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Cowboy Pilot

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Everything posted by Cowboy Pilot

  1. Cowboy Pilot

    Esbekistan Map v.1.0 20x20

    In SU if you guys just get the mb_buildsings, opx_objects, and clafghan (which contains the razmisc.pbo) you should have all the files the island is dependant on. @GreenBeret40 Do you know that signing your addon and providing the .bisign file doesn't accomplish anything unless server admins have the .bikey file to place in their keys folders on the server? Basically the .bisign and signing process is pointless as of now and your island cannot be run on battleye enabled servers, which is pretty much all of them. If this could be included you would have a lot more testing happening since communities like ours would actually add it into our custom repos.
  2. Cowboy Pilot

    RQ-11 Raven A

    Any chance we can get a higher quality image of the little pocket guide? The text on the image is way to small to read. Would be great for making a in-game guide, or a pdf which can also be printed so folks can make a little booklet themselves.
  3. Cowboy Pilot

    Esbekistan Map v.1.0 20x20

    @GreenBeret40 Do you not intend on releasing the bikey?
  4. Cowboy Pilot

    Esbekistan Map v.1.0 20x20

    Well still unable to play/use this on a battleye protected server. I have already been looking at getting this supported with a MSO mission.
  5. Cowboy Pilot

    Esbekistan Map v.1.0 20x20

    GreenBeret40 Having the .bisign file does no good if you don't provide the version2 .bikey for server operators. Anyway sounds like there is some great stuff in this update, good work which is much appreciated. However does it now support a 8+ digit grid as it was reported to me this is why the ACE artillery won't work in it.
  6. Wow, a ton of people are already flocking to that feature in opposition to the change and not having a way to enable it.
  7. Wont this effect addons like MCC sandbox for saving and loading in missions in MP which I believed used such functions?
  8. Cowboy Pilot

    MCAGCC 29 Palms (Public Beta)

    You just need to place a ACE artillery gun and battery computer humvee from my understanding.
  9. Cowboy Pilot

    MCAGCC 29 Palms (Public Beta)

    Also will ACE Artillery calculations work after the changes Nou pointed out are updated? I was told the computer wont calculate properly at this stage, not sure why, just reported by our Deputy Director of ArmA2 Services who is big on artillery.
  10. Cowboy Pilot

    Esbekistan Map v.1.0 20x20

    I did not realize it was part of Clafghan, and that six_clafghan indicates that sickboy signed it V2 only for the six distribution of it. Thanks kklownboy
  11. Cowboy Pilot

    Esbekistan Map v.1.0 20x20

    No worries. If you are no longer including the other files it might be nice to indicate which addons it is dependent on. Hopefully they and this will be on the SIX repo soon.... gosh sickboy, this is to good to pass up ;) From SU @mb_objects and @opx_objects can be set as required for @esbekistan Also Since Razmisc is a .pbo from armed assault I am sure its not signed with V2 keys. I highly recommend you leave razmisc.pbo (if its even needed) and also sign that with the same key you do for esbekistan.pbo. If not this is really going to be a nightmare. @mb_objects and @opx_objects are on SU and regardless are already V2 signed. razmisc.pbo is also not even on SU. Could you provide just the .bikey as well so we wont have to download everything again haha. The download from rapidshare is slow, very slow and the dropbox link is temp disabled.
  12. Cowboy Pilot

    ShackTac Fireteam HUD (STHUD)

    Well Dingor is exactly the same as Lingor and actually requires Lingor since all Dingor does is edit textures and replaces tress/brush with more desert stuff. If you put the same variables for Dingor as you did Lingor it would work.
  13. Cowboy Pilot

    Esbekistan Map v.1.0 20x20

    Hey great stuff, however only one of the .pbo files has a .bisign indicated not all files were signed. Might help to include those even if they were not signed by you. Also would help if you included the .bikey for server owners and if the other files were signed by someone else to also provide the appropriate .bikeys for those. This is the only thing keeping Military Gaming's members from doing some serious testing for you. Also the runways at the SE. The numbers are upside down. 22 should be viewed right side up at the tip of the runway for the heading of 220. I know Bohemia messed this up as well from what I remember... at least in Chernarus. The opposite direction would also be runway 04. Also since you have parallel runways you need them to be..... 22L, 22R, and 04L, and 04R. L and R indicated if its the left or the right. However the Sat map only seems to show a single runway that is much longer. Those runways are a little short and look completely out of place unless that runway on the satmap was an old runway now used as a taxiway or some crap.
  14. Cowboy Pilot

    ShackTac Fireteam HUD (STHUD)

    Nice Dslyecxi, Was Dingor one of those others by chance? I figured it would be easy to do since its complete mock of Lingor and would probably use the same details as such.
  15. Cowboy Pilot

    Insurgency

    The module you might be thinking of bates makes it so more than medics can do a field heal. Regardless you can only do a full heal at a medical tent or near a medical vehicle as indicated by cuel.
  16. Cowboy Pilot

    Arma 2, hunger games/ team deathmatch

    Military Gaming has on occasion hosted our custom created MilGO Games events, commonly titled Fallujah games, or Chernarus Games, depending on the island/map used, etc. It's a free for all deathmatch that is very close to the hunger games concept. However we also have it setup so there is a randomly placed/hidden briefcase that if found and returned to the central location will make a player the winner as well. This way it doesn't turn into a very very long camping game so to speak. Keep updated on our site for info on these sort of events.
  17. Cowboy Pilot

    How to find my guid?

    Whats funny, the person who started this thread got banned from these forums. Oh the irony.
  18. And if this stuff is in the mission.sqm (aka used in the editor) that content will create a dependency for clients to have those mods. If you have that content added via scripts only and it is not a dependency then people won't see that content and get plenty of errors to say the least which = bad.
  19. Cowboy Pilot

    MCAGCC 29 Palms (Public Beta)

    @phaeden Great stuff here. Only thing holding us back from really using it and testing it is the lack of V2 signature keys (biggest problem) and it not being on the SU repo.
  20. Cowboy Pilot

    Multi-Session Operations v4.4 released

    Client is loading persistent player data.... Stuck at this screen and it forces players to force close ArmA2. You can hear yourself walking around and everything but with that PDB screen and that text.
  21. At that slot rate they wouldn't. Would not make sense with the resources it takes to run a ArmA2 server.
  22. Cowboy Pilot

    Insurgency

    That is probably not a good method at all :p
  23. Cowboy Pilot

    Insurgency

    Anyone here know of a bug where Insurgents first end up spawning with a weapon then that body remains at the debug spawn? I noticed a changelog back from 0.80 version said it: ----fixed When respawning as OPFOR, you get weapons at spawn position Apparently not or something ended up breaking it again.
  24. This is RC not a beta patch.
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