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loosebruce

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Everything posted by loosebruce

  1. loosebruce

    Swine Flu has mutated!

    Yes well I am sorry to bring the news but the vaccine is no longer good. Epidemic here we come: -------------------------------------------------------------- Swine flu virus mutations are spreading in Europe, French health officials said Friday as the World Health Organisation reported a leap in deaths from the disease by more than 1,000 in a week. Skip related content Related photos / videos The number of deaths reported to the UN health agency showed the biggest rise in the …More Enlarge photo Related content * Flu death toll jumps by over 1,000 in a week: WHO * WHO says probing reports of mutating swine flu virus * Six bad reactions to swine flu vaccine in Canada: official * Related Hot Topic: Swine Flu Have your say: Swine Flu Two patients who were infected by a mutation that was also recently detected in Norway have died in France, the government's Health Surveillance Institute (InVS) said in a statement. "This mutation could increase the ability of the virus to affect the respiratory tracts and, in particular, the lung tissue," said a statement from "For one of these patients, this mutation was accompanied by another mutation known to confer resistance to oseltamivir," it added, referring to the main drug being used to treat swine flu, under the brand name Tamiflu. The case was the first drug-resistant strain found in France among the 1,200 strains experts have analysed here, the InVS said, adding that "the effectiveness of vaccines currently available is not being questioned." The two patients were not related and had been hospitalised in two different cities in France, it said. The WHO said Friday the death toll had reached at least 7,826 worldwide since the A(H1N1) flu virus was first uncovered in April. The number of deaths reported to the UN health agency showed the biggest rise in the Americas, where 5,360 deaths have now been recorded compared to 4,806 a week ago. But Europe also posted a substantial increase percentage-wise with at least 650 fatalities now reported, representing a surge of 300 deaths or 85 percent from data posted a week ago. The WHO said Thursday it was investigating reports of mutations in the virus, after half a dozen countries recorded such cases. "The question is whether these mutations again suggest that there is a fundamental change going on in viruses out there -- whether there's a turn for the worse in terms of severity," said Keiji Fukuda, WHO's special adviser on pandemic influenza. "The answer right now is that we are not sure," he added following reports from China, Japan, Norway, Ukraine and the United States. He noted, however, that mutations are common in influenza viruses, and "if every mutation is reported out there it would be like reporting changes in the weather." "What we're trying to do when we see reports of mutations is to identify if these mutations are leading to any kinds of changes in the clinical picture -- do they cause more severe or less severe disease? "Also we're trying to see if these viruses are increasing out there as that would suggest a change in epidemiology," he added. China said earlier Thursday that it had discovered eight people with mutated versions of swine flu while Norway reported last week that it had detected one case. Fukuda also said that the UN health agency was looking into Tamiflu-resistant cases reported in Britain and the United States but noted they concerned people who are already undergoing treatment for other diseases or who have underlying health issues. The health agency was therefore maintaining its assessment that Tamiflu, produced by Swiss drugmaker Roche, remained "effective" as a treatment for swine flu, but that "we do have to be vigilant in these very susceptible people."
  2. Rainbow Six Winter Light units PSG1 A7xiK-snyJk You got to admit this was the best game ever! RIP Rainbow Six 1996-2003!
  3. Hey, Any idea how I could make an AI wear a balaclava and ballistic goggles? Would it require scripting? Its for a mission were players spawn in AI with no boxes or anything just what they have.
  4. loosebruce

    Arma II & OA User Video Thread

    Canyonero! 8y4jphFIkiU by Mobile Assault Group www.mobileassaultgroup.co.uk
  5. loosebruce

    Project Reality - WIP Discussion

    I believe all of the following weapons do not have Backblast -Javelin -Stinger -AT4 CS/RS -BILL2 -Predator/SRAW -Eryx
  6. With this, do you reckon it would be possible to execute a external site. E.g. a radio station?>
  7. loosebruce

    Project Reality - WIP Discussion

    As one of the people working on the Ambient sounds you will not be disappointed as we have replaced all the BIS sounds with our own.
  8. loosebruce

    Project Reality - WIP Discussion

    The last time I checked this community was more watered down than a Bud Lite. I am sure an influx of PR ArmA2:OA players will refresh the stagnating ArmA community.
  9. loosebruce

    Project Reality - WIP Discussion

    Suspicious? What are we going to do ? Rob a bank?
  10. loosebruce

    Wardak_WIP

    Big Mac Gnat -You two only seem to be the resistance in both threads. Do you represent the BIS community?
  11. loosebruce

    Project Reality - WIP Discussion

    If PR did puddings' date=' this would be how they are made. [img']http://j.imagehost.org/0823/sophie_howard_topless_nuts_5th_birthday.jpg[/img]
  12. loosebruce

    British 3 Rifle Infantry MTP

    All I can say is there will be far better options than this stuff soon! Then you wont need this.
  13. Nice work mate, truly amazing!
  14. Hey all, I have a major problem that I have so far been unable to solve. The problem is that I have two wonderful Ambient sound addons I have made which are both in seperate .pbo's. However they are different in the sense that one of them is for a desert map and the other one is for a european/forest map. Both PBO's require the use of "CASounds.pbo" in their configs but this presents a problem in the sense that only one of my sound pbo's will work and the other will not do anything. e.g. Desert_sound.pbo will play on both Chernarus and Isla_duala. Whilst Forest_sound.pbo will not play at all even if its loaded into ArmA2. ============================================ Is there anyway I can get one pbo to activate on the correct world whilst the other one activates on its world? I have a feeling "Class Defaultworld ;" might be able to help me out? So does anyone have a workaround or an idea? Cheers,
  15. Hey all, I have created a nice music addon for Operation Arrowhead to replace the music BIS created for it. The music I feel fits the game more and adds to the experience. I would highly recommend you replay the OA campaign after downloading this. Each track has been replaced including menu music. This was just a fun project to pass the time for a few hours and to improve my config skills, I do not intend to invest any more time in this as I have bigger priorities with other stuff. Would recommend campaign missions: 2, 6 and 8. :) I hope you enjoy =========== =Installation= =========== Like most sane mod makers I would recommend you use the addons folder method. Extract to your ArmA 2 directory and add "-mod=@arrowbent" This has only been tested on Arma 2 Joint Operations, however it should work on all versions of OA (retail, steam, expansion). Depending on what setup; if it doesn't work you will have to fiddle around with the folder structure. I have structured it this way as it is what works for me: however you might have to try ========== =Download= ========== Mediafire ======== =Credits= ======== Deadfast - guidance on config Mark XIII - guidance ========== =Disclaimer= ========== This addon is purely for educational purposes only and is not intended for commercial use.
  16. @ everyone who is having troubles I am using it in this environment Steam Arma 2 + Retail Operation Arrowhead Arrowhead is installed in my Arma 2 steam directory under expansion. ------------ Try using this http://forums.bistudio.com/showthread.php?t=102380
  17. It doesnt replace it simply overrides, when you put the parameter into your arma 2 OA shortcut. To get the old BIS music back just remove the parameter from your shortcut or launcher. :)
  18. Download it then :P I swear on St Andrew's name that its all good, you will not be dissapointed.
  19. Its kosher, in theory.
  20. loosebruce

    Real Quick Question

    Looks like your missing an extended event handler which should have been in CBA? Possibly your extraction of CBA was corrupt and a file was not placed in the folder? Would recommend redownloading it
  21. Cheers Deadfast you are a saint! -
  22. Hey all, I have been trying to create an add-on that over rides OA's music and replace it with some remixes and old OFP music. I am wanting my music to play during OA missions. However no matter how I lay out the config or folder the OA music seems to take priority. The only way I can get it to work is by deleting the BIS pbo and placing my own one in OA's addons folder. Here is the location of BIS's music_e.pbo (i want to overwrite): Here is the addon @arrowbent (my music addon): The RPT file shows no errors with the addon: ===================================================================== == C:\Program Files (x86)\Steam\steamapps\common\arma 2\arma2OA.exe == "C:\Program Files (x86)\Steam\steamapps\common\arma 2\arma2OA.exe" -mod=@arrowbent ===================================================================== Exe timestamp: 2010/07/03 18:18:45 Current time: 2010/07/04 12:53:11 Item str_disp_server_control listed twice Updating base class ->RscText, by ca\ui\config.bin/RscSplashText/ Added texture headers from file "ca\air_e\texheaders.bin" Added texture headers from file "ca\animals_e\texheaders.bin" Added texture headers from file "ca\ca_e\texheaders.bin" Added texture headers from file "ca\characters_e\texheaders.bin" Added texture headers from file "ca\desert_e\texheaders.bin" Added texture headers from file "ca\l39\texheaders.bin" Added texture headers from file "ca\misc_e\texheaders.bin" Added texture headers from file "ca\missions_e\texheaders.bin" Added texture headers from file "ca\modules_e\texheaders.bin" Added texture headers from file "ca\plants_e\texheaders.bin" Added texture headers from file "ca\roads_e\texheaders.bin" Added texture headers from file "ca\rocks_e\texheaders.bin" Added texture headers from file "ca\signs_e\texheaders.bin" Added texture headers from file "ca\structures_e\texheaders.bin" Added texture headers from file "ca\takistan\data\texheaders.bin" Added texture headers from file "ca\takistan\data\layers\texheaders.bin" Added texture headers from file "ca\tracked_e\texheaders.bin" Added texture headers from file "ca\weapons_e\texheaders.bin" Added texture headers from file "ca\wheeled_e\texheaders.bin" Added texture headers from file "ca\zargabad\texheaders.bin" Checking texture headers done - ok = 5591, failed = 0, patched = 0. Exe version: 1.52.71816 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 [/Code] [b]This is my config, it is basically the same config as in the BIS music pbo[/b] [Code]class CfgPatches { class arrowbent { units[] = {}; weapons[] = {}; requiredVersion = 0.1000; requiredAddons[] = {"CASounds"}; }; }; class CfgMusic { class EP1_Track01 { name = "$STR_EP1_Track01"; sound[] = {"\arrowbent\music\EP1_Track01_Arrowhead.ogg",1.0,1.0}; duration = 280; }; class EP1_Track01D { name = "$STR_EP1_Track01D"; sound[] = {"\arrowbent\music\EP1_Track01_Arrowhead_D.ogg",1.0,1.0}; duration = 48; }; class EP1_Track02 { name = "$STR_EP1_Track02"; sound[] = {"\arrowbent\music\EP1_Track02_GoodmorningTstan.ogg",1.0,1.0}; duration = 181; }; class EP1_Track03 { name = "$STR_EP1_Track03"; sound[] = {"\arrowbent\music\EP1_Track03_Airborne.ogg",1.0,1.0}; duration = 152; }; class EP1_Track03D { name = "$STR_EP1_Track03D"; sound[] = {"\arrowbent\music\EP1_Track03_Airborne_D.ogg",1.0,1.0}; duration = 166; }; class EP1_Track04 { name = "$STR_EP1_Track04"; sound[] = {"\arrowbent\music\EP1_Track04_Arrival.ogg",1.0,1.0}; duration = 227; }; class EP1_Track05 { name = "$STR_EP1_Track05"; sound[] = {"\arrowbent\music\EP1_Track05_ZargabadMarket.ogg",1.0,1.0}; duration = 307; }; class EP1_Track06 { name = "$STR_EP1_Track06"; sound[] = {"\arrowbent\music\EP1_Track06_Nightlife.ogg",1.0,1.0}; duration = 46; }; class EP1_Track07 { name = "$STR_EP1_Track07"; sound[] = {"\arrowbent\music\EP1_Track07_ColtanBlues.ogg",1.0,1.0}; duration = 253; }; class EP1_Track07D { name = "$STR_EP1_Track07D"; sound[] = {"\arrowbent\music\EP1_Track07_ColtanBlues_D.ogg",1.0,1.0}; duration = 170; }; class EP1_Track08 { name = "$STR_EP1_Track08"; sound[] = {"\arrowbent\music\EP1_Track08_RevolverJam.ogg",1.0,1.0}; duration = 90; }; class EP1_Track09 { name = "$STR_EP1_Track09"; sound[] = {"\arrowbent\music\EP1_Track09_DancingScimitar.ogg",1.0,1.0}; duration = 100; }; class EP1_Track10 { name = "$STR_EP1_Track10"; sound[] = {"\arrowbent\Music\EP1_Track10_DeathFromAbove.ogg",1.0,1.0}; duration = 111; }; class EP1_Track11 { name = "$STR_EP1_Track11"; sound[] = {"\arrowbent\music\EP1_Track11_NightVisions.ogg",1.0,1.0}; duration = 84; }; class EP1_Track12 { name = "$STR_EP1_Track12"; sound[] = {"\arrowbent\music\EP1_Track12_CrudeOil.ogg",1.0,1.0}; duration = 195; }; class EP1_Track13 { name = "$STR_EP1_Track13"; sound[] = {"\arrowbent\music\EP1_Track13_IronMountain.ogg",1.0,1.0}; duration = 189; }; class EP1_Track13D1 { name = "$STR_EP1_Track13D1"; sound[] = {"\arrowbent\music\EP1_Track13_IronMountain_D1.ogg",1.0,1.0}; duration = 41; }; class EP1_Track13D2 { name = "$STR_EP1_Track13D2"; sound[] = {"\arrowbent\music\EP1_Track13_IronMountain_D2.ogg",1.0,1.0}; duration = 122; }; class EP1_Track13V { name = "$STR_EP1_Track13V"; sound[] = {"\arrowbent\music\EP1_Track13_IronMountain_V.ogg",1.0,1.0}; duration = 100; }; class EP1_Track14 { name = "$STR_EP1_Track14"; sound[] = {"\arrowbent\music\EP1_Track14_ConcreteCell.ogg",1.0,1.0}; duration = 209; }; class EP1_Track15 { name = "$STR_EP1_Track15"; sound[] = {"\arrowbent\music\EP1_Track15_Warmongers.ogg",1.0,1.0}; duration = 174; }; }; class CfgSFX { class FunMusicSfx { sounds[] = {"music1"}; name = "Music"; music1[] = {"\arrowbent\music\EP1_Track07_ColtanBlues.ogg",0.0032,1,30,1,0,0,0}; empty[] = {"",0,0,0,0,0,0,0}; }; }; }; [/Code] [size=3]So what I am needing is a way to over ride the ArmA 2 OA "music_e.pbo" and just use my own one. I have seen for some sound addons e.g. CSM there is a way for them to override other sounds pbo's e.g. ACEX_SM. So could this same method be implemented for this and how is it done?[/size] Thanks!
  23. loosebruce

    controller of choice for flying aircraft?

    Xbox 360 controller Wireless
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