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columdrum

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Everything posted by columdrum

  1. columdrum

    ARMA 2: OA beta build 76815

    The only reload animation that exist is when you are prone and you will se it fine, the rest of the reloads are gestures and that's why you won't be able to see anybody reloading in MP... but yes it would be a nice feature to have it synced ^^. There is a ticket in CIT about it
  2. columdrum

    Ovaron Island

    Thanks, finally all that bugs are fixed. Great job, i love the island :D
  3. EDITED: Forget what i wrote, you should always preserve your equipement(all, on back weaon, backpack wih contents and everithing else), except if you use the game respawn button... but you shouldn't never use it , just wait for the respawn buttons to appear(if enabled obviously). So or i have understood you wrong or what you request it's already implemented :S, ¿Or you are suggesting to make it optional? If that is the case i will try to implement something to penalize the use of the "game respawn button" or to preserve the equipement even when you use that button :P. If you lose the equipement without using the respawn button, post or PM me the repro steps and i will try to fix it.
  4. Great island, got some minor RPT errors: first: And when loading the island some : Not important because everything works, but wold be nice to get a clean RPT ^^.
  5. columdrum

    PROJET FELIN - [R3F] Armes

    Great Job all weapons looks amazing.The videos are also really good :)
  6. Updated to 1.6, suport for medkits. Fixed, that when you respawned you wheren't totally healed.
  7. CPR right now it's only usefull if you are using the revive feature( ace_wounds_prevtime = 600; http://ace.dev-heaven.net/wagn/Wounding_System+notes). If you enable it, instead of die you will put unconscious and a countdown will start, the CPR increases that counter so the wounded player can stay alive longer and gives more time to the medic to heal the wounded.
  8. columdrum

    ARMA 2:OA beta patch 76711

    WoW, nice changelog, seems that BIS is finally solving all those serius bugs and implemented the most requested script comands :). With 2 or 3 patches like the last ones the game would be perfect in no time :rolleyes:
  9. columdrum

    Fallujah City

    We have played on fallujah at least 2 missions with UPSMON with no problems at all, so maybe you are doing something wrong.
  10. You have UAC enabled and you are having problems with permisions 100% sure... so , or execute the instaler as admin or download the zipped version instead of the autoinstaler: http://rte.jonasscholz.de/files/RTE.1.56.523.523.533.532.7z And place each file where they should, in your case just copy the ION_RTE.pbo and ION_RTE_Dta.pbo that are in arma II folder inside the zip, and move it onto @RTEditor\addons\(so the file+patch : arma2folder\@RTEditor\addons\ION_RTE.pbo)
  11. Seems that you are missing @RTEditor, maybe you have accidentally deleted it :confused:
  12. columdrum

    ACE Rucks - Issues with items

    Frist, there is a ACE topic for this kind of question:http://forums.bistudio.com/showthread.php?t=109749 Second, to know how to use ACE rucks:http://ace.dev-heaven.net/wagn/Rucksacks The "open ruck" option only works for default BIS rucksacks, ACE rucksacks uses the pack and unpack buttons, and the items on the rucksack are shown on the left botton corner.
  13. I like that one, i hope that that means that BIS is working on the netcode to finally remove the locality and JIP bugs that have been there since... well always i think :rolleyes:
  14. http://ace.dev-heaven.net/wagn/Spectator Its on the documentation, if you enable(ace_sys_spectator_can_exit_spectator = true) to exit the expectator the player would be able to exit by pressing x. Can be also done by script using ace_sys_spectator_exit_spectator = true;
  15. There is any changelog? because it weights x4 the previous version :eek: From 125mb to 460mb it should have a lot of changes, or not?
  16. Yep thats a good question, on the begining of the API documentation it says that all functions are client side... so i understand that for example the retransmision one should be executed on all clients, but it's not totally clear. Edit: wow that was fast hahaha thanks for the answer, and also thanks for adding the new spectate functions i will be testing it today :)
  17. columdrum

    ShackTac Movement addons

    I also remember infiltration when people speak of weapon collision, i think that that was the first time that i saw that in a videogame. And it was really well done, and it was a really good mod by the way,... good old times :rolleyes: hahaa. And back to the topic, yes, default arma2 colision detection sucks, but with this mod i think that allows some moves that shouldn't be posible, but as all things its just a personal opinion. Still great work, i hated that "evasive" movement :D. I hope someday BIS will fix all the movement thing :p. Maybe voting a CIT ticket like this one http://dev-heaven.net/issues/11758 would help that :rolleyes:
  18. columdrum

    Ovaron Island

    Great island, i love the ones with so many paseable buildings. The only problem that i found it's that seems that it has some conflicting addons. RPT: The island works great but it modifies some buildings and creates posible problems with other islands. I don't know much of modding but maybe missing requiredAddons? Or nobody else have this RPT mesages? Edit: ok i have found that in page 8 GossamerS had similar issues :( . http://forums.bistudio.com/showpost.php?p=1705534&postcount=76
  19. columdrum

    [R3F] Realism

    Totally agree about that. I thought that only americans where "out of" the international metric system, that means that France turned into the dark side? :D From my point of view kg should be default as it's the international unit, but if don't at least an option like CameronMcDonald says :rolleyes: would be apreciated. Edit: forget it , i just read : Nice to hear that :)
  20. It's enought to be playable and it has a lot of jungle islands to recreate whatever you want. I haven't seen any mod that includes so many maps :O. The textures could not be the best that i have seen, but still it helps to keep the fps hight, even on these huge jungle maps. For me the worst bug that has this mod it's that all bridges and some other buildings are well... you must see it to understand :
  21. But only in gay easy dificulty, if you play in veteran or above you will not see it.
  22. That was disabled in 1.0.13, if you want to try it use 1.0.11 or 12, but they have a lot of bugs :rolleyes:. Just wait till it's fixed and enabled in a future version ;)
  23. i have tried invasion + 31 st... and yes it works, sadly the map ( i hope it's just really WIP, it's big... but kinda desertic) and the models of 31st are... well... OPF style :rolleyes: Event invasion + 31 st + ACE( you can get some errors from ACE because invasion comes with a old version of extended eventhandlers, that are included in CBA, just delete/move it and use only CBA for ACE). Still, i don't think that that is really recomendable, but it works :P
  24. Well we(CHS) have been testing 1.0.10 till today an we have done some games with 50-60 players. The hard thing is to have everybody with ACRE well instaled, once you have this and the TS3 with affinity to only one core, the issues are less frecuent. But yes, there is still some crashes and some muting issues. We will start testing 1.0.12 tomorow. As i already said to you nou, if there is anithing that we can do to help testing we will try to :). Still is hard to get the dumps from the freezed TS3 because in the middle of a game the players always want to close it fast an reopen it :P. One question, that means that 1.0.10 is still more stable than lastest? :(
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