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henrique_rp

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Everything posted by henrique_rp

  1. henrique_rp

    WarFX : Blastcore

    Hello guys, I really like this mod. I am running the latest version downloaded from SixUpdater. However, whenever I shoot down a helicopter I get the following error message: Cannot load texture ca/misc/data/fuelcan_b_co.paa I don't have this "CA" folder. Am I supposed to create one? So, is there a workaround for this error? I know the mod is no longer supported, but I wonder if someone has been able to come up with a fix for some of the minor bugs it still has, with the author's permission, of course. :bounce3:
  2. henrique_rp

    J.S.R.S. 1.5

    Thanks a lot for the videos LordJarhead. The new version is sure coming along nicely, indeed. Thanks again for the clarification on the shell explosion of the Warrior. Best regards! :bounce3:
  3. henrique_rp

    J.S.R.S. 1.5

    Hello LordJarhead, I have been using your soundmod for some time now and I like it very much. There is one little sound that's missing and if you allow me to point it out, I'd like to leave it as a future update suggestion. It's the explosion for the Warrior mighty cannon. There are explosions for the Bradley HEAT round, for the AA Units, but the Warrior is still missing that little sound file. I know it's a unit that very few people play around with, but there's a great updated BAF mission pack that was posted on Armaholic a few days ago and in many of those missions the Warrior is used. It's just something that would greatly add to the immersion, I think. You could even reuse the explosion sound for the Bradley cannon or for the AA, either would work great. Well, that's my suggestion. Thanks again for such a nice mod. :bounce3:
  4. henrique_rp

    ASR Appendix

    Thank you very much. Great implementation. :bounce3:
  5. henrique_rp

    Blake's Carrier Ops

    Hello Mr Blake and congratulations on an excellent mod. I have a question, though. I'd like to use this mod with my current ARMA2 missions. Will I have to edit them in order to add the module to the mission map? Is there a plan to make addon auto-enable in all missions by loading it at the beginning of the game or is it not feasible? Thanks again for a great mod. :bounce3:
  6. henrique_rp

    OA Out of memory error

    Hello guys, Thought of bringing this thread up because I started having these memory leak issues when hosting mission to my friends. It usually happens during map switching and whenever large chunks of data are being transferred. Is there any fix for the problem?
  7. henrique_rp

    ASR AI Skills

    A little typo on my side Mr Robalo. I apologize. What I meant is that if you set the enemy soldier health bar to zero, so the soldier will start the mission dead, your soldiers who have no ammo on them will ignore the fallen soldier. :) However, if you kill the soldier, your soldiers will rearm at him. One more little thing, Mr Robalo, in the ASR_AI_SETTINGS file, there are some "spaces" before the "//". So when we comment out each setting line, are we supposed to remove those spaces as well? Another thing I have been playing with is the "radio alert" feature. Is that still experimental? I've set the alert radius to more than 500m but I haven't been able to get the other group of AI's alerted. Do they also have to be synchronized, somehow, in the mission editor? :) Thanks again for this great mod. :bounce3:
  8. henrique_rp

    ASR AI Skills

    Hello Mr Robalo, I have to say this is a great mod. Fantastic job. My AI's can rearm fine from ammo crates, but they are not rearming from dead enemy soldiers. Is that the way it's supposed to be? I mean, in the battlefield you wouldn't walk around salvaging weapons that you don't even know if they work or not. So, is the AI not supposed to rearm from dead enemy soldiers? :) I have been creating some simple missions in which the soldiers have weapons but no ammo, and just to our front there are dead enemy soldiers from whom they could get weapons and equipment, but they ignore the soldiers. Is this behavior correct? :) Thank you again for all your effort and dedication. :bounce3: ===================================================== I did some further testing and realized that if you set the enemy AI to "0" so it'll die at the beginning of the mission the friendly AI will ignore it and not rearm. If, however, you kill that same soldier your AI will proceed and rearm. Interesting... :laugh:
  9. henrique_rp

    J.S.R.S. 1.5

    Hello Mr Jarhead, Thank you for your kind response. I have removed the Hydra sounds and it works perfectly again. I have replaced it with another Hydra sound from a different sound mod, and it's all fine as it is. I'm eagerly looking forward to version 1.4 and those fine AH64 sounds you have presented us a few pages back. Thank you yet again for your countless efforts you have poured into your project. They are much appreciated. :ok::ok::ok:
  10. henrique_rp

    J.S.R.S. 1.5

    Hello Mr Jarhead, I love your mod. I can't imagine the amount of work that was poured into it in order to accomplish such a fine job. I have one question, tough. I have already been close to a .50 being fired and I have to say they sound simply massive. Don't wear ear protection and you'll get a very nice ringing in your ears after a few continuous bursts. However, in your mod the .50cal has a pretty muffled sound, and it sounds almost as if it were somehow suppressed. Is that the way it's intended to sound in the mod? Thank you again for a great piece of work. ============================================ Just another little note. I am getting CTD's whenever I fire a Hydra. I've read the thread and it seems the only solution is removing the Hydra sounds. Is that correct? I've tested without any other loaded mods and the CTD still occurs. Thanks again for a very good sound mod. .
  11. Thank you so much Mr columdrum. It really worked. I usually host sessions to my friends at night or on the weekends and we have run out of ACE missions, so we switched back to the vanilla ARMA2 + OA. However, we'd like to retain the ACRE radio usability since it adds incredibly to the immersion of the game. And since the default radio for ACRE has a really short range, changing it to the PRC148 is really helpful. Thanks again for your kind help. It was much appreciated. :ok::ok::ok:
  12. henrique_rp

    ASR AI Skills

    Thank you very much for this improvement mod Mr Robalo. I'm really looking forward to the next updated version of this great mod. Fantastic work.:bounce3:
  13. Hello Columdrum, Thank you so much for the prompt reply. I, however, have a pack with over 600 missions which I've downloaded from the BIS forum from another thread and it'd take forever to edit all of them. Would there be a way to expedite to process so I wouldn't have to edit every single one of them? :bounce3: ==>EDIT1: Is there a way to make this script line into an addon so that it'd automatically load whenever I open my game? ==>EDIT2: This is what I've been able to do so far: I've created a file called "init.sqf" and in it I added the following line ==> nil = [] execVM "prc148_changeto.sqf"; I then created another file called "prc148_changeto.sqf" and in it I added the following line ==> ["ACRE_PRC148"] call acre_api_fnc_setItemRadioReplacement I then packed these two files into a "pbo" and placed them into the addon folder of this "mini mod" I am attempting to make. However, I still can't have the desired effect. Could someone help me on what I am doing wrong? Please.... =) ==>EDIT3: I've also tried creating a globalscript.sqf and adding this line ==> ["ACRE_PRC148"] call acre_api_fnc_setItemRadioReplacement I hasn't worked either. Couldn't someone provide some assistance? ============================================================ Hello guys, I have tried everything I could and I still can't create a simple script that could load the PRC148 radio to my units at the start of the mission without having to edit every single mission I have. Even though a herculean task for me, for many that have already read this thread, this must be as simple as drinking water. Therefore, couldn't someone in all their kindness instruct me on what should be written in the globalscrip.sqf so that the radio could be loaded whenever I host a mission? Thank you beforehand for any help. :) .
  14. Hello guys, I'd like to use the latest version of ACRE in the multiplayer missions I've downloaded from this forum, however the Default Radio from ACRE has a really short range. I'd like to change the default radio from the PRC 343 to the PRC 148. Does is anyone know how to alter the ACE files to that I can have the PRC 148 as my default radio? Thanks guys. :bounce3:
  15. Hello guys, I've downloaded and tested the latest build of Take on Helicopters and after unistalling it I no longer can add units in the mission editor by double left-clicking on the map. Is that a known issue? Is there a way to fix this? :confused: Thanks beforehand for any help.
  16. Hello guys, After updating to the latest patch I took Arma2 for a little spin and was surprised to see that the crosshair had been removed in all the aircraft and in some others the entire HUD had been eliminated. Is this a bug from the latest patch? I also have Operation Arrowhead and in this other game all of them have their HUDS drawn the way they used to be. I am going to post some screenshots to illustrate the problem. This is what the crosshair looks like now in Arma2: A-10 If you download it and zoom in to 100% you'll actually see that the crosshair is comprised of 4 pixels. =( F-35 And now this is what these same aircraft look like in Operation Arrowhead: A-10 F-35 Note that the HUD in the A10 is OFF because the aircraft engine is also turned off. I left it as off, because the crosshair in Arma2 is so minimal that with the HUD on it'd be invisible. I also took a screenshot with the HUD on, but that would exceed the image limitation per post, so if someone wants it, I can post those ones too. On the other hand, the HUD in the F-35 is ON in both screenshots, and that's to show that it was entirely removed from Arma2, and the only thing left was the 4-pixel crosshair. I ran both games completely vanilla for this situation and no mods were enabled. Summing it up, is this something that was changed post-1.07 patch? If not, is there a way to change it back the way it used to be? Thanks beforehand for any help. =)
  17. henrique_rp

    PhysX

    I just hope Physx is used as a complimentary feature which you can completely turn off and bear no influence whatsoever gameplay-wise, or that it may be CPU-bound like so many other tittles out there. They sure won't see my money next year if I need to buy a brand new video card just so particles fly prettier and people collapse more aesthetically when they are shot in the head. :cool:
  18. Great missions, mate. Thank you so much for this. =)
  19. Hello guys, I have been having some real hard time flying online because of the tremendous amount of cluttering information on the HUD of the A10 (that's the aircraft I usually fly). It appears that with the 1.05 patch a box is drawn over every empty object on the ground, regardless of it having been destroyed or not. Over cities where lots of tanks have been destroyed on the domination servers, for example, it is extremely difficult to locate what's left and help the guys on the ground, specially heavy weapon emplacements and such, due to the enormous amount of cluttering info in the HUD. Is there a way to revert the HUD of the aircrafts back to the way they used to be? I mean, without the box being drawn. I see absolutely no purpose on its importance since it will only make to job of the pilot harder. Thanks in advance for any help.
  20. Hello guys, I have just purchased BAF and PMC from Sprocket and installed it no problem. I have Arma 2 + OAH + BAF + PMC all bought from Sprocket. I use ArmaLauncher to launch the game. I had the game updated to the latest patch before installing both DLC's. After installing both DLC's the server browser got really messed up. It no longer lists servers alphabetically or in crescent number of players. Now most of the servers are yellow marked with a question mark. I have a friend who also owns the same games but he bought them at the same time from Steam and we both have the same things enabled through ArmaLauncher and some servers show up to him which do no show to me at all. The search options in the server browser are also set equally. So what might be the problem? Did I do something wrong by installing BAF and PMC over an already updated version of OAH? Hope someone can help. Thank you. :) EDIT: I got it sorted out. Still needed to update a few things on the game. Thanks.
  21. Hello guys, I'm relentlessly trying to find a good way to optimize to way AI fly in Operation Arrowhead. Due to the mountainous characteristic of the new terrain the AI is unbelievably prone to crashing especially when attacking targets that I've designated with the laser marker. The Harrier seems to be the worst of all as it never survives past the third bombing run and will always crash on the hillside. Sometimes it'll blow itself up on the first bombing run. Talk about suicidal attacks. :butbut: I've tried the command flyinheight, but all the time thy engage targets they will disregard that init command. I've tried to set the speed at waypoint to fast, but again, as soon as it starts attacking, it'll slow to a crawl and will start flying too low which will 9 out of 10 times result in it smashing on the hill ahead of him. The helos have a similar problem. They don't tend to crash too much, but they fly way too low and at very slow speeds, which simply turns them into cannon fodder for the tanks and stationary weapons. Thus, the problems I've had no luck in sorting out are: 1) When designating targets with the laser marker for the Harrier it'll never get past the third bombing run and it'll always crash onto the hillside. 2) Choppers fly way too low and overfly enemy tanks only to be fired at and destroyed. 2) Both planes and choppers fly way too slow and don't seem to obey the speed parameter set at the waypoint or altitude set at flyinheight. I wonder why BIS never tried and implemented a more aggressive behavior for the pilot AI's so they flew faster and higher. It has been a good few years since both games have been released and it seems the very same problems with the pilot AI's are still being dragged from previous versions of the game. Both are good games but its function-dependency on Artificial Intelligence which doesn't seem to be improved with new patches is incredibly frustrating. :butbut: So guys, are there any good scripting commands or mods which could help and assist in making the AI pilots a bit more interesting and effective while in combat? I'd really appreciate any help. :colgate:
  22. Just to illustrate a little bit further, these are two other SS from that same batch. This is another one from the A-10: And now a zoomed in view showing the ACTUAL crosshair we have with this aircraft. After checking all aircraft which should have a crosshair drawn, these were the results: BLUEFOR: A-10, AV8B and AV8B (LGB): HUD visible. Crosshair replaced by the 4-pixel version. F-35: HUD completely removed. Crosshair replaced by the 4-pixel version. AH-1Z: Unaltered. Crosshair is still there the way it should be. OPFOR: SU-25: HUD visible. Crosshair replaced by the 4-pixel version. Ka-52, Mi-24 and Su-24: Unaltered. Crosshair is still there the way it should be. Unfortunately that won't help since crosshairs are not engine-dependent. Only the HUD is.
  23. No, I am playing both Arma and Operation Arrowhead on recruit with crosshairs enabled. It's not only the crosshair that was changed into a 4-pixel-large tiny box, but the HUD on the F-35 was completely wiped out, as you can see in the screenshot. In Arma2, the SU-34 is the only aircraft that retained its crosshair the way it was before the patch. If you have Arma2 and have updated to the latest patch, would you care to hop into these aircraft just to check it out? :ok:
  24. Hello folks, With Arma 2 I used to be able to order the tank Gunner to change the ammo type by selecting the cannon main ammo and then pressing CTRL+R. That would load a Sabot round if HEAT was being used and vice versa. That also worked for the BMP's. However, now with Operation Arrowhead I can no longer use the shortcut to ask the gunner to change ammo type. Has this feature been removed in this game? The only solutions are to manually change to the gunner position and change it yourself, which is not practical, or to select your gunner using the "F" keys, then, "6" to go to actions and the try and find the action you want. This last method is cumbersome as when you're inside a city you'll get lots of "open" and "close doors" command. Like that makes any sense at all :butbut: A few times I ended up requesting my gunner to "eject" because I had moved a little and another "open door" command had appeared where I had the change ammo type command. And only then request the gunner to load the correct ammo. So am I doing something wrong, or this shortcut has indeed been removed from Operation Arrowhead? Thanks! :bounce3:
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