WillaCHilla
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Posts posted by WillaCHilla
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Thanks for releasing these really nice looking units!
After a short test in the editor, at least with the Medical Operator Light (ecwcs_multicam_medl) you are able to pass through objects (houses, trees, walls e.g.). Don't know if there other units who have this ability, just wanted to inform you about it.
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Wow-thanks for the latest version . This is really one of my favourites islands/landscapes since its first release.
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Spent some time on this island the last days and I'm also impressed by the quality and the performance. Great work, Tupolov!
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Ive tried that exact thing and still crashes. Anyone else tried?I tried it with an older version some weeks ago without any problems. Atm, I'm at work, but I will test it for you with the latest version when I'm back at home.
Edit: Also the latest version [1.24] gives no crashes after opening it with the editor.
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Thanks for the update, Xeno!
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I will give you some examples after work when I'm at home again.
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Take On should take advantage of that template–like ArmA, Bohemia simply needs to build a beautiful set of tools, tutorials and tech that player-made missions and add-ons can sit on.This will be very interesting for possible combining it with arma content and vice versa (at least models, etc.) if its using the same (RV)engine.
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One thing/request (which also can be found in a lot of other missions):
- different post processing-effects (chooseable ingame [clientside])
-for getting the right values, there are already some good tools available:
Postprocess editor (by Jezuro)
ppEffects viewer (by Przemek_kondor)
another possibility: set a parameter in the 'description.ext' for enabling/disabling the Environment - Colors module (available in the editor).
- different post processing-effects (chooseable ingame [clientside])
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Thanks for the info, Raynor!
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Did you do a additional OC of your GPU besides the factory OC?
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From what I've read so far in this thread, there are some of you who are already familiar with this sort of simulator by DCS (BS/Warthog).
After watching some videos of 'DCS: A-10C Warthog', I became really interested in it.
Though, there are some questions I have about the whole thing of this simulator (cause I'm completely new to this sort of simulator):
- Does this simulator also has a strong community who creates mods, missions, etc. for it? (Wasn't able to find any big community-fansites, besides the 'User-files'-section on the official page)
- Does the simulator support any kind of multiplayer (dedicated or private server hosting)?
Thanks in advance for answering these simple, but for me elementary questions :).
- Does this simulator also has a strong community who creates mods, missions, etc. for it? (Wasn't able to find any big community-fansites, besides the 'User-files'-section on the official page)
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Three little things which need some improvement (in my eyes) after a short test of your mission:
- Custom loadout is not available after respawn. How about using something like this?
- Pilot-AI is not available via 'Bon_Inf recruitable AI'. Would be nice and realistic for ordering some AI-controlled aircrafts/choppers.
- During the mission, some of the enemy aircrafts/choppers crashed into the hills (perhaps something like 'flyInHeight' would help here?)
- Custom loadout is not available after respawn. How about using something like this?
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Just want to report some error-messages which appear after launching CO with '[OA + A2] ANZINS Weapons [1.52]' in combination with your 'TGW Zeroing [1.25]' (also using 'tgw_zeroing_anzins_x.pbo'):
Warning Message: No entry 'bin\config.bin/CfgWeapons/G36A_Camo/MuzzleFar/OpticsModes/Kolimator.opticsPPEffects'. [b](appears every time in the main-menu after launching the game)[/b] Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A3_RCO_GL_EP1/OpticsModes/Kolimator.distanceZoomMin'. Warning Message: '/' is not a value [b](written in the .rpt)[/b] Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A3_RCO_GL_EP1/OpticsModes/Kolimator.distanceZoomMax'. Warning Message: '/' is not a value [b](written in the .rpt)[/b] Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A3_RCO_GL_EP1/OpticsModes/Kolimator.opticsPPEffects'.[b](written in the .rpt)[/b]
Found also this one in the '[OA + A2] ANZINS Weapons'-thread:
TGW zeroing ANZINS mod is conflicting with v1.5.2.I get the following error msg;
No entry 'bin\config.bin/CfgWeapons/m8_conpact/OpticsModes/Scope.opticsZoomMin'.
It also applies to the M8 + M203 but not the M8 CQC. If I try to swap to the scope using these weapons I get a pale blue screen, also the stock M8 only has the zoomed scope sight which gives the pale blue screen.
Unrelated to the above, the AK107 has no CQC sight option.
Hopefully you will find the time to fix these errors. If you need further info, just contact me.
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Thanks for publishing this mission!
Sounds very interesting in combination with these scripts. Will test it asap.
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How do I remove this message when starting up the game? Addon 'CSM2_c_wep_mg' requires addon 'acex_sm_c_sound_wep_mg' ?Usage documentation of CSM2 at armaholic.com:
CSM2 works together with ACE2 @ACEX_SM and the default configuration is set to
override @ACEX_SM sounds as detailed below.
As both mod's are beta and still being developed, further support and changes
will be added.
To configure CSM2 to override ACEX_SM Weapon classes (default setting), the:
#define CSM2_ACEX_SM
statement is included in the client configuration file:
...\Bohemia Interactive\ArmA 2\userconfig\CSM2\csm2_clientside_config.hpp
If you are using ACE 2 but do not use @ACEX_SM sounds, or you wish to use
CSM2 standalone or with another sound mod, then change the above statement
to a comment by preceding it with '//' as follows:
// #define CSM2_ACEX_SM
CSM2 will then no longer check for @ACEX_SM dependencies and will start
without the popup message.
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@domukun:
We almost completed the GR campaign (coop) and were not able to detect any problems related to the island.
Also, this island is at version 1.1 at the moment, so the few "major" ones are resolved since then.
You will be impressed how much love for details is integrated in this island.
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Will also test it this weekend with a TrackIR 4.-Report will follow at the latest on Sunday. Thanks a lot for this idea in advance.
Edit: Will also try to activate some freetrack-users from our community for further info.
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Really liked the previous update (with implemented AI support), will test the newest version the upcoming weekend. Thank you for this.
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Yeah I wish we could look around a bit more when in a tank or armored vehicle. Its true that the view is very restricted but not THAT much. Leaning forward, left and right would help alot.There was another request for 6DoF in the past. Like DMarkwick posted, its not so easy to implement this (at least for vehicles, tanks) cause of missing geometric detail.
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Don't know if its realistic or not, but
is really one of my favourite wishes for arma². -
Beagle, with the X52 Pro (or not pro) you can directly assign key strokes to any of the joy/throttle buttons and hats. MMA works with keystrokes and you can create an MMA config for your Saitek and load it on-the-fly when you play MMA missions.Yep, exactly the way I'm doing it since I bought the X 52. Though, something like xpadder is useful for people without integrated software for key mapping.
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For me, it would be interesting why it needs such a sudden change of the animation speed? Wasn't able to find any requests on these forums/at CIT that are asking for faster animations in the way like this.
Perhaps, if I would know the background about this (if there is any), it would be more comprehensible for me.
Looking for a few Beta Testers, PR guys, Mission Makers for nearly complete "island"
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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Great job that you found the error, Phaeden! I'm looking forward to the fixed version.