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10 GoodAbout szarki
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Dynamic-AI-Creator (DAC) V3.0 released
szarki replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've tried DAC in Arma 3 Alpha and it seems to be working :) Here's a quick units config I've made (paste to DAC_Config_Units.sqf): // REDFOR (A3) case 0: { _Unit_Pool_S = ["O_Soldier_F","O_Helipilot_F","O_Soldier_SL_F","O_soldier_AR_F","O_soldier_AR_F","O_soldier_exp_F","O_soldier_GL_F","O_soldier_GL_F","O_soldier_M_F","O_medic_F","O_soldier_repair_F","O_Soldier_F","O_Soldier_F","O_soldier_LAT_F","O_soldier_LAT_F","O_soldier_lite_F","O_soldier_TL_F","O_soldier_TL_F"]; _Unit_Pool_V = ["O_Galkin_F","O_Galkin_GMG_F","O_Galkin_MG_F","O_Quadbike_F"]; _Unit_Pool_T = []; _Unit_Pool_A = ["O_Ka60_F","O_Ka60_Unarmed_F"]; }; //------------------------------------------------------------------------------------------------- // BLUFOR (A3) case 1: { _Unit_Pool_S = ["B_Soldier_F","B_Helipilot_F","B_Soldier_SL_F","B_soldier_AR_F","B_soldier_AR_F","B_soldier_exp_F","B_soldier_GL_F","B_soldier_GL_F","B_soldier_M_F","B_medic_F","B_soldier_repair_F","B_Soldier_F","B_Soldier_F","B_soldier_LAT_F","B_soldier_LAT_F","B_soldier_lite_F","B_soldier_TL_F","B_soldier_TL_F"]; _Unit_Pool_V = ["B_Hunter_F","B_Hunter_RCWS_F","B_Hunter_HMG_F","B_Quadbike_F"]; _Unit_Pool_T = []; _Unit_Pool_A = ["B_AH9_F","B_MH9_F"]; }; //------------------------------------------------------------------------------------------------- // Civilians (A3) case 2: { _Unit_Pool_S = ["C_man_1","C_man_1","C_man_1","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F"]; _Unit_Pool_V = ["c_offroad"]; _Unit_Pool_T = []; _Unit_Pool_A = []; }; -
Clafghan Map 20x20 Beta Release
szarki replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I played around a bit with your map, and I must say, I'm absolutely amazed by it. I took a Humvee for a ride from the airbase to Ovallestan and it took me almost 40 minutes to get there! This map is really huge. I was also pleasantly surprised by how good it is performance wise, even on my old, crappy PC. Another thing, are the FOBs in the mountains - such a great level of detail there. It's definitely one of the best maps I've seen in Arma 2. I love it! -
That's because "I44_10rd_792x57_Mix_G43" is a magazine, not a weapon. Classname for G43 is "I44_G43Zf4", I believe.
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I'm not an expert on ACM, but IIRC, it uses classnames of groups so you would have to open the pbos to look for them (I44-classlist-v2.5.txt doesn't list them, unfortunately, only units and weapons). Why use ACM, however, when I44 already uses DAC which is, in my opinion, far superior to ACM? edit: for instance, the group classnames of planes are: "Hurricane_FighterSquadron","109e_FighterSquadron","109g_FighterSquadron" (from thefew.pbo). But you would have to see if that actually works.
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http://i.imgur.com/ruYEn.jpg Yep, it's definitely Lemnos. The road in the bottom of the screen from Google Earth is the same as the road from the picture. The orange roofed building are the same, and there is water behind the airport. Oh, and do you remember the picture of Anthemis werneri we got couple of days ago? One of the few locations where it exists is also Lemnos.
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And Iker Casillas is hardly a guerilla too. :rolleyes:
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I guess we just have to match all the people to places, Troska - Nogova, Casillas - Madrid, and so on...
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I just wanted to say thanks for bringing us this mod. The atmosphere is amazing and the campaign is very challenging. I love that it partially feels more like a survival horror rather than mil-sim, which is great for playing it at night ;)
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I have experienced this recently in a mission I've been creating. During a number of playthroughs (not all of them) some soldiers of my squad would stop moving at all. Ordering them to return to formation didn't work, changing behaviour and stances as well. If they were crouching, they wouldn't stand up when ordered to do so. Asking them to perform an action was also pointless. It was really weird, but because I had never experienced it before I linked it to the addons I was using - Lingor Island and DAC (although my squad wasn't created by DAC, so it shouldn't be affected). I would have to test it a little more to see if this still happens.
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If you look into the editor, I44 adds a few modules which change colours and saturation. They are probably used in the missions which come with the mod. If you don't want them, I'd suggest using the dePBO tool to unpack the missions and delete the modules manually.
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Here's little something that I've created...
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Project Reality - WIP Discussion
szarki replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just wondering - PR servers will be public or passworded? -
Just wanted to stop by and say thanks for all your hard work you put into this mod! It's my favourite sound mod right now, though I have combined it with TangoRomeo's vehicle sounds and some HiFi sounds (generally those sounds which you haven't modified). My ArmA2 has never been so immersive before :)
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Project Reality - WIP Discussion
szarki replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for your quick response. I hope it will work out just as well as it does in PR:BF2. I can't wait for PR:ArmA, I think it can be a very good addition to the game! -
Project Reality - WIP Discussion
szarki replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I've never played PR:BF2, but I've watched some gameplay footage and I've often been impressed with the amount of teamwork and maturity of players. How will that style of playing be enforced on players in PR:ArmA2? What will stop them from playing as lone wolves, taking choppers on kamikaze missions etc. other than just admin control over such people?