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Devil Dogs SF

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Everything posted by Devil Dogs SF

  1. Devil Dogs SF

    BI are being really mean to their customers.

    Yep, hard copies are the best.
  2. Yeah I'm hoping a tutorial will pop up soon. I know Toasticuss used it in his mission 'Operation Black Thunder' and I took a look at it but could still only find this code in the init.sqf.
  3. Devil Dogs SF

    Town generator

    You crazy man, I can't even run regular Zargabad that good let alone doubled in size....God I can't wait till my new PC next year haha.
  4. Devil Dogs SF

    The Lost Brothers Mod

    I am looking forward to this, I've lately gotten into the IDF and looked up their stuff. Great stuff them boys got.
  5. Devil Dogs SF

    Town generator

    Yep, it allows you to have more places for scenarios instead of using the default villages. (Which are not too numerous in Takistan)
  6. Devil Dogs SF

    Town generator

    No, I think it's a great tool.
  7. Devil Dogs SF

    Will there be an Arma 3?

    I doubt it would go to consoles (I pray to god it doesn't) and I'm sure there will be an ArmA 3 although it will probably be awhile from now as ArmA 2 still provides us with a lot of entertainment.
  8. Devil Dogs SF

    C-130 circle Chenarus with....

    If you mean starting with the units in the C-130 put this into the init of whatever units you want inside:
  9. Devil Dogs SF

    ANA - Afghan National Army

    Very nice stuff. Nice job.
  10. Devil Dogs SF

    Generation kill mod

    Is this still being worked on for fixes and updates?
  11. I updated through YAS (KH Operation Arrowhead + Arma 2) and only have ACE, ACEX, CBA and userconfig like I chose but isn't there an ACE_OA folder?
  12. Devil Dogs SF

    Phoenix Op

    In order of what I did: I chose to save the hostages Destroyed all the SCUDs Went to save hostages but they were dead Aziz escaped
  13. Wen dis r be release for ACE!!!!11? I kid xD Really great plane, I love all the little details on it.
  14. [Combined Ops] Not Over Yet v1.1 After the Coalition forces attacked Takistan, eliminating their threat to the region by crippling the Takistani Army and taking down their dictator, Colonel Aziz, the region was thought to become stable in a short ammount of time. Unfortunately sitting back and letting the problem work itself out did nothing and not soon after the Aziz's death many Takistani Army/Militia forces fled into the isolation of the mountains following the remaining Takistani Army officers in hopes of once again rising to power. The locals have also began to turn hostile to both the up-rising of the Taki Army/Militia, attacking Coalition military patrols and even setting up IED's to halt our efforts. Fortunately Intelligence knows of the location of one such 'hot spot' and Special Forces have been dispatched to the area This is my first mission I have released, so please provide me with constructive criticism for any future missions I may release. Thanks. Features: Single Player (I think it'll work 2 player Co-op, although it was made for a single player experience) IED's Dynamic Battles and objective Random Patrols Town Generator Snipers in buildings Enemies on rooftops Ambient Civilians Detailed Briefing notes Tip: Keep your eyes open and don't rush into things, otherwise you may find yourself victim to an IED or an ambush. ;) Screenshots: http://i240.photobucket.com/albums/ff147/PrivateHudson_98/arma2OA2010-07-0922-24-54-03.jpg http://i240.photobucket.com/albums/ff147/PrivateHudson_98/arma2OA2010-07-0922-30-32-01.jpg http://i240.photobucket.com/albums/ff147/PrivateHudson_98/arma2OA2010-07-0922-26-56-74.jpg http://i240.photobucket.com/albums/ff147/PrivateHudson_98/arma2OA2010-07-0922-30-13-74.jpg Known Issues/Annoyances: > No intro right now, not really a bug or issue, but just letting you know there is no intro in this version > It should work with ACE OA/CO beta, but I will not update the mission with ACE stuff until a later version of the OA/CO version is released Changelog [v1.1] Dialogue disabled to prevent crashing upon greeting (Thanks Zipper5) Added some more snipers Added more rooftop enemies Credits: BIS for endless hours of fun Schnapsdrosel: Desert USMC Units EMERY: IED objects JW Custom: USP script Everyone who helped me over time in the editing section Download: - http://www.mediafire.com/?52v0zmnzvdl Armaholic mirror: - Not Over Yet (@) StrategyInformer mirror - Not Over Yet Required addons: - Desert USMC Units- Desert Marpat Backpack - IED objects
  15. Devil Dogs SF

    [Combined Ops/SP] Not Over Yet

    Added Armaholic and StrategyInformer mirrors to first post. Also if anyone who has played it could give me some feedback on my first mission I'd appreciate it.
  16. Devil Dogs SF

    Isla Duala

    Any news on the new version IceBreakr?
  17. Devil Dogs SF

    WIP: Stuff you are working on 2!

    I may hate the camo itself (In real life), but you did a good job with that, very realistic. :)
  18. Devil Dogs SF

    Project RACS

    Hell yes, I can't wait to see these guys taking down the Takistani Army!
  19. I am making a mission and one of the objectives is to find a chopper which randomly spawns at 1 of 3 random locations, now placing the trigger at each location wouldn't do it since it'd activate even if the wreck wasn't there. So far this is what I have in my trigger but it doesn't work and I can't find anything on how to do this.
  20. Devil Dogs SF

    Trigger isn't attaching to Wreck

    Uhhg.....Thank you, I'm now going to sit in my corner and ponder on my stupidity...:o
  21. Devil Dogs SF

    [Combined Ops/SP] Not Over Yet

    Thank you for that Zipper, updating now. ---------- Post added at 01:54 PM ---------- Previous post was at 01:16 PM ---------- Updated the mission, please redownload as it fixes the crashing issue with greetings.
  22. I hope this isn't dead, we finally get some great British kit and the map seemingly perfect for British scenarios is MIA. :butbut:
  23. Devil Dogs SF

    CAA1 public release

    I have @CAA1 as the folder name but should everything go into a single addons folder now? Right now I have caa1, oac, opx and Razani folders inside the @CAA1 folder. It worked fine in Arma 2.
  24. Devil Dogs SF

    CAA1 public release

    So will this be updated for OA/CO? I look in Expansions and it isn't loaded in there and I can't use Arma 1 maps like in A2.
  25. Devil Dogs SF

    WIP: Stuff you are working on 2!

    Good stuff there Col. and Fox!
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