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Devil Dogs SF

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Everything posted by Devil Dogs SF

  1. Devil Dogs SF

    Jungle Wars: Island of Lingor

    Are you going to do any retex's of the PMC's added in BAF, or do you not want to make it require BAF?
  2. Thanks for BAF sounds, I love CSM weapon sounds.
  3. I want to simulate a part of my intro in black and white to simulate a UAV view or something to that effect. Is there a way to do this or will I just have to make do with the 'crystal clear clarity' UAV appearance? Keep in mind it's only for a little part of it, then I want it to return back to normal.
  4. Devil Dogs SF

    Jungle Wars: Island of Lingor

    That'd be great if you could do something like Enad mentioned.
  5. Devil Dogs SF

    Sharpe's Rifles Mod

    Same here, glad it isn't dead. Can't wait for more info.
  6. Devil Dogs SF

    fox's small projects

    Yeah, leaves them open for more mission possibilities with less identifying patches.
  7. Devil Dogs SF

    Stagler's single player missions

    Thanks for the missions, I like em :)
  8. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    Version 1.7 of 'A Warm Welcome' released: Changelog [v1.7] - Made so mission fails only if both the Rangers and the Pilot are KIA - Fixed some text - HQ will now tell what the detonator looks like - Minor edits of intro Downloads [v1.7]: Mediafire -A Warm Welcome [v1.7] Enjoy :D PS: Expect a minor overhauled 'Not Over Yet' tonight or tommorrow also. I have added two new side missions and extending the AO
  9. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    Expect new version up today sometime.
  10. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    Thank you, I will update that and perhaps make it so that the mission ends only if both the pilot and the Rangers are KIA. Does anyone disagree with this?
  11. ^ Oh, I understand what you mean. Does anyone know what .pbo the explosions are in?
  12. I too use a mix, Chammy for weapon sounds, JSRS for environment, movement and vehicle weapons sounds and finally TR's vehicle sounds, which are the best I've heard.
  13. Devil Dogs SF

    British Troops DLC released & Official 1.01 Update

    I find BAF to be amazing, tbh it adds what some developers would consider a full game, just for ten bucks.
  14. There is also an option to disable it under options when you edit a difficulty in-game. ---------- Post added at 11:31 PM ---------- Previous post was at 11:10 PM ---------- Also, is this only for OA, does it still contain the A2 sounds with the OA sounds?
  15. Devil Dogs SF

    ArmA2:Oa Patch 1.54 released!

    I personally think the recoil is perfect...Only issue with the patch I have is only a couple of problems with AI.
  16. Devil Dogs SF

    fox's small projects

    That looks great!
  17. Devil Dogs SF

    USS Nimitz - WIP

    Great stuff, makes me want to start making some Air missions when this is released.
  18. Devil Dogs SF

    Head Bob...how many use?

    20-25% for me, used to have it on 50% and wondered why my head felt weird after a couple minutes play time.
  19. Devil Dogs SF

    A2 - OA BAF Campaign Impressions

    It works with SLX and Zeus AI (The chopper crash), so it is probably ACE. Anyways, I love this campaign, although I have failed mission 3 several times in a row now, very challenging defending such a crappeh little FOB.
  20. I have narrowed down the problem, it was a ported BTR 70 from Arma.
  21. Using no addons it worked fine. I have tried deactivating all AI modifications (Zeus, SLX) and deactivating my British Addons incase there was a conflict between the addons and the BAF. My large number of addons now are simply units besides CBA and CAA1...I'll have to go through each individually...
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