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Posts posted by Muahaha
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Getting run time error on six when downloading AiA, is the image out of sync?
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Just saw this after my other post. Will try it out ! Your campaign are awesome as usual, expecting the same here :)
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Just came back from a long Arma hiatus and gotten Arma3, Bardosy, any full campaign releases from you so far? Tks buddy
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Noticed that arma3 alpha uses cpu for phyX. Would be possible that sheer amount of physics cal. Causing the shutter?
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Sorry if this has been asked, how do I test this out?
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2 thumbs up! awesome voice acting.
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it was disabled or got the driver killed, couldn't confirm it but definitely not destroyed.
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Muahaha - Glad you are having fun with the mission :) - Which enemy vehicle are u referring to?--
Only convoy vehicles should be deleted manually.. and this should only occur when the next convoy starts. So if the convoy timer (which is 180 seconds by default) expires and a new convoy starts, they will be deleted. This behavior was changed in a recent release where as the convoy vehicles used to be deleted much sooner.. so if you don't have the latest version of the mission.. please download the new one. ;) If you are using the latest.. please describe the vehicles and timing between when they were destroyed and when they were deleted as well as , if you changed the default convoy timer during mission start.. what it was set to. - For all other vehicles I'm using the garbage collector module and that hasn't changed.
I am referring to the convoy, didn't pay attention how long before it got deleted but I took my time to tactically move my squad in, just to make sure no surprises. Should be the latest just got it downloaded again today.
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liking this mission so far, very fun to go witch hunting the villagers. 1 thing though, destroyed or disabled enemy vehicle despawn too fast for my guys to carefully approach it. possible to prolong the timer?
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Is the updated version available for download yet?
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This sounds interesting, will try it out.
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Really hope I can get to play the SP version of this. Sounds really interesting.
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Sad to hear this is too hard for SP, your campaign is always top notched Bardosy. Thanks for the release.
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So we can't install RC2 over RC1 basically?
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CBA—
Ace
Acex
Acex RU
Ai mods used (these selected pbo’s) parts from SLX, GL4 & Zeus
St Movement
TPWC ai Suppress
No problems at all…
So it is conflicting with something I think, but not with these above, everything went really well in short mission, no problems at all..
Will do some more soon..
My experience with bird watching AI is when they throw smoke grenades or attempting to throw 1. The ai will start looking up the sky and spin, but this was not due to this suppression mod. Maybe you could try to check on it.
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Guys,
Quick and I hope easy question, will having my OS on normal HDD and Arma2 on SSD increase performance drastically comparing to fully having everything on SSD (OS+Arma2) ? Planning to get 1 SSD but lazy to reinstall the entire OS to the SSD and I don't think the capacity is large enough for it.
Thanks
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@MuahahaPlease do not derail a thread, lets keep the SSD discussion in the SSD thread shall we?
Alright Foxhound sir, time to dig out the old SSD thread...
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*shrug*I have arma2 via steam. Install beta. Copy arma2 and arrowhead folder to SSD. Run Arma2.exe. Presto. Arma2 on SSD.
-k
Slightly off topic, will installing Arma2 on SSD with the OS on normal HDD increases performance ? I plan to get a SSD but lazy to reinstall everything again in SSD.
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I used ASR with this mod, haven't seen that odd behavior either.
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This mod should be nominated for best mod of the year! Thanks guys, it's nice to see proper suppression implemented finally.
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@Muahaha:The difficulty is pretty random but in some cases it can be pretty hard which is why I added around 4 wingmen. Make sure you fire off any anti tank and side winder missiles as you approach, keep your speed as high as possible, drop single bombs on target and fly straight on away from AA fire then repeat process. Also stay as high as you can. You need to get within 1.6-1.7km to see the building targets I believe. Additionally the mission will/should terminate if half your wingmen die, but I think you can still complete the objectives (Not sure and forgot about testing this fully.)
i normally flies with 2 wingman. Probably that why it was always called off once 1 wingman is down. Can it be done that the flight leader prioritze the main objective rather than the vehicles ? Currently the target assigned to other AI n player are the tanks n trucks
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Interesting mission, very tough to beat as my wingman normally dies off during the 1st encounter and every time i played i am tasked to kill everything around AO.
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25% off, get it now for those who want it.
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
was running using old six updater... issue resolved. Thanks sickboy