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FelixK44

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Everything posted by FelixK44

  1. you need the CBA addon for OA and ArmA 2 had the same error earlier :P http://www.armaholic.com/page.php?id=6231 http://www.armaholic.com/page.php?id=12157
  2. Ah...cool thanks dunno how I missed the generator lol, I'm having a problem with the ACE Magic Box tho...no weapons are in it the other boxes work fine this is how I insert into my mission....... : Place ACE Magic BOX and i paste ace_sys_weapons_test = true; into the init field but nothing works......:mad:
  3. any chance someone have the init line for a weapon crate with every weapon,mag, and item for ACE 2:OA? :)
  4. So.......I'm playing an edited Evolution map w/ ACE and a bunch of other mods but how would I go about saving my weapon loadout?...it gets rather boring and time consuming having to regear every death.......... P.S. I mean only keeping my primary,secondary,nvg,binocular slot, and ammo....... (Think respawning in CoD/MW2 w/ your selected loadout............) EDIT: Found a solution only problem is you respawn with what ever you had when you died not the loadout you picked from a weaponbox........ (Put this in init.sqs) [] exec "WeaponRespawn\WRespawn_Init.sqs"; //WRespawn_Init.sqs #start @ (! alive player) _weapons = weapons player _magazines = magazines player @ (alive player) removeallweapons player {player addMagazine _x} foreach _magazines {player addWeapon _x} foreach _weapons goto "start" If anyone has a better solution let me know please but I guess this will work for now :0
  5. Ok, So I got a problem im trying to play a custom mission on a dedicated server(all BIS normal coop missions work)... Anyways heres my problem I start the server with EvolutionR2[Taliban].pbo (my mission name Taliban vs USMC) I join the game fine and then the timeout counter starts...when I select my role and press OK it loads for about 1second then kicks me back to the role slection and says WAITING FOR HOST...progress bar never moves..... Can anyone help me? the regular missions work fine but I wana play my custom mission...... P.S. I can host my custom mission w/o dedicated but performance sucks......:(
  6. FelixK44

    Dedicated Server problem......

    ---------- Post added at 02:22 PM ---------- Previous post was at 02:06 PM ---------- [/color]SOLVED THANK YOU cri74 :)
  7. FelixK44

    Knife proposal

    Uhm, Didn't read through all the posts but I find this pretty interesting but it might not work...... Wouldnt it be possible to add an action on the enemy side through a trigger that adds an action like "Slice throat", or "Break Neck", Then the player side could sneak up behind AI and all it would need is a script and lock the target character with player character and play some custom animations and a cool camera effect... :eek: Maybe include random selection of kill animation multiple stabs,slicing throat,breaking their neck... etc :) P.S. The reason why I suggest adding it like an action w/script and animations is because one of the VBS2 feature videos shows a guy sneaking up behind an enemy soldier in a house and slicing their throat while rest of his team goes by the window :D
  8. FelixK44

    ArmA Addon request thread

    Hi, I really suck at creating mods but I think this is very simple so maybe someone will make it.........? http://www.navalhistory.dk/english/weapons/missiler/SeaSparrow.htm I really need some sort of SAM model like that for air combat missions.........the AA pods and shilka just doesn't work for me........ P.S. would really like some kind of burst/fullauto fire for the missles instead of single shot and infinitie ammo basically for the SAM's :P I have a really cool mission planned in my head but w/o a static SAM like that....it just makes no sense lol...... EDIT: I don't want a ship modeled just a static SAM turret that can be placed on mountains near bases etc...
  9. You can also hold SHIFT to select a unit under a waypoint...... :D
  10. Ok, So I'm sure someone knows how to do this but....BTW,already tried using google and forum search........Anyways heres my problem: avb Init Line: this addAction ["Get in P51", "_player moveindriver avb"];veh = [this, 120, 1000] execVM "vehicle.sqf" And the action menu gets added to the TEST plane but it CTD basically im using a plane that has no action to get in......So trying to use action to move who ever uses it into the gunner/driver seat....... Anyone know how to do it?:butbut:
  11. FelixK44

    Fww2 - finland at war 1939-1945

    Any chance of you releasing the polish&russian units as standalone addons?... Already have a nice WW2 mod but your units look reallly good....... :(
  12. FelixK44

    Electricity to Towns?

    KK, Cool it worked.... GM/Admin of forum can close this thread if they want no longer needing help thanks to namman2 :0
  13. So..... I bought ArmA for like $9 on amazon a week ago and just received it in the mail.. But I almost think it was a waste of money... I had alot more fun playing OFP:R CCE2b5 Coop MP mod from TacRod.. Is there any MULTIPLAYER Dynamic mission like CCE2...cause if not I think ill just play OFP:R.....:confused: P.S. Would also be great if it supported atleast 4coop players
  14. NVM, Figured it out... FOR ANYONE ELSE Trying to figure it out here ya go.... simple conifg.cpp Just replace the bolded parts with the name of your .ogg file/pbo :) class CfgPatches { class CfgEnvSounds { units[] = {}; weapons[] = {}; requiredVersion = "1.08"; requiredAddons[] = {}; }; }; class CfgEnvSounds { class Graveyard { name = "Graveyard"; sound[] = { "\YombieAmbient\music\1.ogg", 0.056234, 1 }; soundNight[] = { "\YombieAmbient\music\1.ogg", 0.177828, 1 }; }; class Graveyard2 { name = "Graveyard2"; sound[] = { "\YombieAmbient\music\2.ogg", 0.056234, 1 }; soundNight[] = {"\YombieAmbient\music\2.ogg", 0.177828, 1}; }; class Graveyard3 { name = "Graveyard3"; sound[] = { "\YombieAmbient\music\3.ogg", 0.056234, 1 }; soundNight[] = { "\YombieAmbient\music\3.ogg", 0.177828, 1 }; }; class Graveyard4 { name = "Graveyard4"; sound[] = { "\YombieAmbient\music\4.ogg", 0.056234, 1 }; soundNight[] = { "\YombieAmbient\music\4.ogg", 0.177828, 1 }; }; }; NOTE:Music WONT PLAY if your not directing the sound to your pbo\music directy example: Example\Music\test.ogg So if you turn a folder named Queen into a .pbo it would be Queen\music\BohemianRhapsody.ogg :) Also name = "XXXX"; is the title in editor
  15. FelixK44

    ArmA Dynamic coop campaign?

    Ty, But im looking for a campaign like CCE2 or DAC with following features: 4+ Player Coop Generated Missions: (Through radio or other object) Ambush Convoy Attack Camp Random spawning Enemy AI Groups...... P.S. Does anyone know if you can convert CCE2B5 for ArmA......?
  16. FelixK44

    Dynamic Coop for WW4 modpack 1

    Well, I usually play with 2-4 Human players on the West side and we fight the East AI. Also what I meant by there being to many helicopters spawning is that there's about 20helicopters(grouped with tanks&vehicles) flying around the map killing us all the time. :D It can get pretty annoying when there's 8-10+ Mi24 :P I dont mind 2-4 helicopters flying around the map looking for humans to kill but it is pretty annoying with current config because I can't control how many are spawned... I like CCE041 because of the air,infantry,armor, and vehicle groups being separate but the new CCE2B5 is better&easier to use and would love to see separate groups! :o
  17. FelixK44

    OFP Addon request thread

    Er..... Has an error loading page for me sounds like a good addon tho... :(
  18. FelixK44

    Dynamic Coop for WW4 modpack 1

    Drongo69, I moved from your old version of CCE2 w/dac to CCE2B5... Problem tho is with the old version of CCE041 I could modify unit config for tank,air,car etc. and they would be in seperate groups...Is there anyway to have helicopters&tanks spawn in seperate groups? P.S. Just to make sure you know what im talking about: CCE2b5 1 Group/Array: ;CCE_EnemyVehicles = ["Kolo","SkodaBlue","SkodaGreen","Mi24","T90"] OLD CCE041&DAC: 3 Groups/Arrays: _Unit_Pool_V = ["Ural","UAZ"]; _Unit_Pool_T = ["BMP2"]; _Unit_Pool_A = ["Mi17"]; So..there should be a way to have another script like EnemyArmor&EnemyAir w/ two more array in the Unit Config: CCE_EnemyInfantry = [] CCE_EnemyElite = [] CCE_EnemyMilitia = [] CCE_EnemyVehicles = [] CCE_EnemyArmor = [] CCE_EnemyAir = [] CCE_EnemyCrew = [] CCE_EnemyLeaders = [] And then two more scripts like for the CCE2b6 SAMS: ---------------------------------------------------------------------------------------- ; Called from unit's init line ; adds an in-editor unit to as buyable (adds it to CCE_EnemyAir in CCE\DefineUnits.sqs) _unit = _this select 0 #Wait ~0.1 ? (CCE_Ready) : goto "Start" goto "Wait" #Start ? (local Server) : goto "Server" exit #Server ~(random 1) _type = typeOf _unit CCE_EnemyVehicles = CCE_EnemyAir + [_type] ;? (CCE_Debug) : player sidechat format ["%1 added to CCE_EnemyAir",(typeOf _unit)] ~(random 20) deleteVehicle _unit exit ---------------------------------------------------------------------------------------- But how many CCE2 spawns in the map is still to many im using desert island as a test map and usually will spawn about 6-10 helicopters...... :(
  19. FelixK44

    OFP Addon request thread

    Well, Currently am playing a heavily modified OFP:R W/ FFUR85+SLX 1.1 & CCE2B for fun coop missions.;) Problem tho is I have about 3-4 different island w/coop campaign with different conflicts but... I'm missing some very important addons if anyone can help please let me know...... Missing addons: SCAR: http://dynamicarmament.com/items/long-guns~shotguns/fn/fn-scar-heavy-308-rifle-detail.htm Land Warrior type soldier: http://www.wood.army.mil/3chembde/images/land%20warrior.jpg (Already have similar weapon)
  20. FelixK44

    Dynamic Coop for WW4 modpack 1

    Uh, I just downloaded coin coop engine and this isnt the one I had about 5-6months ago it had DAC+CCE together I think the mission was called @CCE2.WW4DesertAbel it had both DAC and CCE folders can someone please tell me where to download it? :yay::yay:
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