postman84
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Everything posted by postman84
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COWarMod Release
postman84 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice! Finally I get to DL this mod. Looks like it's been out for some time now. Hope it works well with Reinforcements. -
HETMAN - Artificial Commander
postman84 replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can the AI Commander use artillery such as mortars, howitzers, and rocket strikes? Can the AI Commander use air support requests similar to the one in the Combat Scenario missions? -
BAF - AI won't board Jackal Commander and gunner seat
postman84 replied to Devil Dogs SF's topic in ARMA 2 & OA - TROUBLESHOOTING
I have the same problem: In the second campaign mission, 4 units will board either of the two Jackals, nobody will board as commander or gunner, and no other units including the team leader can board the Jackal when it has 4 occupants. I have ACE running with ACEX + SM, and with WarFX and JTD fire and smoke mods. I was able to get it to work before, but I think it may have been from running the Reinforcements disc (without mods). I'll try again without mods. -
ATTN NOOBIES! - New to ArmA II or OA - Here's the place for your questions
postman84 replied to wraith_v's topic in ARMA 2 & OA - GENERAL
Ah yes, you have to place unit type "Empty" and then select from the various objects. I found there are two types of mines, "mine" and "mine(RU)", and a selection of 4 IEDs (I suppose from the BAF expansion). When I place the mine, nothing happens by itself. Is there some sort of trigger script I have to insert, such as "triggered by OPFOR/BLUFOR"? I tried JTD mines but those work by themselves. This must seem like such a noob question, but it has taken a while for me to fully grasp the usability of the editor. -
ATTN NOOBIES! - New to ArmA II or OA - Here's the place for your questions
postman84 replied to wraith_v's topic in ARMA 2 & OA - GENERAL
How do I create mine fields and set up single mines where I want them in the editor? -
Dynamic-AI-Creator (DAC) V3.0 released
postman84 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How do you generate Takistani unit types instead of Russians? -
Can you make the guns louder?
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RWS - Real Warfare Soundmod
postman84 replied to slade1988's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
JSRS is an awesome sound mod and RWS adds some great content as well. Just be sure to make the guns sound as loud as possible! -
A2WarMod Release
postman84 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for your efforts. I recently have started Arma 2 with the A2 War mod and have played it without any troubles. I have gone through the A2 readmes and looked through the mods and have been figuring out how it works. Again, I am a newbie to modding (but not playing Arma). Now I see that if you were going to mod CO, you would need to make mods specific to that version of the game. Some of the mods will work with CO, such as JTD fire and smoke, WarFX, and the interface tweaks. Others seem tailored for A2. Maybe if you release a beta testing version (with notes attached giving some testing instructions perhaps), more people will give feedback and you won't have to rely on a dedicated crew? -
A2WarMod Release
postman84 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am a bit concerned about doing testing since I have gotten sudden crashes of the program from running mods(?). The screen will flash all sorts of colors, the text and everything else will be garbled. It will cause the NVidia display driver to stop working properly and then none of my 3D games will display properly, but for maybe a few minutes before totally getting FUBAR and crashing the system (blue screen). I have tried some suggestions for increased game performance, so that might have done the trick. If I can make sure it won't cause catastrophic failures to my system/hardware/software, I would be glad to share the testing work load. -
This sound mod does make the game experience better. I would like to hear improved sounds on the KSVK. The ACEX_SM packs more of a punch in that regard. The Lee Enfield sounds better, but still it could be more pronounced. The sounds are way better on stereo with a woofer. If you crank up the volume, it sounds like all hell is breaking loose. Playing with headphones on, it is not the same and sounds quieter even with everything turned up to max. Maybe it's my headphones, not sure.
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ACE 1.8 (Advanced Combat Enviroment) for OA/CO
postman84 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would like to use only some of the sounds from ACEX_SM and from JSRS. For instance, I like the sound of the Lee Enfield in JSRS better than that muffled blast in ACEX_SM. It still sounds under-powered, however. The KSVK in ACEX_SM sounds better than JSRS (it sounds like it really packs a punch). Is there a way to pick and choose the sounds for each weapon from the available mods? -
Red Harvest - Team mates stop responding to my commands
postman84 posted a topic in ARMA 2 & OA - OFFICIAL MISSIONS
In the Red Harvest campaign, I find that the team mates will often stop following my commands after a fire-fight, such as in the Razor Two mission after shooting it out with the Chedaki in Staroye. Unit 2 (Sykes) will stop obeying commands and just stand there. If I take control of unit 2, the other team mates will follow him and will form on him but not the group leader. And before anybody asks, I am running version 1.57 (CO). -
A2WarMod Release
postman84 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have Combined Operations patched to 1.57. I run the A2 war mod with JSRS sounds. I also have CBA enabled. In response to the blurry red filter, I guess it has something to do with the scripted event. It makes things look a bit more dramatic. It just doesn't go away as soon as at it should, since the triggered events are out of synch. The UAV I am referring to is the one in the game already, no mods. And by crashing, I mean the UAV ends up flying into the side of a mountain, or hitting the ground. With the APC using smoke for cover, I think I remedied that by tweaking the video settings for better performance. But on the Harvest Red campaign "Manhattan", I ran into another snag when I got to the FOB entrance: the dialogue scene where you talk to the guard did not trigger immediately. And when it did, the screen went black and did not initiate the conversation, whereas it will trigger properly without the mod. The mod still adds a greater visual feel to the game and I would prefer to play with it enabled. I might consider testing the CO WarMod, I just didn't want to commit to something that I wasn't sure I could do. -
Red Harvest - Team mates stop responding to my commands
postman84 replied to postman84's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I encountered another problem: I don't know how to get command back when the other units start following Unit 3 (Rodriguez). I would tell Unit 2 and 3 to "Wait for me" and then Unit 4 (O'Hara) would form on me. If I tell the others to "Return to formation", they just stay put and Unit 4 goes back to forming on Unit 3. When I switch to the other team mates, they have instructions to follow 3. Can't imagine how messed up things will get if they all start following 4. -
Red Harvest - Team mates stop responding to my commands
postman84 replied to postman84's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I figured out how to get command back. I tell Unit 2 to "Wait for me", the other units form on me. Then I tell Unit 2 "Return to formation", and he complies. -
A2WarMod Release
postman84 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've noticed that running the A2 war mod in the campaign can cause triggers to not execute properly, such as intros to the mission for instance. Some times events won't trigger at all. On one mission in the OA campaign, you start in an air control tower for briefing. A C-130 comes in for landing, and should land. But with the mod activated, the C-130 crashed and burned! The text showing the time and place will appear and disappear very slowly. Also later in that mission, one of the APCs has a "malfunction" (a scripted event), and you are supposed to see an aircraft go over head and get hit by a SAM. Well that gets delayed (from the time the guy says "That aircraft is flying low"), until the aircraft just ends up falling out of the sky on fire about 100 meters away! Also this blurry red filter covers the screen and doesn't go away for several minutes. Not only that, but when using the UAV, it often crashes or doesn't let me alter it's course. I cannot tell the UAV where to search because it will not let me or it will end up crashing, whereas playing the mission without the mod it will work just fine. Also when ever one of the APCs uses smoke for cover, it will reduce the frame rate to a crawl. Other than that, the game does noticeably perform slower with the A2 war mod running. -
The AI squad members need to be better at staying with the group and not get lost as easily. When I am acting as squad leader, the AI will ask me "Where are you?" and I don't know how to respond. And still yet, the AI needs to be better at driving rather than running over friendlies, civilians, team mates etc. Friendly units working in the AO should be identified better. The AI will report "Unknown man" or "Unknown [vehicle] at [position]" and it will often be a friendly unit. They should specifically say "Friendlies at [position]". I have shot at friendlies many times, not being able to identify them. The AI should use buildings more effectively. They should establish positions on roofs (if possible), fire from windows or other confined spaces, and they should be able to do room clearing. Also, if I am holed up in a building and firing on enemies supported by a tank, why doesn't the tank fire the main-gun and blow me up in the building? The command structure should remain intact throughout the mission so that your AI controlled squad mates follow your commands without abruptly stopping and ignoring orders. In the Scenario mission where a 4 man squad has to assassinate Brezina and destroy the BRDM, Unit 2 (Zbyshek) assumed the role of group leader, even though the commander was not wounded.
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ACE 1.8 (Advanced Combat Enviroment) for OA/CO
postman84 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I select the Combined Operations shortcut on my desktop. I have @ACE, @ACEX, and the rest of the available content in my Arma 2 folder. I didn't modify the shortcut or use the loader. Should I try that? It works for the most part without doing any of that. -
ACE 1.8 (Advanced Combat Enviroment) for OA/CO
postman84 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I cannot load from an auto-save or any save for that matter while running ACE. Trying to do so will tell me I cannot play/edit the mission because it is dependent on content, or something like that. And then the game will clear of all units and the camera will be stuck in the place where I stopped to load the game. Also whenever I start up CO with ACE enabled, I get the message: 'addon acex_missions_bc_oa requires ace_sys_bc' And I still get the "Warning ACEX requires ACE_MAIN at version [1, 5, 1]" Can somebody link me to where I can get ACE_MAIN at version 1, 5, 1 ??? -
A2WarMod Release
postman84 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Amazing how I have been playing Arma 2 for a couple of years and I have not added any mods until recently. A2 War Mod is a great addition to the game. -
Dynamic-AI-Creator (DAC) V3.0 released
postman84 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Finally getting the hang of DAC... Scripting is a good exercise in paying attention to detail. That DACCE program looks to make it alot simpler. I like that. -
Dynamic-AI-Creator (DAC) V3.0 released
postman84 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I follow the instructions in the script tutorial and have also viewed the demos that came with the zip. Yet when I follow the instructions to set up a test using the information in the script instruction, I go to preview or load from Scenario menu, a message pops up telling me that the DAC_Config_Creator.sqf cannot be found (when I select 'external' DAC game logic). As per instruction, I did everything up to putting the DAC file and init.sqf into the Mission folder. Nothing happens when using 'internal' DAC game logic, though it says DAC initialized. I am trying to figure out what I am doing wrong. Any suggestions? -
ACE 1.8 (Advanced Combat Enviroment) for OA/CO
postman84 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I downloaded what I thought was ACE version 1.8 from Armaholic. I tried it from other mirrors as well. When I start a game, a message is displayed: Warning: ACEX requires ACE_MAIN at version [1, 5, 1] (or higher) You have [1, 3, 0, 373] What's up with that? I thought I had the most current version, since I followed the link to download. -
Dynamic-AI-Creator (DAC) V3.0 released
postman84 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When using the editor, I no longer even see the "Game Logic" selection on the unit menu. How do I get that back?