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MadMike-Brig2010-

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Everything posted by MadMike-Brig2010-

  1. MadMike-Brig2010-

    J.S.R.S. 1.5

    Great news - thx 4 info! This makes my sundays even more enjoyable like they usually did... ;-)
  2. MadMike-Brig2010-

    J.S.R.S. 1.5

    Are the above named reworks still in the downloadable update? Or is the update just the T72 sound? I´m very interested in some of the new features like the bird-removing, soniccracks or the M249 sound. And by the way: I really love this addon. imo the best soundmod so far for CO. The explosions sound from distance blows me everytime away.. :) Thx for your great work!!!
  3. MadMike-Brig2010-

    Revive Script

    Hi norrin! I got a problem in the 0.48 version. For example if i am the teamleader of a squad and someone of my team gets shot - the weapons i selected before at the ammobox disappear in that moment and i´m equipped with the standard weapons of the teamleader. Sometimes i cant even use this standard weapon - it dont let you shoot anymore. Very strange... ;-)
  4. MadMike-Brig2010-

    J.S.R.S. 1.5

    This worked fine for me except in the new version 0.7. There are two files with the same name - but different sizes. It´s the jsrs_pkt.pbo which is located in the w- and vw-directories. It would be great if one of them would be called jsrs_pkt_vw.pbo for example. ArmA only loads one of them if their name is the same.
  5. MadMike-Brig2010-

    tanya

    www.file-upload.net is also an alternative...
  6. MadMike-Brig2010-

    J.S.R.S. 1.5

    I highly recommend the modfolder method too!
  7. MadMike-Brig2010-

    J.S.R.S. 1.5

    Hi Guys. I really enjoy your addon. But i got problems with 2 files having the same name in v0.7. It´s the jsrs_pkt.pbo (one in JSRS-VW and in JSRS-W). Only the one which is loaded first is working ingame. Otherwise it is not possible to put all files in one @JSRS folder without overwriting one of them. This is the first time i got the problem that 2 files are named the same. Would be great if you could rename one of them.
  8. No Problem Silola! Think you put enough time and work in this addon - so you´re good to go checkin things in RL. :) Regards, MadMike
  9. Hi Silola. Any news regarding the new version with new configs for civilians (not throwing smoke grenades anymore)?
  10. MadMike-Brig2010-

    HARCP - Dynamic Sound System

    Excellent news - highly awaiting this nice piece of work... :bounce3:
  11. MadMike-Brig2010-

    JayArma2Lib

    Thx for all the effort, jaynus! Highly awaiting JayArma2Lib 4 the new Beta 72716!!!
  12. MadMike-Brig2010-

    Last LOD loading error

    Since the installation of OA sometimes when i start a mission the units of my squad look very funny (anyone seen SPY KIDS: they look like the finger men! *lol*): I think the last lod of the soldiers is not loaded correct. I got a ATI 5850 card but the errors occure on a Nvidia 460 also. Anybody encountered a solution for this problem? Maybe something in the graphic settings or the catalyst menu settings that can help?
  13. MadMike-Brig2010-

    JayArma2Lib

    Would be great if you could post the BETA-version. BETA 72418 is not supported atm, or am i wrong?
  14. MadMike-Brig2010-

    J.S.R.S. 1.5

    I can´t agree to that. If you want this mod to be tested in mp too these files are very necessary. @LordJarhead You only have to create your personal privatekey using DSCreateKey. After that you sign all your pbo´s with for example YOMA (took one second for me). After that you can use the mod even on servers which have "verifySignatures" on.
  15. MadMike-Brig2010-

    Sbrodj, a Warfare/CTI dedicated map

    Thx 4 info Bear!
  16. MadMike-Brig2010-

    Eliassound2 (OA) Sound Mod

    This issue occurs since the last versions (even for the arma2-versions). Seems that always something goes wrong in the signing process.
  17. MadMike-Brig2010-

    GLT OPA Backpacks 4 All

    Isn´t it possible to publish this addon as a script-version too? So it´s still in the mission and not everybody has to load the addon version? This would be really great.
  18. MadMike-Brig2010-

    Zeus AI Combat Skills

    In the past it was different. I only had to install the mod on the server - the clients don´t needed the addon. Is it possible to use it the old way without any drawbacks? Or am i loosing some functions if the mod is only loaded on the server? We want to keep the amount of needed mods low on our server - so it would be great if the addon works only on server installation.
  19. Maybe you better place them here in the correct thread...
  20. During tests in the editor with demo mission #E_33_DAC_extern_cfg.utes i also never exerienced that no tanks are spawning. But as i mentioned before as we played a mp mission the same thing occurs. No tanks spawned in the area. After playing the mission i checked the init of the sensor of this area and it looked like this: fun=["z4",[4,1,0],[5,3,35,8],[3,5,20,8],[3,1,20,8],[],[0,11,3,0]] spawn DAC_Zone"; One other thing: Is it possible to change something that the civilians don´t cover themselves with smokegrenades if they are near a firefight?
  21. If u use the latest ace-version it should be "ACE_KEYS_VER = 7" as mentioned many times before. If you´re not really sure which ace version u are using simply check the ace_keys.hpp file which you will find under /Arma Directory/userconfig/ace. In the last line you will find something like "ACE_KEYS_VER = 7" or "ACE_KEYS_VER = 4". Just be sure you put the same version number in the acre_keys.hpp file as the one you found in your ace_keys.hpp.
  22. Noticed that too several times while using the script-version. It only happens when tanks are set to "1" in each group. For me usually no tanks are spawning. I noticed that if i play it in the editor they spawn more often - but in mp they never spawn when set to "1". Would be great if you can fix this. By the way: Grüße, Silola!!
  23. Hi Guys! For a new mission i need a special sensor, but unfortunately i got no skills in scripting. It would be great if anybody could help me in the following situation: I need a trigger which counts the amount of dead civilians who were killed by a member of a special team. Let me explain: Usually when i made missions and one of the mission parameters is not to kill any civilians i handled it the following way. I placed a known amount of civilians (40 for example) on the island and put a sensor over it which ends the mission when the amount of civilians reached 37. But in my new mission i´m using DAC 3.0 to create the civilians, so the amount of civilians is random. So my usually way dont work anymore. Also it sometimes happend that a civilian falls off the roof or get driven to death from a car - these things would cause a mission-ending also. So i thought the best way to manage this situation is to create a sensor over the whole island which counts civilians which has been killed by a member of a group (my team which is grouped with the "group this"-arrray). So if anybody know what to write in the init of this sensor, or has another way to handle this situation it would be really great if you let me know. Thx in advance, MadMike
  24. MadMike-Brig2010-

    Revive Script

    Thx again for your fast response norrin. So i tell our squad to better not touch the respawn button in the menu.
  25. One question about the so called hotfixes? Why aren´t these hotfixes? It would be great if you only would publish the new changed files - this would be a hotfix imo. But you still publish the whole acre-thing again. As i don´t know which files have changed i have to reinstall the whole damn thing again (acre-folder, jayarma2lib-folder, dsound.dll, ts3-plugin and so on). It would be really great to get only the files which have changed!!!
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