xeno426
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Everything posted by xeno426
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Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The magazine name is "Vil_35Rnd_556x45_G" and "Vil_50Rnd_556x45_G" The gun is "vil_Galil_arm" -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Remove the brackets. Also, to get more than one clip for the weapon you'll need to add copies of the addmagazine line. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please post the exact lines you added to the Init box and the exact error you received. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When creating a new unit in the editor (or double-clicking an existing unit), you should see a very large box labeled "Initialization" Enter into the box this addweapon "[weapon]"; this addmagazine "[magazine]"; Replace [weapon] and [magazine] with the desired weapon and magazine class names. They can be found in Vilas' readmes or on the wiki. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's not in the box. You have to use init code on the object in question, or try it out in the Armory, to use it. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Again, then that's something you should take up Inkompetent. I just used his mod so that the RPG-22, RPG-26 and RPO-A were disposable. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Correct. That is exactly how the INKO disposable works, and not a bug at all. The weapon, being a disposable launcher, can only be used once in real life, much like the AT4. "Reloads" simply don't exist for the NLAW, as you pretty much throw it away after use. http://www.saabgroup.com/Global/Documents%20and%20Images/Land/Weapon%20Systems/NLAW/NLAW%204_sidig_org_0811a.pdf http://www.army-technology.com/projects/mbt_law/ Any issues with the way the NLAW works should probably be taken up in the INKO thread. http://forums.bistudio.com/showthread.php?t=84701 -
Agreed. OPFOR needs more lov'in. I've heard the next DLC will be something like PMC or some similar independent group, which is disappointing. No such plans. Haven't they updated since OA was released?
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The BMP-3's 2A42 cannon is already zeroable. The BMP-3's cannon is the exact same one use by the Ka-52.
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Big update; added zeroing for mounted weapons. See first post.
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The M47 dragon was not touched in this mod, nor was the Metis. The M47 was never able to use FLIR anyway, it always only had only regular and NVG modes. The Metis was changed in my Thermal Scopes mod so that it has a regular vision mode in addition to the thermal FLIR mode. ADDENDUM: I should be done with the next version soon. It'll have zeroing for much of the vehicle-mounted weapon systems.
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VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
They would be referring to the BIS beta patches. http://www.arma2.com/beta-patch.php -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I always wondered why they never went for the obvious answer in all those zombie films. Now we know. -
What the BWMod?
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I haven't seen anyone mention this yet, but the treads are flipped; when you move forwards, the treads spin in the opposite direction. The road wheels are fine, though. Kinda makes me feel like I'm moonwalking. :D
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More Thermal Scopes and Zeroing
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New update to the thermal scope mod. See first post. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have a request Mando; the way the current monocle works makes it very obtrusive and difficult to fly the AH-64. Given the extreme proximity of the eyepiece to the pilot's eye, the outline of the monocle should be blurry and unobtrusive. An example of how this would look can be found in at 0:17 and in this video at 0:27. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
From the file "changelog.txt" found within the download: I haven't done anything regarding the weapon holders mod, as I didn't think I had to. All I did was update weapons with things like complete text entries, icons, and implemented new OA content like zeroing. If anything is screwing up animations, I don't see how my mod could be doing it. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New update is up. See first post. -
Vilas Weapons Pack update
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just had a correspondence with Vilas, and he had no objections to my mod. I should have a new version ready in the next couple of days. -
More Thermal Scopes and Zeroing
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New update to the Zeroing mod. See first post. I've added static weapon platforms. If any of the zeroing settings are incorrect, please post the correct settings. -
The next version (a ways away) I plan to add weapon zeroing for the mounted weapons that should have it, like the DshKM found on technicals.
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Mod updated; see first post.
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Lol, oh wow. I had completely forgotten about that vehicle along with the AAVP. :p I'll be sure to include them in the next release.
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Yep, the guns on the old ArmA2 vehicles are now zeroed. And sure, shoot me those Refleks and Arkan fixes. I hadn't noticed they were broken, but then again I don't normally use them and I often ride with Mando.