non-SD weapons? It really throws off the zero on the Aimpoint.
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I want to take some of the civilians from OA and put them on the BLUFOR faction so I can play "Wolverines" against RU troops. Any idea on how to do that?
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What am I looking for in the editor? I checked all the Opfor, Blufor, and Independent Units and I don't see anything that looks like mercenaries. ---------- Post added at 11:37 AM ---------- Previous post was at 11:32 AM ---------- HA! I am a retard! Forgot to put addons folder inside the modfolder. Thanks Sick.
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Yes like I said I'm running V5 of the desert mercs mod.
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Same here, and I am running CO with Desert Mercs V5. No other mods.
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I think it pauses all the AI and modules and such. The FPS increase is due to reduced CPU load.
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Secondary Ops Manager Module Discussion
funked1 replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
gunship_run e.g. [["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage", "gunship_run"], player] call BIS_SOM_addSupportRequestFunc; -
Secondary Ops Manager Module Discussion
funked1 replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try Whiskey with an E. -
Secondary Ops Manager Module Discussion
funked1 replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone else having trouble with Ambush in OA? Every time I get an Ambush, it immediately says "UAV reports all vehicles destroyed" and the secop ends. -
Yeah I'm having the same problem. We are talking about the "My Missions" thingy right? No matter what I do, I'm always a KSK team.
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Which recoil model do you prefer?
funked1 replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
The amount of time to re-aim is pretty close to what I experience with my own M4gery when standing or kneeling. Firing from a rest or a bipod, the "old" recoil was more realistic. -
Is there a workaround? I'm stuck at that point.
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A.C.E. Advanced Combat Environment - Public Beta *2*!
funked1 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have one of these on my carbine (TA01NSN). The issue is that the tritium dot on the front post is visible to people other than the operator, e.g. bad guys. The RCO has tritium too, but it's inside the optic and leaves no operator signature. -
I was unable to "interrogate sub boss" in the first mission. I kept finding him but could not get him to respond. Then I realized the problem.
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Arma 2 & Core i7 Hyperthreading - Tested
funked1 replied to choC's topic in ARMA 2 & OA - TROUBLESHOOTING
Anybody got any post-1.03 data? -
Dogs of War - general High Command issues
funked1 replied to LLRobot's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Has anybody figured out how to do this yet? I'm given some USMC infantry squads and a squad of AAV's, but there's no way to get the infantry into the AAV's! -
Anyone figured this out yet? Such a nice task force with tanks, APC's, helos, and three infantry squads, but no way to use that mobility.
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That totally worked. Thanks!