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rexehuk

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Everything posted by rexehuk

  1. rexehuk

    M109A6 Paladin v1.1 (UPDATED)

    I've been unable to reproduce this in single player... yet someone else in my group has it everytime he uses the paladin in single player when using the spades. I'm sure we'll figure out why soon enough and push an update. Best solution for now is to not use the spade system if you plan on moving about, you'll just have to ensure your gun is re-laid so that is doesn't gradually wander off the solution.
  2. rexehuk

    M109A6 Paladin v1.1 (UPDATED)

    Unless the fuel bug happens. :rolleyes:
  3. rexehuk

    M109A6 Paladin v1.1 (UPDATED)

    I agree. If you find yourself in a situation where you NEED the M2, you are most likely not using the weapon right. On top of this, if you got into the situation where you needed to use the M2, I wouldn't want to me stuck sat on a few hundred pounds of explosives in a machine made from paper mache, I suggest running as an RPG or metis will shred this to bits.
  4. rexehuk

    M109A6 Paladin v1.1 (UPDATED)

    Just so you know at present, the mod is fully compatible with ACE, atleast in tests I've been doing with it. The mod will automatically use the ACE cba system etc if available, so you can enjoy this as a standalone until the time it's integrated.
  5. rexehuk

    J.S.R.S. 1.5

    Might want to un-quote those images before a ban comes your way...
  6. rexehuk

    M109A6 Paladin v1.1 (UPDATED)

    Regarding the FCS Although I think it is correct in the manual, please note the following when using the FCS and setting fuzing times. The AFCS will automatically calculate the optimial fusing time (TOF) which should be passed onto the gunner. There is no manual need to -time off the TOF value, although you can do if you wanted a different spread or something on DPICM, but this may make your round fall short somewhat. Things I suggest you all try... DPICM at night Illum at night WP at night (this is a must) Enjoy!
  7. rexehuk

    M109A6 Paladin v1.1 (UPDATED)

    Kudos for reading the manual :p. I did put a few of those in to see if people skipped them all. Hope you enjoy.
  8. rexehuk

    J.S.R.S. 1.5

    No credits to me? Am I not the one who motivated you with my harsh and blunt words? :rolleyes: Nice to see the update... hopefully it will be error free, in which case kudos to you.
  9. That's the ammo carrying vehicle that docks with the M109A6, I think it is planned, but being created by someone else. Basically there is no timescale for this at the present time. Manual - Done Release video - Done If all goes well... over the next few days she will roll out to rain destruction on your enemies. In regards to how close can arty be called... this is relative to the terrain you're on and whether a fire solution can be made. In real life you wouldn't get into the situation where you need direct fire, Pallys are usually safe way back from the front line. If you do want to assault a town, I suggest DPICM on charge 5 with 1 second time fuse with the gun locked into position, spread of about a football pitch.
  10. rexehuk

    WarFX : Blastcore

    I concur. Delay the release 1-2 weeks if it means finding the motivation to kill a few errors. If not I'll patch your work anyway ;). Still one of my top mods for the Arma 2 series. Adds what BI should of added from the start. I hope they kill that FIFO particle issue for you OS.
  11. We should host the entire addon minus the p3ds... that would make them angry. It will be worth the wait is all I say, the three of us have been bitchy about accuracy / detail throughout this... I would say this is one of the most refined addons out there, but that would be bold.
  12. Until the time we officially release, all followers can download a beta here: Version 1 RC
  13. Had a MP test today... Went well. Sounds are all done now, manual is also nearly done. Who knows when a release shall appear...
  14. Indeed it will. I've been doing all of my testing with Blastcore, seems fine. All of the effects are self contained in the addon, Blastcore works with things like artillery impacts as the shells inherit from base classes which OpticalSnare uses.
  15. Custom scripting / MP testing would be my top ones. Easily get tied up in custom scripting for a month, then place all the units in 30 minutes.
  16. rexehuk

    J.S.R.S. 1.5

    Works fine for me! http://www.armaholic.net/colombia/addons/sounds/RUK_ASL_V1.rar Anyway, hopefully JSRS is on track to getting the errors fixed... I suggest you STOP making more with the mod and learn the basics before continuing, this will give you more time to expand it down the line, instead of going over old work. Set yourself a realistic version goal, rather than everything at once like everybody wants... they're not making it, you are.
  17. rexehuk

    J.S.R.S. 1.5

    Unfortunately I wouldn't allow this. This is mainly due to a number of reasons: 1. Some of the library is licensed audio. 2. Some personally sourced audio isn't suited to weapons. 3. Most of the audio has been tailored to be played at distance rather than close to the user (I don't think Jarhead would find it useful). 4. It's primarily used for NIAC, as such the sounds in the pack are meant to be unique for all users to give them something new. There is a new version in development with an extra few hundred samples, but they are all remastered to suit distance audio even more. Cheers for spotting it though ;).
  18. rexehuk

    J.S.R.S. 1.5

    Basically... if the patching errors in RPT disappear, and your sounds work... generally you're ok.
  19. Mmmmm... Yourcode would be something like a globalVariable that you fire true when you want to exec the releaser. As for number 2 I don't know, you would have to test that. 3. Not sure what you mean. 4. They are marker names, this is a pretty old version, I use one with script passes now so I exec CBA defend on them etc.
  20. rexehuk

    Combat Ambience

    It sure does. For AI shouting you have a huge host of options, from DAC to RUG AI. DAC is mission specific though, RUG AI works with default units, also in ACE.
  21. rexehuk

    J.S.R.S. 1.5

    Correct..... but inheriting BASE classes (Mgun etc) allows you to edit core values that multiple classes ingame may use. Thus causing a domino effect of issues down addons that use the same base class.
  22. rexehuk

    J.S.R.S. 1.5

    Couldn't agree more KJU, the fact is that I know RWS for example used JSRS configs for his basis... so yes it has a huge knockon effect from one person not caring. Anyway, I'll leave the thread, my position is now known and I wish him all the best in the future towards fixing the issues etc.
  23. Already done by default. Read the DAC manual and you will find this out. In order for DAC units to be using GL4 fully they need to be released from DAC at which point GL4 automatically takes over. Direct quote from page 26 of the full readme I highly recommend releasing some DAC zones on occassion to mix things up, then you get a mixture of DAC and GL4 tactics which can really improve gameplay. I did make a releaser script a while back that let you perform various commands, since then I've improved it a bit but not released.
  24. rexehuk

    J.S.R.S. 1.5

    Made your point enough to tell me that you don't care about what you release... As I said it's a good soundmod, the fact there is such a lack of testing is what I am ranting about. Sure I understand your ignorance, I suspect you are a youngling with the world ahead of you and don't have a software testing background, as such you do not understand the issues I raise and their importance. As requested I will pull your mod... and pass word to the other communities I'm in daily contact with. United Operations has already pulled your mod... now you've lost another 40 or so, but hey maybe that's a long term plan:rolleyes:. Wish you all the best, Rob
  25. Hello, is this required by ALL players in MP? Or does it use inbuilt arma 2 /oa animations?
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