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Solarghost

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Everything posted by Solarghost

  1. Solarghost

    Sounds of Steel v1.0 Released

    Im gonna try doing a youtube video now, usually when I use fraps the file size is always massive though lol...
  2. Solarghost

    J.S.R.S. 1.5

    Spoke with LJH about it and he helped me release my own mini mod. I fully support LJH with all of his work that's why he helped me make the mod compatible with his. JSRS for ever I'm just thankful that we have dedicated people like Lord Jarhead who take their time and make quality stuff which in the end makes us love the game more!
  3. Solarghost

    J.S.R.S. 1.5

    Hey mate, I have some ambiant combat sounds I have made, and would like them to appear randomly while playing, some sounding close, some sounding far but I want it to be a useable mod and not scripting, is this possible? Like.... so called "combat environment sounds" Each sound is under 1mb Cheers
  4. Solarghost

    J.S.R.S. 1.5

    Hi ya Jarhead, I have sent you a PM regarding sounds. I have a whole stash of goodies I have not shared with any one. Particularly for the M4A1 Reloading sound Single shot sound Mag hitting the ground Safety on/off Mag tap Ruffle sound of arms/gear rustling while reloading Bolt pull and bolt release sounds I also have the actual HD sound for the M249 firing as well, because it seems no one knows what it sounds like... lol So I can give you that as well. Also have a HD sound for the M249 chamber pull. All of them are in high definition and are really crisp I wanna share because I love your mod !! :D
  5. Solarghost

    JayArma2Lib

    Arma 2: Operation Arrowhead Beta patch build 87411 (1.60 MP build) Woohoooo
  6. [87410] Fixed: Missing reloading sound while reloading animation from another player in Multiplayer I have been waiting for this for so long LOL thanks BIS
  7. Solarghost

    JayArma2Lib

    Hey ya bro, Could you please update Jarmalib for the latest beta which is version "86162" It fixes the damn AI from running through walls lol... Thought i'd bump this thread and see if I can ween u to updating haha... Cheers cuz !
  8. Solarghost

    ARMA 2: OA beta build 84580

    I am running VISTA, what you just said didn't make sense to me. I right click on PR shortcut it says.... Target: "C:\Program Files\Steam\SteamApps\common\arma 2\@pr\praa.exe" -maxMem=2047 -cpuCount=2 -exThreads=3 -mod=beta Startin: "C:\Program Files\Steam\SteamApps\common\arma 2\Expansion\beta" And that's it. I've created that dummy file but im lost from here... :(
  9. Solarghost

    ARMA 2: OA beta build 84580

    How do u have your command lines set up to use with PR? I just have... (dunno if its right) Target: "C:\Program Files\Steam\SteamApps\common\arma 2\@pr\praa.exe" -maxMem=2047 -cpuCount=2 -exThreads=3 -mod=beta Startin: "C:\Program Files\Steam\SteamApps\common\arma 2\Expansion\beta"
  10. Solarghost

    ArmA3 Wishlist and Ideas

    Body armour is already a confirmed feature in the game
  11. Solarghost

    ArmA3 Wishlist and Ideas

    Like rain effects in Grand Theft Auto 4, you slip in slide in vehicles... lol ---------- Post added at 03:53 PM ---------- Previous post was at 03:47 PM ---------- MEDIC INVENTORY (MAKE IT SEPARATE) Gear menu, and then you can also have a medic bag menu which has it's own gear in it. Field dressings, tourniquets, haemostatic agents, morphine, smelling salts, AEDs (portable defibrillators), IV plasma bags adrenaline injectors. A med kit will stop bleeding, take away pain, and refill the casualties blood meter (runs out when bleeding). (Make an option that comes up to extract bullets from flesh) Medics have a success rate of 90% of the time, and soldiers have a success rate of bullet extraction of about 15% chance. The medic system currently in Arma 2 + OA is crap. So... what we need is a separate medic bag so we can fill it with medic gear. (An improved medic system can not be ignored for Arma 3)
  12. Solarghost

    JayArma2Lib

    Hey broski ! Can you please make a patch update so I can use the latest beta ?? ------------------------------ Beta patch 84467 ------------------------------ Thanks JAYNUS !
  13. Solarghost

    EOD Mod

    I solved my own problem, It was an error on my behalf. Sorry to cause you worry that you didn't need lol...
  14. Solarghost

    EOD Mod

    Hi again. Steps were simple... Tried to add any ACRE radio to my inventory, it shows it's in then a few seconds later it disappears. Only back pack that would not disappear was the Thor radio/back pack. My only thought is maybe the back packs are getting confused? Not sure though... Broadcasting doesn't work, the interface didn't come up or anything. And when not using your mod it works fine. Cheers bud..
  15. Solarghost

    EOD Mod

    Only thing I can see so far is it's not compatible with ACRE. The radios do not work while using your mod. They keep disappearing out of my inventory. That includes back packs and the hand held radios, both UHF and VHF. Regarding the suicide bombers, they take a little while to respond to running towards you as well. I dont think that it the fault of your mod though it's just dumb AI. Cheers :)
  16. Hey man, love your work, but with the Fallujah Insurgency I cant pick up Intel and can't clear squares with either 1 or 2 players... This is the ACE version im talking about. Any ideas?
  17. Mission name: 75th Rangers In Iraqi - Operation Red Blood v2.0 Map: Quesh Kibrul Objectives: HQ has finished gathering intel, current mission: To download this and play it with friends (All objectives set, briefing updated) Mission: - Fort Benning's 75th Rangers have been tasked with securing a Blackhawk's crash site, while doing recon over the city they were shot down by an RPG. HQ has requested the 75th rangers go in and secure the Blackhawk's wreck and destroy it. - You will also be tasked with securing the city from insurgents, our UAV has confirmed sightings of infantry over the roof tops that are armed with AA and RPGs, along with infantry and technicals patrolling the city and outer city limits. - HQ also have advised that there are multiple AA emplacements in the AO and one has already been spotted by one of our UAVs. * This will need to be destroyed so that you can get choppers in there to get snipers on the ground and on the roof tops to provide support for the ground teams. - The only means of assault is to go through Hells Highway in to the city, this area is extremely hostile, base camp has provided you with Humvees, 1 Bradley, and a Tank. - You have artillery support if needed to provide accurate fire support for ground infantry to move in, and an apache has also been assigned to your team as well due to multiple tanks and enemy aircraft being spotted in the AO. - Inside information has been gathered and confirms that there are multiple weapons cashes in the area as well as insurgents holding up an arms factory. The area will need to be cleared out and those weapons cashes will need to be destroyed. - After these objectives are done there will be a boat waiting for you on the out skirts of the main land at the docks to get you back to base safely. You need to get to this location to escape. Group assignment: 4 fire teams named: Hitman 1, 2, 3, 4 And 2 sniper teams consisting of 2 men in each one. Features: AI/RADIO CHATTER ACE Medic system Respawns Map Tools http://ace.wikkii.com/wiki/Features_of_ACE2#Map_Tools Usage * Press H to place the ruler. Shift and click to drag the ruler around the compass. Press J at a point off from the center of the compass to align the compass on that heading (to read direction between two points). * Hold [ and drag while holding left mouse button to start drawing. Hold [ and click once to draw an origin point. Press ] to draw a straight line from origin to that point or hold ] and drag while holding left mouse button until you are satisfied with the line. * Click to select a line and press \ to erase it. * To copy a map move to anyone who has the Map Tools and move within 1.5 meters of them. An action to copy their map will appear in your action menu. Stay within 1.5 meters of them while the map copies. This may take some time, a progress hint will appear in the upper right hand part of the screen showing how many lines you have copied. The new [R3F] Artillery and Logistic : Manual artillery and advanced logistics - Choppers can lift most vehicles & objects - Artillery system is implemented using laptop. Send co ordinates to your team mates for fire missions, when they get in the arty they will have to match up the co ordinates received. - Tow feature so you can attach Artillery guns. - Loading system, you can load ammo crates, bikes, sand bag walls, objects etc in to trucks / cars depending on size etc FFAA Terrorists I'm bored of russians - Afghan militants - Hamas Touch / Bump into other players script - If you bump in to another player their screen will move (to make it feel more realistic) ACE + ACEX - Patrol scripts Units: - Bink's MARSOC UNITS (BEST LOOKING UNITS YET IMO) I know Marsoc is Marines, but they have similar gear to the rangers, and any other unit out there doesn't cut it at the moment Gear: - Special forces Humvees which have 3 MGs and passenger slots - Bradley - Tank - Apache - Mountain bikes - Trucks - All Ace Weapons and gadgets including wire cutters C4 etc - Artillery guns / Lap top firing interface And much much more!!! Added: The new 'Map Tools' Armaholic mirror for Mission: - 75th Rangers In Iraqi - Operation Red Blood Co-25 (@) v2.0 New Required addon - MARSOC Armed Assault Link: - MARSOC Required addons: - Advanced Combat Environment 2 - Core beta - Advanced Combat Environment 2 - eXtras beta - Community Base addons - FFAA terrorists - Quesh-Kibrul (MAP/ISLAND)
  18. Solarghost

    IED Module

    Nice work, I cant wait to get back in to scripting while using this. Will make for good games
  19. Solarghost

    COOP 20 Takistan Force (OA)

    Hey bro, this mission is definitely a great one to play. Just wondering (Sorry if this has already been addressed) Are you going to make this for ACE? Currently my issues: When killed you lose what was on your back Cheers brotha
  20. Here is some code I took from a trigger: Obj1=true; publicvariable "Obj1"; nul = [objNull, ObjNull, tskblack, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; tskblack setTaskState "SUCCEEDED"; player setCurrentTask tskRefinery; null = [objNull, ObjNull, tskRefinery, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; HQ sideChat "Blackhawk has been secured. Good Work!"; nul = [] execVM "scripts\respawnrelocate.sqf"; "respawn_west" setmarkerpos getpos obj0complete; "checkpoint1_marker" setMarkerColor "ColorGreen"; "oilrefine" setMarkerColor "ColorGreen"; "protect" setMarkerColor "ColorGreen"; 30 fadeMusic 0; But I have no idea what any of this means... So... for instance, if I wanted to make a trigger where I walk in to a certain distance of the object can I trigger the objectiv ass completed and ticked? And if I want to make an objective where I have to destroy something, what would the code be for that.. I basically just want a small step by step guide on what I would need to do for instance: 1. Create a object, and name it i.e: Batman1 2. Create a trigger, if you want the objective to be destroyed before it completes, then type this code: Blah blah, add 'name' u called object; something a rather more code etc. Copy and paste this in to the something field etc... Well if someone could help me I would really appreciate it!!! :) :) Thanks
  21. Solarghost

    J.S.R.S. 1.5

    The update wont allow itself on a key signed server... Says some of the .pbos are not signed addons lol... But like Jarhead said in his Edit...: "EDIT: Holy Crap, looks like there is an error with some bisign parts. I have to fix this. This isn't good, i maybe have to re upload the Mod." 'Sounds like he may have to re upload the whole mod, so I wouldn't download it off the FTP if I were you.. :))
  22. Solarghost

    J.S.R.S. 1.5

    kahahaaaaaaa this update IS SIIICKKKKKKKKKKKKKKKKKKKKKKKKKKK :yay: Cheers Jarhead
  23. Solarghost

    J.S.R.S. 1.5

    lol Mr Jarhead must be hung over :p
  24. Is this on a local or dedicated server? Local should work sweet, Dedicated probably isn't installed right / active.
  25. Solarghost

    Medical Chain Module

    Translated page: http://translate.google.co.nz/translate?hl=en&sl=sv&u=http://anrop.se/forum/viewthread.php%3Fthread_id%3D634%26rowstart%3D0&ei=VReGTO32NYm4sQPvk6D3Bw&sa=X&oi=translate&ct=result&resnum=1&ved=0CBkQ7gEwAA&prev=/search%3Fq%3Dhttp://anrop.se/forum/viewthread.php%253Fthread_id%253D634%26hl%3Den%26sa%3DG
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