DanL2mx
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Posts posted by DanL2mx
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First of all, thanks for all the work you put on this, it is amazing to play on the original arma maps. :D
HOWEVER, I noticed that the Russian soldiers speak in English. I thought that was just me hearing things initially, but then I loaded Utes and put myself and two other Russian soldiers on the island and the same problem re-surfaced: my character speaks Russian, and the Russians respond with the appropriate English text, but the voice in English too instead of Russian. I don't have any other addons or mod folders being run in addition to the CAA1, and this problem goes away if I don't initialize ArmA 2 with the CAA1 mod. Can somebody tell me what's wrong, or, better yet, how I can fix this problem? Thanks in advance! :bounce3:Yep, I seem to have the same problem.
I was not able to replicate the voice problem. So unless someone gives me a reprothat makes it happen here too, not much I can do.
Here is a simple way that I have used to replicate the problem, just load an island (any will do), add a Mi-24, set the player as gunner, the special to flying and just add a simple move waypoint wherever you want. You'll notice that your character speaks russian but the chopper pilot speaks english.
In several tests I ran, it seems that the group/vehicle leader speaks using the Male01EN voice.
Hopefully that'll help.
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There hasn't been any news for a while now... but I trust that you both are working hard on this project. Good luck and I'll surely be slaughtering some resistance fighters as a T-800 once this comes out. :cylon:
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The more I read about OA the more I want to have it already installed in my computer. I'll be buying this one for sure.

But yeah, BIS should take all the time they need to polish the expansion before releasing it.
That means that in worst case you can use the ArmA2 Vehicles but they have no proper FLIR working because they are not prepared for it.If we like it or not, this is how it is. As said before, with a little bit of thinking this shouldn't be surprising after all. I for myself expected that.
Yeah, that is highly likely to be the case. However...
The FLIR/lasers/flashlights from Operation Arrowhead, will they be included also in ArmA II or are they only available in Operation Arrowhead?BIS: No, this would be a too serious change in the engine which could also break the content of ArmA II.
As I understand it, the vanilla ArmA II will not have working FLIR, AN/PEQ-2s, etc. because of the engine, but the expansion pack will have a revamped version of the engine, so it is entirely possible to have the vanilla units with FLIR if you have Arma II + Operation Arrowhead.
IMO if by installing OA BIS could somehow update the original game's files (adding the necessary textures and bump maps required to have working FLIR) then most of the guys that feel outraged or unsatisfied would stop complaining, not to mention that it might improve the sales a lot, as almost everyone that bought the original game would be rushing to get the expansion.
Although I realize that it is not as simple or easy as it seems.
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Yep i hope that too (like in CoH for example), it would be very disapointing if not, it would cause a real mess...Hope that Bis will "solve" this "issue", because other than that, news about OA are very exciting so far. :crossingfingers:Excuse my bad english ;)
I believe that has already been answered.
Expansion will alow to integrate arma2 content in to it, so if you will have expansion and A2 you will not need to run arma2 exe. -
Great news!! Been waiting for info since the GamesCom started. :D
We have one of the most sophisticated FLIR simulation systems already done for VBS2 and we will bring it in Arrowhead to fans of ARMA2 too.As soon as I read that, I knew that Operation Arrowhead is gonna be a "must have".
Will the ammo/mag bug for weapons with dual sights be fixed?Jennik: Honestly, I don't know anything about this particular issue mentioned. Anyway I believe anything considered as bug being brought corrected.
Well... I'm a little surprised that they don't know about that issue. But regardless, that kind of raises a new question. Will dual sights be supported at all? As in will I be able to use the rifle's ACOG at long range and then switch to the emergency battle sights for CQC? :confused:
RH MGS wpn pack 1.1
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
That's great, I love your weapon packs, its gonna be awesome to see an update soon!
Also I have a question and request.
Is it possible to have the CQB functionality without installing ACE??? (I know its good, It's just not everyone's cup of of tea). Kind of just adding the CQB scripts to the RH weapons pack so we can have that amazing feature with this weapons, only by installing your mod.
Are you planning on adding an MP5SD with an Aimpoint? Cause I would really, really, love to have one ingame. :)