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ck911

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Posts posted by ck911


  1. Mhh, but is there any difference between your "oldfashion" way and what ARMA2Launcher is doing?

    BTW, I´m not able to put all my mods into the Targetline of the ARMA2 Shortcut Link, can you?:

    ....... -mod=@camels;@cba;@duala;@fastrope;@gdthelimod;@gl4;@hifi_air;@hifi_sfx;@hifi_vehicle_weapons;@hifi_weapons_long;@jtd;@landtex;@littlebirds;@nosunblind;@panthera;@sommerveg;@warfxparticles;@kuerzeres_grass;@desert mercenaries and blackops;@extra_units_and_vehicles;@raf chinook ch2;@scud;@sjb_sas_v1.04_arma2;@fdf_isle1_a;@namalsk;@rh_hk416_1.1;@rh_m4;@rh_m4m16_1.0;@rh_mgswp;@seals v1.0;x\caa1\arma_campaign_animations;x\caa1\arma_objects;x\caa1\arma_objectscti;x\caa1\arma_plantsautumn;x\caa1\arma_plantsclassic;x\caa1\arma_vehiclefeatures;x\caa1\arma_vehicles;x\caa1\arma_worldintros;x\caa1\arma_worlds;x\caa1\extra_worlds;x\caa1\qg_objects;x\caa1\qg_worlds;x\oac\oac_core "-name=CK" -nosplash -world=empty -cpuCount=4

    (That´s no joke!!!!)

    So maybe the ARMA2Launcher have problems when you want to start with more than 30 mods at once?


  2. Thanks for your hints!

    I´ve worked with both ArmaIILauncher (Spirited+Funpic), nice tools but it still doesn´t help me out!!!

    To explain it in details:

    - I´m playing 99% only SP and Campaigns (I like it this way)

    - i.e. I want to play Campaign "Team Seal Six 1", i downloaded

    all needed mods and put every mod in it´s own mod folder. (as it is suggested by Bohemia)

    - then I select the needed ones together with my preferred addons (like Warfxparticle, gl4, HiFi) in the Arma2Launcher, but getting error an message (missing classes, etc.) when i try to start this Campaign and the game goes back to homemenue.

    - So I put all PBO´s from the different mods into one folder (@allmodstogether), then it works!

    WHY this?

    One again I tested it:

    ....start the game with ARMA2START Tool and all MODs selected -> still getting errors with some missions

    ....start the game only with -@allmodstogether selected -> it works fine

    This is something i do not understand????!!!!


  3. Try to play the Non Ace version. Did install all required Addons to own @MOD folders.

    Campaign is starting, but when loading the first mission, the game hangs. The Harddrive is running and running, but the mission does not start, no

    reaction if I press ESC, has to be shut down by the Task Manager.

    Any suggestion?


  4. Hi Wiggum,

    ACE

    when I start the mission, it does not load and say "...missing ARD_WINX_INF_ACE_1...

    but I´ve downloaded the non ACE version NOACE_FREE_WILLY_v1.FDF_Isle1_a.pbo.

    ALso I put those addons into 2 seperate @MOD Folders:

    - FDF Podagorsk Island

    - TF86 Navy SEALs Pack

    Any Suggestion?


  5. Thanks, i´ll give ArmaIILauncher atry.

    So I should just load all MODs I have at once?

    An example:

    * SP Mission: SOCOM

    Required Addons:

    Island Panthera

    Afrenain & Molatian Resistance army

    Desert Mercenaries and BlackOps

    Desert Mercenaries and BlackOps replacement

    Faux News Reporters

    * SP Mission: Urban Raid

    CAA1 project

    British Royal Marine Commandos c.2001

    * SP mission : Reclaiming the island

    US Army '09

    * Mission pack: Thirsk coop

    KuiK's Winter Camo Pack

    Thirsk Island

    * Coop mission : FDF Padagorsk

    FDF Podagorsk

    Community Base addons

    F-16 Fighting Falcon

    Mobile Missle Launcher "SCUD"

    Boeing B-52H Stratofortress "BUFF"

    RAF Chinook CH2

    * SP mission : The Hill

    31st Normandy Mod

    31st Normandy Mod patch 1

    Beton addons

    Hürtgenwald winter

    ....and so on

    At the end there are maybe more than 40 MODs required. No Problem, still can´t believe :-)

    On the other Hand, a lot of new missions require the ACE2 package. Normaly I don´t use ACE2. So every time I want to play a mission (which needs ACE2), I ´ve to stop the game and start it new with ace2 Mod activated?


  6. Whats kind of "annoying" me that nearly every Usermission needs

    a different bunch of MODs to play. (ok, there are some very good ones which work without any)

    Currently i´ve about 20 MODs in @MODS folder.

    How can I handle this optimal? Shell i load ALL MODs at once?:confused:

    I´m a liitle afraid of doing this, will this not cause trouble? And does this method not demand and use a lot of RAM?

    Your Help would be appreciated...


  7. Nice one, lots of fun to fly those. But:

    What are the Vehicles Classnames?

    Thanks.

    OK, found it by myself. Just in case so ist searching:

    vehicle="CYBP_Camel_us";

    vehicle="CSJ_HHmkIIa";

    vehicle="CSJ_Ju87";

    vehicle="CSJ_109E";

    vehicle="CSJ_109G";

    vehicle="CSJ_Spitfire";

    vehicle="CSJ_P38";

    Back to flight!

    P.S:

    Would be nice if someone (with more skill) could build a nice Singleplayer Mission!

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