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rexehuk

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Posts posted by rexehuk


  1. M2 is not usable, probably won't be, its not what this addon is about.

    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.


  2. Oh i'm with the guy that asked for a Soviet counterpart...

    Damn community,never completely satisfied! :p

    Can't wait for its impementation in ACE

    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.


  3. 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!


  4. I'm really looking forward to this from pics that i have seen the paladin seems to be accompanied by another odd looking tracked vehicle will that one be added?How close can arty be called in when you up shit creek?eagerly awaiting release good job,thanks.

    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.


  5. First of all I must say that I am very excited to see this in ArmA 2. The work looks top notch and exhibits a high level of polish. I do have one question. Will the M109A6 be compatible with WarFX?

    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.


  6. And I couldn't get the link to work anyway.

    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.


  7. LJ,

    I was browsing arma and I found this sound library:

    http://www.armaholic.com/page.php?id=13458

    It has amazing sounds in it.

    To use it you'll need to ask permition.

    anyway just thought I would share it.

    BTW: great update

    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 ;).


  8. I thought that you have to "patch" or override the class to make the sound actually work?

    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.


  9. Rob the tune makes the music and yours doesn't fit the situation - sorry to say.

    Nothing wrong about criticizing the config issues present.

    Nothing special to JSRS though. You find it in every sound mod.

    This should give you an idea where to look for the reasons.

    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.


  10. Is there a way to merge GL4 AI Enhancement with DAC?

    Because I love the zone dynamics of DAC and the reinforcement requests - but I also love the detailed AI behaviour of GL4 like shooting flares at night - scanning for dead bodys and then scanning the area for their murders

    Also I like the "play dead" and "Surrender" scripts of GL4 - I tried to look especially for these and add them anyhow to DAC but I'm not that into scripting so I gave that up.

    Is there any way to merge these things?

    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

    Because I appreciate the "Group Link4" pretty much, so I cared about to support this AI System by default.

    Means that on a need released DAC groups will automatically be recognized and integrated by GL4.

    SNKMAN and me, we have appointed a special group-variable, which will clearly recognize whether a group

    has been generated by DAC and if yes whether this group is under control by DAC or whether she’s out of

    command by DAC.

    Explanation:

    Each group which has been generated by DAC gets following variable assigned:

    group setVariable ["DAC_Excluded", False]

    The Variable will be replaced for each group which is leaving the DAC-System:

    group setVariable ["DAC_Excluded", True]

    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.


  11. Sure, no problem. There are several other Soundmods you are free to use mate! I would guess they're not spam youre RPT's^^ Check RWS or SOA, they're really good! I don't had the time to fix everything and reworking some stuff at the same time... so, I apologize that I not wasting my free time to look after it and make you feel not disappointed. A simple note would have sufficed. But no one here has the right to make me stupid! I have been working on this mod for a long time. And I can safely assert that I have always done good support! Let your frustrations on your family if you must, but not here! I'm sry mate, but please, pull my mod from your community!

    Hopefully I've made my point!

    Jarhead

    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


  12. ;1953943']Couldn't you put it in code tags? :)

    Wouldn't of had quite the same dramatic effect no?

    Bored of checking server or client issues and finding this garbage pasted over the walls. Especially when I'm reading direct RPT from dedicated server live while playing to read certain data output, only to find this is taking up 99% of the write time.


  13. I'll give you some RPT.............

    Cannot load sound 'jsrs_ch47\alarm.wss'

    Cannot load sound 'jsrs_aavp\ext_low.wss'

    Hopefully I've made my point. I think we'll have to pull your mod from our community as the RPT spam is quite bad as is spilling over to other users including our dedicated server who's RPT is filling with your errors.

    It's an ok soundmod, but the lack of testing is seriously disappointing.

    P.s. If I was really mean I would of tried to paste all 20,000+ lines of the error.

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