Swedge
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Tactical Battlefield - A PvP Modification
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cheers Oktyabr. I played different sides on different rounds so can't claim any credit there :) Thanks for posting your suggestions in the www.tacticalbattlefield.net forums. Some of them have already been discussed in the past but could benefit from additional perspectives, and some are entirely new and worth considering :) In-game if you bring up your Map with M, there is pretty comprehensive TacBf help that explains flag-captures and lots of other things. Maybe have a read through them on a quiet LAN server some time :) I agree there are other opportunities to make the gameplay rules and features info even clearer though or better promoted, including online etc and Youtube etc and that is being looked. The community can help with that too. See you on the battlefield :) Warm regards, Swedge ---------- Post added at 10:46 PM ---------- Previous post was at 10:39 PM ---------- Hi mate. Yeah there's a very specific peak time at the moment and some of us Down Under are kicking beautiful women out of beds and getting up at Zero Dark Thirty just to play with you guys :) Hopefully more players and communities take it on themselves to get organised and help seed servers in their local timezones etc. Players can often also vote themselves admin on servers too. Cheers mate. It depends on the intended player count I suppose. This has been an issue in the past on some servers with some missions. At the moment though there is a new official server and updated missions and I haven't experienced performance issues in recent rounds with up to 45 players. Will be interesting to see how performance goes when this momentum likely increases in the coming weeks. And any vanilla A3 performance issues are out of anyone's hands unfortunately :) Warm regards, Swedge- 470 replies
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Tactical Battlefield - A PvP Modification
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No worries mate. It's an old one. Catch you in-game :) Cheers, Swedge- 470 replies
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Tactical Battlefield - A PvP Modification
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"Past Development: Tactical Battlefield has been an accumulation of 7 years of development of a PvP mod on the Arma engine. It started with Coolbox[sBS] and [RGG]Wormeaten developing a mission-based A&S system for ARMA. They then moved this over to ARMA 2 as AASX (or AAS extended). AASX was then combined with another PvP mod called Devastation by Dr Eyeball and it came to be known as Project Reality ARMA 2 (PR:A2). The Arma 3 version of this mod is now being further developed by Dr Eyeball and Wormeaten (along with 3rd party contributions) and will be [is now!--Swedge] known as Tactical Battlefield for Arma 3 (TB:A3) (a.k.a. TacBF)." Source. Warm regards, Swedge- 470 replies
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Tactical Battlefield - A PvP Modification
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No worries mate :) Yeah the Steam group is here. It is used sometimes to notify of scheduled events. You can add me too :) I find that if you add enough of the regular players and you notice "X is playing Arma 3", "Y is playing Arma 3", "Z is playing Arma 3", it's usually a good sign that asses are being kicked somewhere ;) There's also the Facebook page here for updates on what the what is. There's also the events board here. RE your suggestion - That point has been ticketed by the project team as something to look at and it has been discussed initially. In the mean-time, the admin coverage is usually sufficient at peak to manually select appropriate mission sizes. A bunch of new tiny missions were included in the new mission pack distributed in the last week too. See you on the battlefield :) Warm regards, Swedge- 470 replies
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Tactical Battlefield - A PvP Modification
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey brother, Try this tutorial video for clarification regarding PWS and TacBF. Server filter should be 'tacbf' without quotation marks. Be advised that currently there are only likely to be players on any servers during the peak period. If it doesn't work out, please post in the Tech Support thread. Look forward to playing with you mate :) Warm regards, Swedge- 470 replies
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Tactical Battlefield - A PvP Modification
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's door number 2: a few magazines to destroy :) There's info in the in-game TacBF help in the Rally Point section. Warm regards, Swedge- 470 replies
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Tactical Battlefield - A PvP Modification
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi mate, As Dale said, if you come find me in-game I will go out of my way to come help you setup your keys and figure out armaments etc. Just give a yell :) If you connect to an empty server you can have a play with your settings, refer to in-game help from the Map, and fool around with the bits and pieces and get them squared away. Feel free to visit www.tacticalbattlefield.net forums and ask any questions. Have a good one :) Warm regards, Swedge- 470 replies
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Tactical Battlefield - Upcoming Release Announcement
Swedge replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi mate, There is an in-game 'manual' that covers basic game mechanics and keys. At the beginning the mod also actively prompts you in-game about setting up some of the initial important keys. Hope to see you there :) Warm regards, Swedge -
Tactical Battlefield - A PvP Gameplay Modification
Swedge replied to dale's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks chief ;) Legend. Warm regards, Swedge -
Project Reality: Arma 2
Swedge replied to A.R.Mageddon's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There's some Small maps already mate that are a lot of fun, including 'Taking Candy' and 'First Light'. I've enjoyed these with even 5 v 5. Cheers, Swedge -
Project Reality: Arma 2
Swedge replied to A.R.Mageddon's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah mate the warping problems are a non-issue now mate, they were sorted by an Arma patch several versions back. Hope to see you when you're exams are finished. Around 2100hrs GMT was peak last time I checked a few months back. Here are some player numbers for the last week on just the TacticalGamer server: Not sure what I can say about your PC performance. Arma performance has generally improved with successive patches but fingers crossed. The only way to find out is to try it and experiment with your graphics settings, which can make a huge difference. You can also change view-distance on the fly as part of the mod. I've also saved up and bought a new PC just for this game! Don't worry about looking like a dumb ass mate :) I do that regularly and I don't let it stop me! :) There's nothing better than playing PVP on that scale, so I just figure I'll do whatever it takes to get better and just try learn something new every day. It can be a bit confronting at first, so patience is important. Everyone starts the mod knowing nothing and we gradually learn more and more over time by reading the manual and just from experience and learning from other players. It's well-worth it in the long run. Like all games there are friendly players and less-than-friendly players. You will find that at least half are fairly helpful and friendly. Having said that, if you play patiently for a while eventually if you become mates with even a handful of regulars your enjoyment will increase significantly. There's a few Aussie squad-leaders who are regulars and "No worries" is one of the most common things you'll hear, so your suggestion that you stop worrying will likely hit the spot! :) Even though some rounds may involve 100 players simultaneously, we're often covering a realistic battlefield of many kilometres, so individual engagements may involve anywhere between 0 and maybe 75 - if that. There's certainly a learning curve in coming from co-op but many players come from that background and there's lots of new players at the moment so no need to feel out-of-place. If you ever see me in-game, remind me that you're a new player and I'll certainly do what I can to help you out and introduce you. The same goes for other players like [RGG]MasterCaution, [RGG]Dale, MadRabbit, Wormeaten, and many others. Write their names down now mate! :) Be sure and read the manual too, that's critical! Hope to see you! Cheers, Swedge -
Project Reality: Arma 2
Swedge replied to A.R.Mageddon's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
G'day, Some of you may remember some of the work or guides I did for Arma 2 OA Insurgency and an ACE version of that. I have played the Project Reality Arma 2 Beta for about 400 hours now, almost 2 hours a day for the last 6 months since I discovered it. Picture this: You're in a squad with guys from all across the planet. Every accent imaginable alongside you: British, Irish, German, Australian, American, Finnish, Spanish, French, Polish, Russian. Quiet periods of hiking through hills and trucking through valleys interrupted only by all hell breaking loose: RPG rounds screaming overhead, machinegun fire kicking up the dirt around you. You're coordinating with your squad to move and engage the enemy effectively and if you're lucky that squad is working on command-channel with 5 or 6 other squads. 99 other humans players with different timezones, backgrounds, skills, characters, and stories, are there on the same server doing the same thing. Like all games, you'll find the usual share of muppets and lone-wolves but if there's a game more engrossing - I havent found it yet! I love PR Arma2 because of the teamwork, realism, strategy, and large server population. It is basically the only game I play. If it's the kind of thing that interests you, by all means check out the official website. I've also written a number of strategy guides and After Action Reviews for this mod and done the odd YouTube video or interview. You can see some of those on my Facebook page. Once you get that taste of human blood from some hardcore PVP infantry action, co-op against AI will be ruined for the rest of your life :) Hope some of you will come and say hello on the PR Arma 2 battlefield! Cheers, Swedge -
Has the warping issue been fixed?
Swedge replied to Incognito84's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Yeah mate install 1.60 if you haven't already. Huge improvement. http://www.arma2.com/index.php?Itemid=20 Try servers at 2000hrs GMT, Incognito. -
Background: I edited this mission as a personal side-project to try and add my two favourite things together - Fireball's Insurgency (see my Guide) and the ACE mod, and have been running it on personal and clan servers. It's my first foray into mission-editing and I wasn't even sure if it would work. To my surprise, other servers have already started copying the mission and running it themselves - which is fine with me. So I figure I'd better publish it here properly and we'll see how we go :) If there's any game-breaking bugs in it that I can't fix, or I get bored, we'll pretend this never happened ;) Description: ACE conversion/edit of Fireball's awesome Insurgency mission (v0.75), with some additional changes based on personal preference and experiences writing my Sneaky Bastard Guide. The original Insurgency mission by Pogoman was awarded Best Mission / Campaign Of The Year in the 2010 Bohemia Interactive Community Awards. Insurgency is "some 'Blackhawk Down' shit" - a molotov cocktail of fast-paced, nail-biting, brutal street-fighting and leisurely long-range war-mongering with mixed Co-Op and PVP gameplay. When OPFOR units are killed, some will drop silver briefcases. Every briefcase that is collected by BLUFOR reveals another map clue showing the rough distance to an ammo cache. BLUFOR then need to locate and destroy these ammo caches with a satchel or other explosives. BLUFOR units spawn at base or off of their team-members whereas human OPFOR can jump into different OPFOR AI units. OPFOR's objective is to prevent BLUFOR from achieving theirs. More mission instructions available in the in-game Notes. Features: * Takistan map with US Army * More difficult, brutal, and realistic gameplay - Harden up son! * ACE Wounding surprises - Is that bad guy dead or unconscious? * M18A1 anti-personnel claymore mines, C4 explosives, tripwire and command-detonated buryable IED's * Realistic wind-deflection and Kestrel wind-meters, Blufor sniper rifles and spotting scopes * Variety of ACE weapons and gear actually used by U.S. forces * Flash-bang stun grenades that can temporarily distract and disorient enemy * Human Opfor can jump into AI Opfor vehicles * Lots of great automatic ACE features including ACE Wounding, AI improvements, AI talk, vehicle radio sounds, blood trails, combat deafness, realistic weapon muzzle velocity, overheating, jamming, rangefinding devices, stamina, etc * Opfor Anti-Air infantry * Limited Opfor NVG's Installation: Extract the .pbo file(s) to your Arma 2 Operation Arrowhead\MP missions folder for multiplayer/coop. Known issues: * BE ADVISED: This mission is intended for server.armaprofile difficulty at Veteran, Mercenary etc * Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies. * Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor will ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default). Changelog: v1.1 (9 April 2011) * Changed: Humvee's replaced with replaced with M1114 CROWS versions (Common Remotely Operated Weapon System). In the gunner seat, press the + key on the numpad 3 or 4 times to access thermals. * Changed: Opfor armour replaced with weapon-mounted Pickups and Offroads * Added: M224 60mm mortars and baseplates. Mortars and baseplates can be saved from the loadout but not the mortar rounds. Each HumV has some non-respawnable mortar rounds in their cargo. At the deployed HQ next to the field hospital is a mortar pit and ordnance box containing mortar equipment and mortar rounds. Those mortar rounds respawn every 5 minutes (Cheers Delta). Artillery computer is turned off, you will need to use T and E adjustments and range tables. * Added: 7 empty non-respawn civilian vehicles (Yamaha, Pickup, Lada) placed at gas stations throughout Takistan * Removed: Fireteam limits on some weapons. * Fixed: Drag exploit with some items * Changed: Mission parameter option for 'Enable Insurgency Markers' set to True as default * Changed: Default date changed to provide several moonlit nights * Added: To HumV gear loadouts - Rangefinder batteries, Claymores, flashbangs * Added: Rangefinder batteries now added to Loadout as individual items in addition to sub-item of Rangefinder * Be advised: Mission is intended for server.armaprofile difficulty as Veteran, Mercenary etc * Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies. * Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor may ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default). v1.0 (24 March 2011) * Bug fixed: Opfor who moved within 400m of Blufor HQ were being teleported closer to Blufor HQ. v0.9 (24 March 2011) * ACE Wounding and Medical System Implemented Medical sequence: Bandage, Epinephrine, Morphine, Medkit -- All units can self-apply bandages to stop bleeding if they are not too badly injured -- All Blufor units can use epinephrine and morphine to maintain consciousness and reduce pain (moaning and red-screen) -- Only Medics can use Medkits to restore you to full health in the field * Added: Once a Blufor unit uses the Loadout they will automatically Save earplugs in their gear and 2 bandages, 2 epinephrine, 2 morphine in their IFAK (Improved First Aid Kit), even though they will not see these at the Loadout screen. * Added: Blufor HumV's now have bandages, epinephrine, morphine, medkits, in their cargo. * Changed: Saved Blufor Loadouts will now always be restored when Blufor respawn, regardless of how far away they are from HQ (previously 50m) * Added: Blufor Crew-Served-Weapons - Mk19 grenade launcher, M2 machine gun * Added: Randomly, up to 25% of Opfor may have Night Vision Googles * Changed: Opfor who move within 400m of Blufor HQ will now be teleported 10m away instead of 600m. * Added: Blufor gear option for 'ACE CharliePack ACU Medic' * Removed: Some Blufor Patrol Packs from gear Loadout. * Changed: Blufor medic units now 'US Soldier' instead of 'US Delta Force' * Added: Blufor Chemlights - Red, Green, White, Yellow, Blue, Infrared * Added: Cache image to briefing notes. * Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies. * Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor will ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default). * Known Issue: Blufor fireteam leader map markers sometimes disappear. Note that most Blufor players will not have map markers. I have no plans to correct this at this time as it's more realistic anyway. Use your DAGR and GPS and learn to read a map :) v0.8 (15 March 2011) * Variety of ACE gear options added to Blufor - including Kestrel windmeter, HuntIR, spotting scope, flashbangs, claymores, C4, more sniper rifles and javelins etc * Blufor helicopter is now normal instead of remote-controlled * Blufor bags (M252, etc) removed * Blufor CAS support removed * Opfor static rooftop weapons removed * Autokick removed for Opfor 'stacking' * Opfor now have Anti-Air infantry * Human Opfor may be able to assume control of Opfor AI armour * Briefing tweaks * Be advised, ACE wounding is not in-effect * This version intended for Expert difficulty or higher v?? - Multiple test versions running on private or AEF CTB servers, implementing most of the features listed at top. Some people have already copied/edited this mission and begun using it. Credits & Thanks This ACE edit by Swedge www.swedgey.com with support from AEF CTB http://aef-ctb.blogspot.com and AusArma http://www.ausarma.org Mission by pogoman, revised and further developed by Fireball at http://dev-heaven.net/projects/insurgency/ Huge thanks to Fireball for all his great work. Please continue to support, promote, and submit bug/feature tickets for Fireball's Insurgency. Insurgency is based on the gamemode created by Project Reality (an excellent realism mod for battlefield 2). The patrolling AI vehicles use Kronzy's fantastic Urban Patrol Script (UPS). The gear respawn dialog is a heavily modified version of the one used in Warfare - Benny edition. Requirements Arma 2 and Arma 2: Operation Arrowhead, British Armed Forces Downloadable Content A.C.E. Mod for Arma 2: Operation Arrowhead. Download: http://www.swedgey.com/insurgency0_75_ace_swedge.takistan.zip
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Insurgency ACE - COOP/PVP 24 - Swedge
Swedge replied to Swedge's topic in ARMA 2 & OA - USER MISSIONS
Thanks Hayes! Can't tell you how chuffed I am to hear you're playing it in Israel. Much respect. Also, used to do Krav Maga. My ACE-edit just stands on the shoulders of Pogoman and Fireball who did all the great work developing the original Insurgency missions. When I first started working on the mission I had intended to just literally add every ACE weapon and gear item known to man :) But I decided that I would 'keep it real' and have tried to do background research on every weapon provided to players, to ensure there's at least half-a-chance that they might actually get access to one in real-life :) (relative to the side, eg. US Army). It also keeps the loadout menu quicker and less buggy. If there's particular weapons you're hanging out for, post them up and I'll look into them. I suspect that replacing the loadout menu would be a fair bit of work unfortunately. Is there particular features that you're missing out on, with the current loadout menu? I experimented with different vehicle types but ultimately decided that the CROWS HumV's seem to keep Insurgency infantry-focused rather than armour-focused. But the thermals and T&E adjustments also give Blufor a bit of the technology edge that you'd expect. As Blufor we find that we have a very hard time with Opfor on Veteran or Mercenary too, so I figure that anything less effective than CROWS HumV's would drive Blufor players away. Different vehicles also often seems to mean more work required on the respawn-on-player code to prevent guys from respawning in the dust left behind by their mates who are driving off into the sunset :) I'm fascinated by the Little Birds and had considered them but they have a lot less seats and seem to be mainly used by special operations. I'd love to have civilians too and have already submitted a feature ticket on this for Fireball's original Insurgency mission http://dev-heaven.net/issues/18104. Some people have put them in but just as scenery, ie it doesn't matter if you kill them, which isn't ideal in my opinion. Ideally, there'd be some punishment or lost opportunity to Blufor if they kill civilians. And you would have to detect whether it is indeed Blufor who killed them (or Opfor would kill them just to mess with Blufor :) ). The other thing is, it would make gameplay even harder for Blufor than it is now (ie already extremely hard) ;) In my latest version mortar-spam shouldn't be the issue that it is in some vanilla Insurgency games. Mortar-rounds are limited and there's no artillery computer - you have to use a spotter, range-tables and T&E adjustments etc. Would love to hear anything else you can think of, or bugs. Thank you for your time mate. Happy hunting! -
Insurgency ACE - COOP/PVP 24 - Swedge
Swedge replied to Swedge's topic in ARMA 2 & OA - USER MISSIONS
Ha. No worries mate. Sounds like you're having a bit of a bad run between your teeth and your stomach :) Hang in there :) Thanks for the feedback. Much appreciated. -
Insurgency ACE - COOP/PVP 24 - Swedge
Swedge replied to Swedge's topic in ARMA 2 & OA - USER MISSIONS
Thanks for your continued support and feedback on this mission. Greatly appreciated. New version uploaded! Download from: http://www.swedgey.com/insurgency0_75_ace_swedge.takistan.zip v1.1 (9 April 2011) * Changed: Humvee's replaced with replaced with M1114 CROWS versions (Common Remotely Operated Weapon System). In the gunner seat, press the + key on the numpad 3 or 4 times to access thermals. * Changed: Opfor armour replaced with weapon-mounted Pickups and Offroads * Added: M224 60mm mortars and baseplates. Mortars and baseplates can be saved from the loadout but not the mortar rounds. Each HumV has some non-respawnable mortar rounds in their cargo. At the deployed HQ next to the field hospital is a mortar pit and ordnance box containing mortar equipment and mortar rounds. Those mortar rounds respawn every 5 minutes (Cheers Delta). Artillery computer is turned off, you will need to use T and E adjustments and range tables. * Added: 7 empty non-respawn civilian vehicles (Yamaha, Pickup, Lada) placed at gas stations throughout Takistan * Removed: Fireteam limits on some weapons. * Fixed: Drag exploit with some items * Changed: Mission parameter option for 'Enable Insurgency Markers' set to True as default * Changed: Default date changed to provide several moonlit nights * Added: To HumV gear loadouts - Rangefinder batteries, Claymores, flashbangs * Added: Rangefinder batteries now added to Loadout as individual items in addition to sub-item of Rangefinder * Be advised: Mission is intended for server.armaprofile difficulty as Veteran, Mercenary etc * Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies. * Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor may ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default). ---------- Post added at 11:46 AM ---------- Previous post was at 11:45 AM ---------- Ha. Cheers mate. No worries at all. Hope your tooth is feeling better now :) ---------- Post added at 11:50 AM ---------- Previous post was at 11:46 AM ---------- Cheers Rabbit! Yeah it's been good to see you on the server. By all means have a look at the loadout dialog and see what you can come up with. Feel free to contribute as well to Fireball's original Insurgency code or other variations if you come up with anything. http://dev-heaven.net/projects/insurgency/issues Yeah mate the batteries are a sub-item you can choose at the bottom-left when you click the Rangefinder. However, to make this even easier I have also added them as a separate item listed in the Loadout. Opfor armour has been replaced with pickups etc. May look at ACRE one day. We'll see how we go. Thanks for your time, Rabbit. Happy hunting mate. -
AI are more accurate with a higher number. I imagine they're also affected by the AI settings chosen by the server admin in server.armaprofile.
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Insurgency ACE - COOP/PVP 24 - Swedge
Swedge replied to Swedge's topic in ARMA 2 & OA - USER MISSIONS
G'day mate :) OK, I see. I had a look and it seems like that issue is in Fireball's original version and I suspect Pogoman's before that. With any gear 'limited' weapons, when you respawn you lose the limited weapon. I assume this may have been deliberately coded in this way to prevent people from 'hogging' the best weapons :) It may be more or less noticeable in other versions of Insurgency depending on which weapons are set as 'limited'. In my previous version, the M249 was. In the new version, this limitation will be removed (for a number of reasons) so you'll now respawn with your loadout-saved M249 instead of defaulting back to an M4 :) Thanks again for your time Betsalel! Happy Hunting! Cheers, Swedge -
Insurgency ACE - COOP/PVP 24 - Swedge
Swedge replied to Swedge's topic in ARMA 2 & OA - USER MISSIONS
Disregard. Checking server bug. -
This program can't start because MSVCR100.dll is missing from your computer?
Swedge replied to Militant1006's topic in ARMA 2 & OA - TROUBLESHOOTING
Same problem. After reading this: http://dev-heaven.net/issues/18636 Solution that worked for me was: Make a backup of C:\Program Files\Bohemia Interactive\ArmA 2\dsound.dll then replace that file with dsound.dll from inside http://raceriv.com/arma2/acre/ACRE_V1.1.1.244_hotfix.rar When you run Arma Launcher or whatever, you will get an error message message about JayArma2Lib. Ignore it for the time-being, ie do not update. -
Insurgency ACE - COOP/PVP 24 - Swedge
Swedge replied to Swedge's topic in ARMA 2 & OA - USER MISSIONS
G'day mate! No worries. Thanks for following up with me. Not a pain in the arse at all. Do you have the Steam version of Arma? Or do you have only Operation Arrowhead but no Arma 2? I'll certainly make it a priority to try sort that out one way or another. LOL. Sorry to hear about the RPGs :) Happy hunting! Thanks for your time. Cheers, Swedge -
Thanks Zap. Much appreciated. It's funny how often I still hear myself or mates getting abused as 'sneaky bastards' by people who haven't even read or heard of the guide :) Happy hunting mate!
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Been working on this casually for a few weeks. Any comments/feedback appreciated. Hope it's of use. Sneaky Bastard Insurgency Guide https://docs.google.com/document/d/1okY6oyEeeakqwb0T2S49AAkTzvCSOaPr6ifZWMGHEBQ/edit?hl=en Cheers, Swedge
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Insurgency ACE - COOP/PVP 24 - Swedge
Swedge replied to Swedge's topic in ARMA 2 & OA - USER MISSIONS
Hi Sickboy, That's fine mate. We might just wait a bit first for it to 'soak' if that's cool, and make sure it all works fine. I'll PM you in a few weeks. I understand Rocko is working on an ACE branch too, off Fireball's original Insurgency code. Thanks for your time mate. Cheers, Swedge ---------- Post added at 05:38 AM ---------- Previous post was at 05:14 AM ---------- Lol. Sounds awesome Betsalel. Yeah we saw some Opfor doing the whole 'lean-out' behind cover thing and you'd swear they were human if you didn't know better :) Get's a bit creepy, Lol. They react with almost human PVP speed. Ha, yeah. Even with all the awesome Blufor weapons kitted out, Opfor still give them a real run for their money at the moment - even before the humans show up :) There's no place for casually jogging down the main-street popping into buildings without support, expecting to be able to draw your weapon faster than Opfor do. They will eat you for breakfast. Blufor either work with their team and use theirs noggins or they get corpsed :) Yeah I've seen people park the HQ in the hangar before and I always think, "Good luck trying to fly that out" ;) That reminds me - one time, as Opfor, I saw the Blufor mobile HQ driving past on the horizon. I was able to run alongside it through cover and lay waiting in the grass. When the driver got out I managed to shoot him with a Lee Enfield in the few seconds before he was able to deploy the HQ. Then I ran up and stole the Blufor mobile HQ. It was hilarious. The problem was: I was laughing so hard that I didn't notice the HQ main gun needed reloading. I managed to take some of them down but eventually they opened up on me with HE rounds and it was all over :) Anyway, no worries mate. Thanks again for your post. Have fun! Cheers, Swedge