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meshcarver

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Everything posted by meshcarver

  1. meshcarver

    S.t.a.l.k.e.r. mod

    Hi all, I'm trying to get the two mods, STALKER and STALKER UNITS to both work simultaneously. But, the STALKER UNITS one isn't working- they're just not apearing in the editor boxes- but they do when STALKER mod is turned off... Now, I've noticed that the GSC_STALKER.pbo in UNITS mod is also present in the STALKER mod..? So, there's basically two .pbo's with the same name. Would this be causing the STALKER UNITS not to work..? If so, are there ANY workarounds please..? Thank you all for your time gents! Marc
  2. meshcarver

    S.t.a.l.k.e.r. mod

    "This is a common problem when using the latest version of the East Europe Weapons Pack 7-05-2011. The solution to this problem - you need to use the East Europe Weapons Pack 06-02-2011 Checked it works" Aye, I'm getting this message too- but HOW do you get access to the 06-02-2011 version to solve it please..? ---------- Post added at 08:43 PM ---------- Previous post was at 08:20 PM ---------- ...also guys, I'm getting various "bad vehicle type" errors popping up..? Things like "bad vehicle type NS_zombie_2" etc... What could be causing this please..? All of this started as soon as I added STALKER addon to my startup.
  3. Hi all, I'm messing around with the STALKER units addon, and was wondering if it's somehow possible to configure an M4A3 to have a flashlight attachment, grenade launcher and an ACOG scope please..? I've already found the: http://www.armaholic.com/page.php?id=11340 which is great, but unfortunately it's just lacking a flashlight on it too? I don't even need a laser- just the flashlight instead. Does anyone have any suggestions please..? Cheers, Marc
  4. Really..?! I don't suppose you could post the zip file here could you for us lot? it's just not working..?!
  5. ^ ^ that's exactly what I'm asking too mate..! :)
  6. Hi, Whenever I try to click on the BETA patch at the top, the one in green, it doesn't do anything? It just goes to egg timer pointer OR asks me for username and password..? Does anyone know why this isn't working please..? Cheers meanmachine1
  7. Hi all, I've got a new set up, and run ARMA 2 with everything VERY HIGH except PP which I disable. But, I'm running it at draw distance of only 3KM, as anything over seems to tip it to bad fps... Should I be able to max the whole thing out, 10KM draw dist included please? My system is as follows: Processor: Intel Core i7 CPU 920 @ 2.67GHz Memory: 6.00 GB GPU: GTX 580 SLI System type: 64-bit Vista Business Cheers guys.
  8. meshcarver

    Just Particles possible?

    Cheers guys, thanks for your help... Does anyone else think this new version isn't as good as the old one looked, explosion wise..? The old ones were sort of more simple, less "fireworks" and more basic particles... ---------- Post added at 08:03 PM ---------- Previous post was at 07:21 PM ---------- ...actually, I take that back... this, together with JTD fire and smoke is fantastic lol..!!! :D
  9. Hi all, I've just come back into the ARMA 2 fold as it were, and am stocking up on all the good addons etc again. I've put WarFX particles etc back in, but the speed of the smoke is so fast it's immersion breaking, and also the fire sprites are spinning around like crazy too, so it's more or less a no no right now. Now, I've read the other thread that was locked about this, but was going to ask if anyone knows a way to get JUST the yellow particles form this addon- not the smoke or flame sprites, or knows of a way to do it, as all the yellow particles looks fantastic when they go off... it's a shame this addon has a few glitches... Also, I'm now running GTX580 SLI, with 6GB RAM, Intel Core i7 CPU 920 @ 2.67GHz, BUT, I'm running everything on VERY HIGH except PP which I've disabled and only at draw distance of 3KM, as if I go upto 10KM, it's choppy. Should my system be able to 10KM it out do you think..? I would've thought it could, so am slightly let down! Anyway- good to be back... :)
  10. meshcarver

    Just Particles possible?

    Really, well could you please point me in the right direction of the correct version mate? I've only downloaded it a few days ago, so must be missing something. Cheers for your help man.
  11. Hi all, Another seemingly random bug to report here: Basically now I'm also running OA aswell as ArmA2, when things go on fire, the flame/fire texture/sprite seems to be "spinning" and animating REALLY fast, so it looks like a badly rendered fireball..?! I am also running JTD smoke addon (Bloody ESSENTIAL btw...), and am not sure this has something to do with it..? Has anyone had experience of this problem before me..? Thank you for any help gentlemen..!!! Mean!
  12. meshcarver

    OA Fire/flame spinning bug

    Thanks for the swift reply chaps, but that link sent me to a place that looks decidedly ropey..!??! It just showed loadsa piccies of scantily clad chicks and a link that said multilink..!?!? Wtf.>!? ---------- Post added at 09:59 PM ---------- Previous post was at 09:56 PM ---------- jeez-just clicked the link and its popped up loadsa different ads and stuff..?! Isn't there a more harmonious way to do this..? Lol... Paranoid here about spam/virus etc...
  13. meshcarver

    OA Fire/flame spinning bug

    Hey matey, Aye, I didn't think it would be caused by your fantastic addon. I'm gutted though, as right now it's breaking immersion something terrible..!!! As for more kind words- your addon is the single most immersive effect I've seen yet, simply brilliant..!!! Keep up the good work sir..!!! Mean!
  14. meshcarver

    Ambient Combat Module

    Ok man, hey thanks for letting me know that anyway, so I can now stop beating my head against the wall and praying for a genuine Black Hawk Down scenario... :( Appreciated anyway Legislator..!
  15. Hi all, I'm trying to get the ACM module working. All I want to achieve is so it spawns FFAA terrorists. Here is what I have so far and it's just not doing it: //ACM Modul waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 50, 100] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["FFAA"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.9, 1, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.9, 1, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;nc; basically, it's spawning USMC, hummers, soldiers etc and also Russian/Insurgents standard BIA stuff and what looks like civilian helis also. I'm just trying to get it so I can SP walk for ages thru Baghdad level (Great level btw) and have ongoing skirmishes and I'll be a happy fish. Right now though it's just not paying attention to my init.sqf. In the editor I've called the ACM module name: ACM_BIS Does anyone please have some advice..? Thanks for your help, Mean
  16. meshcarver

    Acm editing

    this is completely beyond me.. I've tried every variant of coding I can think of... all's I want to do is spawn FFAA and NOTHING ELSE... Does anyone please have some advice about it please..? I know my init is working, as the hint pops up and things spawn at correct dist etc, but it's just coming up with standard BIS soldiers, no FFAA..?!?! ARGHHHH!!! waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 10, 20] call BIS_ACM_setSpawnDistanceFunc; [bIS_ACM, "FFAA"] call BIS_ACM_addGroupClassesFunc; //factions to be spawned [["FFAA"], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM,"RU_InfSquad", "RU_InfSection", "RU_InfSection_AT", "RU_InfSection_AA", "RU_InfSection_MG", "RU_SniperTeam", "RUS_ReconTeam", "MVD_AssaultTeam", "RU_MotInfSquad", "RU_MotInfSection_Recon", "RU_MotInfSection_Patrol", "RU_MechInfSquad_1", "RU_MechInfSquad_2", "RU_TankPlatoon", "RU_Mi24VSquadron", "RU_Mi24PSquadron", "RU_Pchela1TSquadron", "RU_Ka52Squadron", "RU_Mi8Squadron", "RU_Su34FighterSquadron", "CDF_InfSquad", "CDF_InfSquad_Weapons", "CDF_InfSection_AT", "CDF_InfSection_AA", "CDF_InfSection_MG", "CDF_InfSection_Patrol", "CDF_SniperTeam", "CDF_MotInfSquad", "CDF_MotInfSection", "CDF_MotInfSection_Weapons", "CDF_MechInfSquad", "CDF_MechReconSection", "CDF_MechATSection", "CDF_TankPlatoon", "CDF_Mi24DSquadron", "CDF_Mi8Squadron", "INS_InfSquad", "INS_InfSquad_Weapons", "INS_InfSection_AT", "INS_InfSection_AA", "INS_SniperTeam", "INS_MilitiaSquad", "INS_MotInfSquad", "INS_MotInfSection", "INS_MechInfSquad", "INS_MechInfSection", "INS_MechInfSection_AT", "INS_TankSection", "INS_Mi8Squadron", "GUE_InfSquad", "GUE_InfSquad_Assault", "GUE_InfSquad_Weapons", "GUE_InfTeam_1", "GUE_InfTeam_2", "GUE_InfTeam_AT", "GUE_GrpInf_TeamAA", "GUE_GrpInf_TeamSniper", "GUE_MilitiaSquad", "GUE_MotInfSection", "GUE_MotInfSquad", "GUE_MechInfSection", "GUE_MechInfSquad", "GUE_TankSection"] call BIS_ACM_removeGroupClassesFunc; //Skill range for spawned units [0.9, 1, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.9, 1, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; hint "bot01";
  17. meshcarver

    Ambient Combat Module

    Once more, thanks for your ongoing help man..!!! This still isn't working for me..!? I'v literally cut and pasted your line and replaced it into my init.sqf but I still just getting the standard BIS RU/INS soldiers etc... WTF.>?! //ACM Modul waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 50, 250] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["FFAA"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.9, 1, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.9, 1, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;nc; That's all my code now, and in the editor in the ACM I typed after name: ACM_BIS Shouldn't it be working..? Do I have to disable the standard BIS soldiers or something aswell..? Also, please could you tell me WHERE the addon config is so I can check myself mate? Russian choppers flying overhead aswell, I mean - shouldn't these not be there at all seeing as I have my "air_patrol" set to 0 aswell..? Basically, it looks like my editing of the ACM is not working at all..?
  18. meshcarver

    Ambient Combat Module

    Nice one..!!! Hey, thank yo very much for your swift reply, tis appreciated sir..!!! I'll try that out and also see if I can see about leaving vehicles out aswell as it completely breaks the atmos as a tractor with an old Russian peasant drives thru Baghdad... ;) ---------- Post added at 10:49 AM ---------- Previous post was at 10:03 AM ---------- //ACM Modul waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 50, 250] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["ffaa_terrorista_agf_AK", "ffaa_terrorista_agf_Clerigo", "ffaa_terrorista_agf_SVD", "ffaa_terrorista_agf_PK", "ffaa_terrorista_agf_RPG", "ffaa_terrorista_agf_AA"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.9, 1, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.9, 1, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;nc; Well, I've tried this and its still just coming up with Russian Insurgents etc, oh and also US Hummers now..!? Where did it get them from? I really don't understand this ACM coding thing... :(
  19. meshcarver

    Ambient Combat Module

    Hey up, Well, I've tried and tried to write/edit my own ACM init.sqf but after literally days I've hit the wall utterly... basically I'm trying to write an ACM script that puts FFAA Terrorists and FFAA Terrorist Vehicles into my level. Just so I can have a dynamic flow of middle eastern action! Maybe even throw a few US Hummers/Hueys etc..? Please could someone perhaps post an example of the kind of script I'd need to save out to get something like this working..? Every time I do one I keep gettting RU and INS, and they're well out of place in Baghdad Map..!!! :( I am at my wits end... ANY help is apprecited..!!! cheers guys, Mean
  20. meshcarver

    WarFX Particles

    I got the start up bug that says something (I can't remember now!), which basically doesn't let ArmA2 start; someone else had it a few posts back. This was remidied by me moving the WarFXVeh.pbo to a holding file somewhere. It's all good but the only thing I don't really like is all that black smoke on vehicles that goes up REALLY quickly when hit. JTDs smoke and fire does that really well alone. The hit on FPS is also a bummer. I know there's a LITE version coming out though so I'll hold off. Either way, great work OS and it's appreciated here, I really like the new little yellow particles on hits that are dynamic..!!! They're very good indeed!
  21. hi guys, Is there any reason why 0>8>1> transport is not working with me..? theres just an empty box with no options in the communication box..!? It's really annoying me now as it's been like this for ages! Im sure its a school boy error frmo me, but for the life of me and trawling these fiorum I cannot see why it wouldn't appear at least.>!? I only play single player, do I have to be a commader or something..? Does there have to be a chopper in the air nearby.>!? What are the pre-requisites for this to work normal..? Any help would be apprecaited guys! Mean!
  22. meshcarver

    Can't get support/transport to work

    thanks for yor help, I will try that although I don't understand much of it! For a stat I don't know what SOM even stands for..? I have the rienforcemnt scripts all working perfectly and there's something called som insdie that anyway? Are these related?! Also, if i create a fresh editor map, then just spwan me and noone or nothing else, should i still be able to 0,8,1 and see SOMETHING in the comm box or not..!? I wil try what you say anyway but cannot find the SOM module in the modules box in the editor!!! :( utter confusion here, also just as an aside, where do the transport vehicles COME from and WHERE do they go please..? Do i need to add thigns like FOBS or HQs to get this working.>??! ANY help is muchly appreciated guys!!! ---------- Post added at 02:05 PM ---------- Previous post was at 01:53 PM ---------- ok, Ive done the code you said above, and when i try to do the trigger it says type nothing, expect boolean.>!?!? ---------- Post added at 02:15 PM ---------- Previous post was at 02:05 PM ---------- i;'ve got it working! Thanks for all your help anyway!!! It's a bit of a hassle really. Is there anyway to have this just saved out as a PBO addon so its constantly in all your little editor missions or something, so I dont have to set it up every time..!?
  23. meshcarver

    Can't get support/transport to work

    Anyone..? I reckon it must be a stupidly simple thing that I'm just not aware of..? Can someone please just list the factors that have to be in place for this to work.. Is it even a vanila option in ArmA2? Ie, when i press thru the menu option: 0>8>1> transport, then even if a heli isn't in the editor somewhere flying around then one will still spawn and come to me..? Please, this is a fundamental thing and it's lacking is doing my brick in..!!!
  24. meshcarver

    WarFX Particles

    I work in the games industry man, they're basically the polygons that the alpha (transparency) texture of smoke is applied to; I think it has sorting problems, hence the poly itself becomes visible, however slight... I have this prob too but it's so slight it doesn't really bother me.
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