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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

    WOOOOOT! Trying it out now!
  2. Devil Dogs SF

    Objectives added during Gameplay?

    Thanks, and thanks for quick reply :)
  3. Devil Dogs SF

    WIP British 4 Rifle Soldiers

    Will there be any Royal Marines or is it strictly Army?
  4. Devil Dogs SF

    Arma 2 Addon request thread

    Maybe he has like a jesus Super Computer xD
  5. Devil Dogs SF

    Persian Hammer

    Hell yes, kick ass!
  6. Devil Dogs SF

    SEAL Team Six

    I love this campaign, it's one one my first. I like the challenge it provides (at least for myself). :D
  7. I also have the issue Smurf has, I thought it was a loading error or something on my part.
  8. Devil Dogs SF

    Persian Hammer

    Is this still alive?
  9. Devil Dogs SF

    Arma 2 Addon request thread

    I think it's only Alfa using multicam. I believe the rest of the RF is still using Flora and VSR camo.
  10. Devil Dogs SF

    The Unsung MOD (Vietnam War)

    Awesomesauce
  11. Devil Dogs SF

    Generation kill mod

    Yeah, small streets would be great to simulate true CQC and some great ambushes.
  12. Masters of War Mission Description: The player will take the role of SAS Team Raptor, and a GRU team of the 10th ObrSpN, both having their own stories and experiences during the Chernarus war. Raptor will go beyond the borders of Chernarus at some points in the Campaign, while the 10th ObrSpN will have to survive in the warzone and help assist the ChDKZ undercover. Both stories will feature a mission introducing the two teams. SAS team Raptor has been in many theaters of war, from Afghanistan to South America. They are considered the best of the best, but their skill will be put to the test as Chernarus heats up. Starting from a simple mission of Support for the Americans, they find that this simple 'Counter-Insurgency' mission turns out to have more parties involved than meets the eye, and the lives of many men will lie in the hands of a few. 10th ObrSpN, GRU. They have served in Chechnya and have operated in places they haven't supposed to be in on more than one occassion....Like now. After the war in Chernarus began heating up, Russia was sending in Spetsnaz teams to equip the ChDKZ, or Chedaki, with weapons to use against the CDF who were being supplied by the US, Britain, and other NATO countries. The GRU team of the 10th ObrSpN are one of those teams, only this time they didn't know that the CDF wouldn't be their only enemy. Objectives: Objectives range from simple support missions (Taking out Artillery or Supply lines) to Assassinations of high ranking personel. Difficulty: Missions are based on small team combat against larger numbers of enemies using superior tactics and stealth. For the most part I aimed for realism so the player will have to use his head to lead his team to safety and successfully complete the mission. It is impossible to Rambo your way through any of the levels unless you are somekind of ArmA god.:D Completion (Major real life setbacks and new ideas have set it back a little than what it's original release could have been): 65/100% Screenshots: Requirements: ACE2 ACEX SJB SAS Pack RH M4/M16 Rearmed RH Pistol Pack Remake NIM Weather Russian Army Soldiers (digital flora camo) Namalsk Island
  13. Devil Dogs SF

    Invasion 1944 - D-Day

    Yep, understood. Either way the more WW2 stuff we get, the better.
  14. Devil Dogs SF

    Invasion 1944 - D-Day

    This looks amazing, I love WW2 so much and that mission looks intense. Can't wait to storm the beaches of Normandy. PS: Do you think this will run with 31st Normandy mod, or will they have to run seperately?
  15. Devil Dogs SF

    ArmA II launcher by alpinestars

    Do you reckon this will be able to launch Operation Arrowhead if simply placed in the OA directory? Or will it require work to be ported over?
  16. Devil Dogs SF

    US buildings project

    Wishes are coming true I can't wait for US maps to be made after these are released.
  17. Devil Dogs SF

    Jungle Wars: Island of Lingor

    Are there going to be any Favelas like in Brazil?
  18. Devil Dogs SF

    [WIP] CO "Degeneration" Zombie Survival

    I hope to see a lot of servers up for this then, I've been waiting for some good realistic zombie scenarios since Arma 1.
  19. Devil Dogs SF

    [WIP] CO "Degeneration" Zombie Survival

    Finally some Zombie missions, can't wait.
  20. Devil Dogs SF

    Generation kill mod

    It's not with every unit, I'm trying to individually delete the ones I've placed until it doesn't crash.
  21. Devil Dogs SF

    Generation kill mod

    I get this error message when loading a level with these units. Warning Message: Error loading gk_men\marine.p3d (Magic)
  22. Devil Dogs SF

    Generation kill mod

    It's out! Hellz ya!
  23. Devil Dogs SF

    ArmA II launcher by alpinestars

    I read way back in the thread that mods like ACE and Caa1 would go at the bottom instead of the top, that's wrong....Isn't it?:(
  24. I used search function and couldn't find an answer to my question, I also looked on the PMC Editing Wiki but couldn't seem to find my answer there either. I am simply trying to find where I put my Missions and Scripts folder, do I create a new Folder which would be the name of the Campaign and put them in there? Next, where do the actual missions go, I know a regular scenario has the mission.sqm, briefing.sqf and init.sqf in it's own folder, does that whole folder go into the Missions folder? My final issue is I've not the slightest clue where the description.ext and the overview.html go, do they go into the Scripts folder? Thanks.
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