gurachn
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10 GoodAbout gurachn
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bugger! Thats why you have to sling em diagonal and tight. In fact, so tight that the easiest way to get em off was to, grab the bottom end, pull the pin and pop the caps off! (just be sure you have a hold of the end!)
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I am using them both, and frankly the ai is terrifying! ACE is no doubt an amaxing compilation, but I just found that it didnt change exactly the things wanted, or in the way I wanted. No matter though, there are enough mods to custom tailor the experience to exactly what you want. It can all get a bit compulsive though, searching for the perfect mix. Be careful you dont end up spending more time tweaking mods than actually playing the game!
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ECS - Disabling the coughing and muttering
gurachn replied to gurachn's topic in ARMA - ADDONS & MODS: COMPLETE
Wow, thanks very much for the info, Joker. Awesome mod btw! It is kicking my arse, but I am loving it! In my last runthrough (using the Sanitizing Operation from the main campaign) to check out some changes I made to the sounds, the ai flanked us, whacked my 3 spec force buddies, and I only survived by skulking around the barn wounded and bleeding and hunted like a dog. I finally managed to snipe the last few and reorg with the second team to clean up the town. But when we returned back to the Hummvies, I found that an enemy had looped around and shot them up! One of the drivers was dead and the other was outside of his vehicle, bleeding like a stuck pig! Amazing! Anyway, no disrespect for your work, but I really don't like the humming, sneezing and throat clearing. I also found that some of the squad chatter was just a bit too gungho. When I was in the military, we were taught to keep our mouths shut except for calling in contacts and stuff. Everything else is just distraction and calls unwelcome attention to your position. So I un pbo'd the ECS_US file and muted those sounds. Re-pbo'd and now things are a bit quieter and sounds a bit more professional and realistic to my ear. Thanks again mate! -
ECS - Disabling the coughing and muttering
gurachn replied to gurachn's topic in ARMA - ADDONS & MODS: COMPLETE
I found the answer! All those idle sounds (Whats that smell?, etc) are in the ECS_US.pbo. There are actually some other nice sounds in there I like, so I think when I get some time I can just go through and replace the ones I find annoying with empty files, then re-pbo it. Thanks for the suggestions Gunter! -
ECS - Disabling the coughing and muttering
gurachn replied to gurachn's topic in ARMA - ADDONS & MODS: COMPLETE
It seems to help a bit, but it definitely doesn't totally shut the macho paranoid buggers up! "I heard something" "He's around here somewhere!" "Come out and show yourself" "Lets do this!" (All in the middle of a firefight where half of them had already been killed) Meanwhile, my guy is coughing and sneezing and humming a happy tune! Just a bit weird. More like a bunch of American highschool kids playing paintball than an elite fireteam sweaping an enemy held village. ---------- Post added at 04:16 PM ---------- Previous post was at 04:09 PM ---------- That being said, it turns a mission like 'Sanitizing operation' from a bit of a turkey shoot in Vanilla, to a tense fight for survival using ECS. In my last 5 run throughs, I was killed 3 times, wounded in all, and even the two I completed 3 of my original team of 4 were killed. Not by ai cheating either. All by being surprised on the flanks, and once the bastards even hunted my crippled body down around the buildings where I was trying to hide. The only consolation there was they my yakky team mates had already been whacked by that time! -
I am currently using both GL3 and ECS, but I suspect there are some conflicts, so I would be dead keen to try your mod Günter!
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Back when I was a grunt, there was still fear of hordes of Ruski armor pouring through the Fulda gap. Unlike many of our allies at the time, we Canadians didnt have the luxury of retiring to let our masses or armor and tac air take care of things (we didnt have em!). We often trained with everyone in the squad with a LAW on his back, or two in some cases. More than one was always a pain in the ass though, as they tended to bang together when you ran. In training you could do the slings really tight or bunji em together, but that basically made them unusable as it made them difficult to quickly deploy. I really can't imagine anyone carrying 3 AT4s though, given that they are longer and 3 times the weight of the m72. Definitely unrealistic (but I still take 3 of the things when I can!)
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Ha ha! I told you Jason. Like crack eh? ECS adds a lot of the stuff from ACE such as bleeding and first aid, and it seems to have the biggest impact on the ai. I also like a bunch of the Truemods stuff, (esp the FOV change) and the proper mods Impossible to go back to vanilla.
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ECS - Disabling the coughing and muttering
gurachn replied to gurachn's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks Günter, I already had the idle talk set to zero [120,00] but tried setting the aware talk to zero also [121,00]. This seems to decrease the random chuckles and sneezes, but doesnt seem to remove it altogether. I love what this mod does to the ai. They are way smarter and more unpredictable. Flanking, moving through buildings, etc, but damn I really hate the way they chatter and mumble and cough and maniacally chuckle to themselves. I find it really offputting. Also all the gung ho yakking from the squadmates. I wish I could shut them up! -
My guess is they didnt want to have to add an extra tube or two to the model. It would look ugly and you would also have to add the extra sound of those fukrs banging together when you run. Always hated carrying more than one m72 back in the day. Noisy as hell and always banging the back of your helmet when you hit the dirt.
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Great Mod! Real boost to ai, and lots more. But I really find a lot of the random player sounds dont fit the context well. Random whistling, coughing, throat clearing and muttering, on a stealthy night mission just breaks the mood. I have gone through the list (http://www.ecsteam.online.fr/index.php?watch=table) of settings and turned the Idle time coef (120) to 0% but that didnt seem to work, so I have no idea which setting controls this. Anyone have any ideas, or is there another place I can inquire about this?
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Realistic G36 and ACOG Sights?
gurachn replied to jasonnoguchi's topic in ARMA - ADDONS & MODS: DISCUSSION
From this target range http://www.armaholic.com/page.php?id=1262 -
Ah, you are using the x-ray specs mod! Are you also using the SLA Jessica Alba replacement models?
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Realistic G36 and ACOG Sights?
gurachn replied to jasonnoguchi's topic in ARMA - ADDONS & MODS: DISCUSSION
I just had a go at ACE, but there are no QCB sights on the G36 to Shift-F to. I did notice though that the ACOG sight on many of the rifles with 203 attached, had the problem noted in the thread on NWD's Ballistics. Bringing up the optics seems to only bring up the GL ladder/QCG notch and post. Interestingly, I have the ballistics mod installed in a mod folder, but I do not have a link to that folder in my ACE shortcut. I have never used ACE very much anyway though. Too many of the american rifle models have those (non-functional) laser sight/designator units, which I dont care for. I much prefer Robert Hammers models. Not sure what you are referring to, Jason by 'any solutions for the ACOG that we can use even in SP'. Outside of the ACE mod, I have no problem using ACOG with the Ballistics mod and NWDs scope reticles. -
Realistic G36 and ACOG Sights?
gurachn replied to jasonnoguchi's topic in ARMA - ADDONS & MODS: DISCUSSION
Try this http://www.armaholic.com/page.php?id=4148 It has a number of variants, one of which displays an aimpoint sight when you are using burst or full auto, then changes to a 3.5x scope on single fire. (see pics) A very neat solution(with moving cocking handle) and an nicer skin than the original I think, also. Unfortunately, it uses the stock reticle for the 3.5 (I would have preferred NWD's more realistic ones) but beggers cant be choosers I suppose. I actually PM'd Aushilfe to see if it could be changed, and also as to how to make this version a default replacement, but no answer.