Jump to content

langgis08

Member
  • Content Count

    311
  • Joined

  • Last visited

  • Medals

Posts posted by langgis08


  1. comparing OA/ACE with OA/vanilla or with OA/beta I recognized that in ACE you have more weapons with optics of which you can change the "Haltepunkt"(german // english = hold point ? point of aim ? sry, dont know the correct expression, it's the distance that your weapon matches the optics and varies in 100m-steps, default keys are "page up/down").

    For example the AK74_GP-25_Kobra comes in OA/ACE with the option for triggering the "Haltepunkt" but not in OA/Vanilla, right ?

    this feature is :D

    EDIT: just looked on the keyboard layout flyer that comes with the DVD-Box, I'm talking about "weapon zeroing distance" :-)


  2. When you write mutliple -mod options, only the last one is used, as it overwrites the previous ones

    thx for your answer, Suma, but look at this:

    what I did now was reversing my 2 -mod-entries so that my command line looks like as follows, just to validate:

    "...\ArmA 2\Expansion\beta\arma2oa.exe" -noSplash -world=empty -noFilePatching -mod=@CBA;@ACE;@ACEX;@ACEX_SM -mod=Expansion\beta;Expansion\beta\Expansion

    according to your statement (like setting 2 "-mod=..."-entries won't work) the first part (Ace-Mods) should be overwritten by the second part (beta-mods)

    ==> but this just doesn't happen ;) <==

    because ACE-skull appears during start up, correct ACE-Version shows up (down left @screen) AND correct beta-version (down right @screen)

    so ACE has been loaded despite of what you said.

    so why is this so :confused:ing ?

    all I can say is: my method (placing 2 "-mod=" parts in shortcut) works !


  3. Shouldnt be put before as the BETA should load first,

    this one is clear to me, same as in my order and plausible, of course

    when i add it to the end the mods dont load at all - for me personally anyway

    this one is unknown to me - but it's interesting, and so I tried three ways:

    1st test (this is my usual way):

    "...\ArmA 2\Expansion\beta\arma2oa.exe" -noSplash -world=empty -noFilePatching -mod=Expansion\beta;Expansion\beta\Expansion -mod=@CBA;@ACE;@ACEX;@ACEX_SM

    has always worked, no probs ever (maybe a little involved)

    2nd test (the common usual way, I guess):

    "...\ArmA 2\Expansion\beta\arma2oa.exe" -noSplash -world=empty -noFilePatching -mod=Expansion\beta;Expansion\beta\Expansion;@CBA;@ACE;@ACEX;@ACEX_SM

    works for me, too

    3rd test (your way, tried for the first time and just for now):

    "...\ArmA 2\Expansion\beta\arma2oa.exe" -noSplash -world=empty -noFilePatching -mod=Expansion\beta;@CBA;@ACE;@ACEX;@ACEX_SM;Expansion\beta\Expansion

    working, also

    @Alex: do you experience your reported troubles with special mods ? or with these ace-mods I use, too ?

    I get no errors with any of the 3 tested methods, always the ace-skull while loading, correct version of ace (380 atm) & oa-beta (official build), and little testing with playing missions no errors/probs, too ...

    I like these themes because maybe these will bring us closer to a complete understanding of how things work together :)


  4. What a rude reply.

    No, it wasn't a rude reply at all.

    It was a reply of a Dev of the best and complexiest ArmAx-Mod ever as far as I can judge, but who is (my personal impression) beginning to get sick of it if some of us won't make a step back in demanding, demanding and more demanding. It's all free-time that the Ace-Dev's spent for the community and that should be respected.

    Of course you can ask as many questions as you want, it's up to you but you don't have to expect to get an answer to solutions that are placed here or linked to in multiple ways.

    Me too, I know that I have already asked something that was already clear and explained in posts/pages/threads earlier or could have been solved on my own ("what ? so easy ? it's a shame I didn't get it myself :o") - I'm very thankful indeed for every good answer I got that helped me, so or so.

    This is my first year in this forum and of course - I make "newbie-faults", too, the heaviest ones are not to read enough here, not to search enough here, or just not practicing "try and error"-method (what can go wrong ? worst case is to install whole stuff all over again, but that's no horror at all - and any PC-user should be firm with creating backups).

    If anyone of us shows little more initative of one's own (me included ;)) the threads become more lean and they won't inflate as they do at the moment.

    And we should take more care about the Dev's and their nerves ...


  5. I still like it !

    good house-to-house-fighting, I'm at #ElectionDay/Zargabad, maybe little too many units placed for my rig => I'm creeping around with av. fps 15, so hoping for next scenarios, hopefully away from the main city ;)

    question #1: i'm playing still with 0.4betahotfix ... when I go and write the new .pbo (0.48b, I think) over my old one (0.4betahotfix), so the saves are useless, or aren't they ?

    question #2: i can't get medic support (there's nothing in the crates, or is there ? and my team isn't able to heal, or are they ?) - this @0.4betahotfix and no ACE-Mod loaded


  6. and this is my gear ;-) :

    - OA (DVD, Morphicon) since July, 2nd 2010 (OA installed into A2-Folder => CO)

    - ArmA2 (DVD, Morphicon) since December 2009

    previous releases :

    - NO ArmA1 (because of low end hardware at this time, it was just suitable for OpF - in summer of 2008 I purchased my "actual" rig (sig for details, I know it's becoming more and more low end now, too, but it works ok), had meanwhile some nice gaming with Stalker, Fallout 3 and Splinter Cell and so I waited for ArmA2 to become grown up :-) )

    - Operation Flashpoint "Game of the year edition" (incl. Red Hammer & Resistance)

    - Operation Flashpoint - Cold War Crisis (what a holy revelation of a PC-Game !)


  7. thx Bozmore for your work :-)

    just loaded 0.4b_hotfix and got this after "receiving": "sound intro_v01 not found" - is this "normal" meaning just the state of the beta or is there something wrong on my side (playing vanilla @official OA-beta)?

    and: does removing ACE Version mean "Operation Peacekeeper No ACE.pbo" isn't compatible to ace ?

    EDIT: seems to be working @ace, still ;-)

    really, concept of your cp is great


  8. Bozmore,thx for this good cp and for political background / your link to UNO

    one thing (maybe spoiling ahead, so hided the following)

    how can I force safid to enter suv after having accomplished speech 1 (1st scenario, it's ticked green and now I want to move with my team and safid to waypoint of speech 2, but safid doesn't enter the suv, me and my team's already inside ... there's still enemies around but task "speech 1" is completed/green, do I have to eleminate all enemies around ?

    thx in advance

    edit: playing ACE-Version, 0.3b

    edit2: after having reloaded last savegame several times spoiled problem finally has been solved "automatically" now :-)


  9. Have you chosen the correct OA presets ?

    don't know really, but when I choose on main page "Beta (Official Beta Patch)" and reset skip status, then this is what I get on screen:

    -----

    "Using preset: Beta (Official Beta Patch)

    Preset settings profile: Beta

    Override action: Install or Update, and Process keys

    Resetting skip status.

    Autoskip: Disaabled.

    Disabled:

    Mod Current Latest Remote Changelog Type Fits edition?

    beta none 53 Info Changelog Arma2St false"

    ------

    I have it disabled because it tells me "Type = Arma2St" and "fits edition = false" ...

    So interpreting your answer there must be a way to tell six-updater to offer the official beta for OA, but how do I tell six to do so ?

    EDIT: pls forget it and thx for answer, think I've got it now, was my fault in not searching good enough :-)

    EDIT2: works now as it should ... thx for hint of "presets", Xeno

    To be checked:

    Mod Current Latest Remote Changelog Type Fits edition?

    @ACE 380 380 Info Changelog Arma2Oa true

    @ACEX 257 257 Info Changelog Arma2Oa true

    @ACEX_SM 50 50 Info Changelog Arma2Oa true

    @CBA 112 112 Info Changelog Arma2Oa true

    expansion/beta 1 1 Info Changelog Arma2Oa true


  10. it does what it needs I guess

    well said, and that's ok ... you practice with the new weapons, FLIR , UAV etc for your own ... after that experience you can switch with that know-how to multiplayer or find out what you want to setup your own missions by editor with.

    for me as casual player (as family dad of 2 kids @Kindergarten-age there's few time for gaming of course) I like SP, because it doesn't make sense to tell the online partners "wait for me, there's someone who has to go to bed now ... will be back in 10-20 minutes" ;) ... of course you get your kicks out of MP more than out of SP because of all the team-playing, communication, coop engaging, defending and so on ... but I get my share out of SP, too, and it's ok

    Because the concept, I mean the whole concept that BIS shows with their products is so attracting if you like games that are somehow challenging the mind and kind of special & unique - so are these - and ... the whole work of community, how BIS works together with their community, that's something I don't want to miss, despite of my age of 39 years, despite of having just little time for it.

    The show must go on and I hope it will.


  11. old beta deleting, that's my method, too ... and works fine since I have A2 (purchased it shortly before 1.05 final came out, so this was just before last christmas, I remember)

    another way I was used to was via six-updater - which is in fact the same as deleting old beta and installing the new one, of course.

    btw, actual there's only the latest A2-beta available via six-updater, not the OA-betas, right ?


  12. Playing some stuff of OA (doesn't matter if self made mission or official, so here comes no spoiling ;) ) I had the situation that the last living militia enemy has surrendered (holding his arms behind his head) ... I used the time of the non fighting to get my medic heal my squad ... after medic has healed all of my squad members I could even select in action menu to heal the surrendering militia man (what a "fair play" and contribution to rules of engagement and to Geneva Convention !) ... ok, I did so, let my medic help the poor man standing as the last one living of his group and watched what would happen now ... medic healed him, he (militia man) stood there still and nothing more did happen ...

    So I got this thought as a suggestion for a patch, for DLC, or for whatever that will come in the future:

    what about getting the option to ask a surrendering enemy to desert from his side to mine/player's side ? he wouldn't have the chance to become regular soldier of the army but he could just play as one of my AI-squad members in his outfit (for example keeping his turban, his own camo, ..., weapons he could get from us and so on ...)

    What do you think ? Or has this feature even already been implemented (official or by scripting for yourself) ?


  13. ... still being a little confused about what's the better method for loading ace 1.5 into the game (I'm just asking for CO 1.52 final -- not for CO 1.52.71952 = latest CO/OA-beta)

    is it

    1) doing it ingame with the internal mod launcher

    or is it

    2) "old school" meaning "-mod=..." in command line / link

    the confusion comes by using method 2) when checking the loaded mods in the ingame mod launcher that "core" (=@ACE) is green-lighted (loaded!),"eXtras" (=@ACEX) is green-lighted (loaded!) and "CBA" (=@CBA) is green-lighted (loaded!)

    but where is acex_sm ? it is not listed there, how do I know it is really loaded so by method 2) :confused: is it integrated in "eXtras" ? i have it of course in my command line, at last position but I cant get it confirmed as being loaded

    and now the funny thing of it all: using method 1) all parts are listed ingame and green, so they all are being loaded by method 1) and not being complete loaded by 2) ?? of course that could only to be said if I knew for sure that in game mod launcher was "bug-free", of what I am confused, too when reading the posts here ...

    can someone free me of confusion or just telling me "Yes, it's safe to put all mods into command line and give nothing for what in game mod launcher tells you :)"

    Thx


  14. ... but there's still one thing that makes me wonder about ACEX_SM

    (correct me, if I may be wrong in the following ;))

    With OA there are in general 2 ways to include mods:

    1) Let OA do it by using the ingame mod launcher (in this case no command line "-mod= ..." needed anymore)

    2) don't touch the ingame mod launcher but put your mod names (as usual for A2) into command line as param "-mod=..."

    so far so good, but when I choose way 1) I see @ACEX_SM "green" (OK) in the mod launcher,

    when I choose way 2) means including @ACEX_SM into "-mod=..."-list I don't see @ACEX_SM in the mod launcher list even listed

    so method 1) is to be preferred, is this right ?

    (tested for "OA without beta", the other 3 parts Core, eXtras and CBA all always in the list, no matter if method 1) or 2) was used)


  15. Noticed ACEX_SM in the presets, has this portion of ACE been already updated for OA's new weaponry?

    I think so:

    changelog ACEX_SM:

    ---------------

    @ACEX_SM

    Fri Jul 09 16:49:16 +0200 2010

    Build 49 Updated to source:@df1c3e8c5175d4dd6d1c8557d3ce999beaae6e0a

    Fri Jul 09 15:14:30 +0200 2010

    Build 48 Updated to source:@82fb1c251d48987b6a42fffb43a3a6bb09041d1f

    Changed

    * Weapon sound updates, loudness/bass adjustments, reworks etc [tpM]

    Added

    * Support for OA weapons. [tpM]

    ---------------


  16. For all those having the "x\cba\addons\main\script_macros_common.hpp not found" error. I ask are yall running the OA beta or the regular OA exe. Because if your running the Beta it is important to note that OA will look for addons/mods in a different place than if you are running the regular exe. That is the beta in game mod selector aka "expansions" looks for mods somewhere in the beta/expansions folder while the regular OA exe looks for mods in the main ARMA2 directory.

    not sure about this, because I just played OA-beta w/o errors AND Ace/376, look http://forums.bistudio.com/showpost.php?p=1677558&postcount=35

    it's just that you have to put the mods names in to your command line - if you don't put them there they won't be detected by beta ingame modlauncher, that's true ... but arma2oa.exe is being executed in \Arma2, so with these commandline param you're doing fine ... at least it's my experience


  17. just for being sure, how do I know that ACEX_SM is being loaded correctly ...

    played with the -mod-line and compared with ingame mod-launcher:

    1) when "-mod=" contains @ACEX, game notices "eXtras", with or without @ACEX_SM in param

    2) when "-mod=" doesnt contain @ACEX, game doesnt notice "eXtras" , with or without @ACEX_SM in param

    3) "CBA" and "Core" are represented, that's for sure, when in param

    => so how do I know about ACEX_SM having been loaded correctly ?


  18. superb, works with latest OA-beta, too without errors on my sys

    for whom it may be of interest here's my link-settings:

    TARGET ("Ziel"): "E:\Program files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion -nosplash -world=empty -mod=@CBA;@ACE;@ACEX;@ACEX_SM

    EXECUTE IN ("ausführen in"): "E:\Program files\Bohemia Interactive\ArmA 2"

    (beta's place is as installation of beta does by default, as you can see above)

    :bounce3:


  19. For now what you could do is rename ACE, ACEX, CBA(?) etc to ACE_A2, ACEX_A2, etc then copy the contents to new ACE, ACEX, CBA folders, and then update with six updater. May not be necessary though so wait for Xeno.

    I'll do so (renaming), so nothing will be destroyed in any case ... i'm not in scripting etc. in order to fix it for myself and don't wanna consult Ace-Dev's too many times ;)

    so me, going the safe way until all is in line and more clear :D

    good job, ace-team, thx for all and for lifting OA aswell ... and hey, it's just been released so you're very quick on it => GREAT


  20. It happens...

    Best method is simple ... Just delete the beta folder under Expansion ;)

    yes, this is how I've done it since ArmA2 was 1.05 with the afterwards following betas - never had a problem with this method and now still no problems having with the OA-betas by doing so :-)

    I've heard of deleted content related to the EW-campaign that came with 1.05 when using the uninstaller.exe, so I'll keep my fingers of that as long as it'll be "proven" that the uninstaller won't do any harm ...

×