pAuthority
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Everything posted by pAuthority
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ACE 1.9 (Advanced Combat Enviroment) for OA/CO
pAuthority replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just a quick question regarding ACE and recently released FDF mod. Combination seems to work fine, however when I fire a disposable weapon like APILAS, weapon changes into M136 (used). Any chance to add support for APILAS and other disposable weapons as well, maybe even make the script a more general so that it accepts all one-shot AT weapons? (or I could just remove "ace_sys_disposal.pbo", that would revert disposable weapon behaviour to default ARMA 2 I guess?) -
At least 66 KES 88 worked right away with ACE configuration, sight adjustment and backblast.. altough empty weapon on the ground changed into M136 :P There may be other bugs as well but so far it seems to work nicely. Tank damage model propably doesn't work on FDF vehicles. edit: all disposable weapons seem to revert to M136 after firing, ACE's fault. I guess I'll just have to get used to those arcade bazookas then.
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I tried really hard to shoot things with Apilas but I always missed, but then I realised rockets have no ballistics. They just fly straight, just like in Arma 2. Not really happy with that. Also no backblasts. Jaeger platoon attack single mission bugged, I managed to secure the railroad but mission never ended. I do love new units and familiar weapons, but I guess I hoped more than just units and missions especially when there's the ACE mod. Gonna try to run FDF+ACE, hope it works :) edit: and it works. This is awesome!
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A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Someone said in that closed "ACE kills com"-thread, that ACE doesn't fit Warfare. I disagree. Well, maybe not in vanilla Warfare. But if you make your own Warfare mission where you can set different parameters at the beginning, for example disable stamina, then it will rock. Just like Benny's Warfare which I mainly play. I do complain about helicopters and difficulties in giving targets to gunner, but many other things still rock. To me tank FCS, armor model, rocket launchers and backblasts are propably the most important thing about ACE. Oh, adjustable scopes too. And different ammunition fixes for weapons. And... list goes on. :) -
Broadcast the horn in MP!
pAuthority replied to Cyborg11's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Maybe BIS have changed it in the latest beta patch? -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
General_Kalle: Check your shortcuts. ---------- Post added at 10:50 PM ---------- Previous post was at 10:44 PM ---------- I'm having trouble joining some Warfare servers after latest update. I get this error message about ace files not signed with key accepted by the server. Gonna test other servers too. ... Same problem. edit: here's a section from my RPT file: -
Like BIS has anything to do with box art. Blame the marketing :) And yes, the cover sucks. But it could be worse (and I believe US version IS just that with american flag behind that screaming soldier with his rifle on safe!) Operation Flashpoint had great cover art even though M16 with aimpoint scope did not exist in vanilla game.
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A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1. Open editor and insert PLA troops and vehicles 2. ??? 3. Profit! On the other hand, PLA seems unfinished, especially the sounds. -
ArmA2 / OA (low) performance issues
pAuthority replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Definitely 5870. After all it is more modern card. edit: and by that I mean it runs cooler and eats less power. And single-GPU solution is always better than Crossfire/SLI. -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Many static weapons need their own button for optics, this was in vanilla too. I don't know why. Default key is numpad 0, I have it bound to thumb button on my mouse. It's the same action that is bound to mouse2, but you need another button for it to work. I guess it's the zooming that is also bound to mouse2, which then breaks the optics. -
Giving ArmA 2 another shot.. really wanna like it :(
pAuthority replied to Azamato's topic in ARMA 2 & OA - GENERAL
Start with simple things in the editor and make some basic missions for yourself. Example: put yourself and a small group in a village, make sure they're under your command (or better yet, AI as the leader.) Add a couple of ammo/weapon boxes nearby too. Then add an enemy infantry squad somewhere, a nearby forest for example. Add waypoints for the enemy, so that they come towards your village. Your job is to kill them when they come. This is VERY simple mission, but because of the cool AI this game has, there is quite a lot of things that can happen, each playtime is different. I won't go into details on how to use editor and the more advanced settings, there are a lot of tutorials here. Experiment with the editor, you can't break anything! When you get the hang of it, try experimenting with triggers (essential to any mission) and maybe more advanced waypointing, their parameters etc. Don't expect to make a campaign or Benny's Warfare mission just like that, those things need practice and good knowledge on scripting. Stick to basic stuff and you should be fine. Add units and stuff there on the map and have fun! -
ARMA 2 = OFP + eyecandy.
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Dynamically Created Artillery
pAuthority replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can do it like this: missile = "Bo_GBU12_LGB" createVehicle [getMarkerPos "M" select 0, getMarkerPos "M" select 1, (getMarkerPos "M" select 2)+250]; It will directly spawn the bomb 250m over the marker. As far as I know markers are always at zero height. -
Dynamically Created Artillery
pAuthority replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, that worked. It was weird because I've used similar script before and it worked then. I am planning to use spawning marker further away from target and spawning laser guided missiles from there, instead of just dropping them over target. Something like in main campaign where you got to destroy a building and a couple of tanks with laser designator and missile call. -
Dynamically Created Artillery
pAuthority replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm currently toying with spawning artillery rounds or missiles near target, but for some reason i'm not getting it to work. I have: - A trigger activated by radio command - A marker where I want missiles to be spawned from, simulating a ship or helicopter This code in trigger activation field: missile = "Bo_GBU12_LGB" createVehicle (getMarkerPos M); Where M is marker name. Currently LGB classname is used for testing purposes, will be changed to hellfire or some other. However nothing happens when I click radio command. I've also assigned a text message which is sent when this trigger is activated, and that part works, but the bomb is not spawned for some reason. This code is basically same as in BIKI, but what am I missing here? -
Does ArmA 2 support surround sound?
pAuthority replied to Laqueesha's topic in ARMA 2 & OA - GENERAL
I have Asus Xonar DX soundcard, and I'm using Medusa headset with 5.1 sounds. Works perfectly. Only problem is with ARMA 2 when sometimes some sounds tend to stick to a specific channel, rather than coming from a specific direction. When that happens it can be hard to find the direction where that sound comes from. Luckily that doesn't happen all the time.. -
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have to set safety off first so that it will explode when you run to it. Or alternatively, if a mine type allows it, you can use a tripwire. edit: some mines need tripwire, but for example M16 bouncing betty can bet set to go off on contact. -
Here's my A10 vid: <object width="640" height="505"><param name="movie" value="http://www.youtube.com/watch?v=rbaOAZSYdnU&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=rbaOAZSYdnU&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="505"></embed></object>
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Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Perfect sounds would be LOUD, sharp and maybe a little "oomph" added but only little. Original ACE sounds were better, but not perfect. Biggest problem with these new sounds is that they are too quiet. I had a fellow shooting with AK like 10 metres away, and I thought he was behind a hill or other side of town! I'm starting to get used to these sounds from 1st person when I'm the one shooting, but gunfire from 10m away sounds like they are using silencers. Please make the sounds louder, close to ear-tearing hell! There are earplugs in the game if the sounds are too loud! -
I think IRL commander can automatically turn turret to the direction he's targeting so gunner can quickly attack.
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Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No, just ACE2. More testing and ranges: at 200m missile hits succesfully, but 150 and below it doesn't. I suppose it was all about targets being too close, but shouldn't Javelin have a direct attack mode too? -
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tonight I had some problems with Javelin. Against T90, none of ten fired missiles hit. They seemed to blow prematurely in flight, or hit the tank but didn't do any damage. I encountered a T72 couple times and both times Javelin was victorious. T90 has some jamming equipment but surely it shouldn't be totally invincible against Javelin? edit: ok, tested at Utes runway against both T-90 and T-72BA. Javelin simply explodes during flight and sometimes on top of a tank (but doesn't hit) Seems like Javelin is broken at the moment. -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
pAuthority replied to Placebo's topic in ARMA 2 & OA - GENERAL
Caution - wet concrete! -
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
pAuthority replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I hope the new weapon sounds will be soon fixed to sound like actual weapons. At least turn up the volume a notch or two. Feels like Call of Duty 4 now :S Did Javelin get a new optics texture? At one point I saw it had all those markings around the view but later I got another Javelin which for some reason didn't show any of those. -
So a close hit counts now as a kill? I'm happy with my 2,36 km kill but that 2,7km didn't hit, despite several attempts. So I shouldn't be leading the competition with 2,7 km but 2,36 km :)