cl0ud
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Posts posted by cl0ud
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Amazing units, they look pro! Gourmet job.
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Is there any obvious reason why a resumed save (on Sbrodj) would result in the M109A6's timed fuses not working on any round types?
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Sorry to bump this thread but what is this addon called? (the tracer addon) I have searched but I couldn't find it.I think that's just how the tracers appear when ACE2 is installed. They look that way to me on ACE2 1.9.
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I tried using Warfare in SP back when OA came out and came across these exact issues. I assumed it was just never designed for SP or saving.
-cl0ud
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So... has anyone ever seen AI pick up a non-native weapon? Example, a US Marine is out of ammo and picks up an AK47 because its the only thing around.Try out ASR AI Rearming, works great. They'll even pick up AT if you show up in a tank and start thinning them out and AA if you show up in an ATKH to ruin their day.
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I am currently having the same issue, it only just started happening for some reason, I tried turning off the mods and it still happens. I also updated to the new beta to see if it fixed it but still not working.When I tell the AI "danger" and then back to "safe" they break formation and just follow me in a straight line behind me. And once in combat and they go back to safe, 2-3 AI will just stop on the spot and refuse to move.
Any suggestions to what it may be and a possible fix? Or should I just reinstall and not update it to the current stable version which seems to be the problem?
This thread describes the issue I've been having very well and the above post describes it almost exactly. I first noticed this issue with a squad on Podagorsk, moving toward a town. Reloading the mission, the same thing happens at roughly the same place. In retrospect, it is the same area that I change the squad from Aware to Stealth. Is there something I can try scripting-wise to reset the squad?
-cl0ud
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Goliath,Ok tested in MP results:
1. You seem to have fixed the "Call for Medevac" (shouldn't it be MediVac?)
Medical Evacuation -> Med-Evac -> Medevac
:)
-cl0ud
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I've played the whole evening yesterday and the ambient sounds didn't seem overly loud to me. But I gonna check my volumn settings in the option menu.In any case the Lowlands thick jungle is really awesome. As the units are and everything else. Still gotta try out a lot of things. When playing yesterday I was kinda "WOW". I had such a thrill and the immersion was great.:D
When suddenly all hell broke lose I couldn't see one damn enemy. Everyone was shooting but me. Imposible for a human to detect in the jungle an enemy even when close. The atmosphere was thrilling.
Good job!
Thanks
Perhaps I should clarify again that the ambient sounds are only acting up on maps OTHER than the Lowlands while the UnSung mod is active. Quesh-kibrul and Japahto for sure, and I'll check others tonight. When the mod is deactivated, things return to normal on Quesh-Kibrul and Japahto. Seems like something is being overridden by the mod with the default ocean-waves ambient sound if I had to take a wild guess. For example, at a spot where you would normally hear faint waves, you hear full blown jungle ambience instead on Quesh-Kibrul's beaches. I work around it by just deactivating the Unsung mod when not using it, so it isn't a showstopper at all.
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Thanks for the input mate. We really do appreciate it, as PGI said, it's comments like this that make it all worth while! :)---------- Post added at 05:42 PM ---------- Previous post was at 05:41 PM ----------
Thanks! We'll look into it and add it to the bug list. :)
Sweet, thanks. Great map by the way, I said 'wow' out loud when it first loaded in the editor after dropping a player unit. Haven't yet seen this kind of density with almost no drop in performance, well done.
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Jungle sounds to loud ??? not realy:rolleyes:Yes, really. You can roll your eyes all you want but I'm talking about the ambient sounds overriding ocean sounds and disregarding the Music slider in the options...the authors asked the community to report all bugs to help them in being squashed so that's what I'm doing. If you aren't experiencing this issue, be thankful about it and enjoy the mod, but don't be dismissive just because you don't know what I'm talking about.
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For some reason when this mod is active it causes any other map's water ambient sounds to be the jungle sounds. Approaching any coastline also causes the jungle ambience to get very loud.
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Love these Mk18s! Was wondering how to turn on or alternate between the flashlights and the TPIAL. In the U.S. Army Special Weapons box there's a SCAR with a SureFire foregrip light and it looks amazing and I was hoping the RH MK18s had the same feature due to having lights as well but I can't figure out how to activate them or if it's even possible to have two lights on an OA weapon. Either way thanks a ton, RobertHammer for all your work!
-cl0ud
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Hmm, looks like FDF's Patria or even a Polish Rosomak (their production type of Patria)?Ah, indeed indeed. Thank you very much for your reply!
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Does anybody know what this vehicle is called and where I can find it?
More realistic/depressing feeling
in ARMA 3 - GENERAL
Posted
COMPLETELY agree. Original poster needs to get TrackIR and play with a sound mod like ACEX2_SM or JSRS, if they currently aren't immersed enough, so that bullet snaps and nearby impacts make you jump out of your chair. Taking 7.62mm from two directions while behind a tree is all I need to immerse my imagination. Vegetation and dust in ArmA II is already a visual obstacle during firefights, especially while prone, unless your graphics settings are on the lowest of the low you shouldn't need fake sprites to 'suppress' you.
I don't need silly gimmicks like blood on my screen or dirt in my way: bullets are already in my way.
-icecl0ud