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duckmeister

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Everything posted by duckmeister

  1. duckmeister

    ACE for OA 1.13

    Ah, that might be it, I had changed it to to Shift+Alt+R I think. Is that bad?
  2. duckmeister

    ACE for OA 1.13

    Anyone know of a solution to the above problem?
  3. duckmeister

    ACE for OA 1.13

    I can't seem to reproduce it reliably, but I find that occasionally when using ACE mod whenever I press "R" to reload, it plays the animation, but does not actually reload the gun, and says "empty" for the roundcount. I have to scroll wheel and choose the "Load 30Rd Whatever" action in order to actually reload the gun. Am I doing something wrong or is this a bug?
  4. duckmeister

    ASR AI Skills

    I know you didn't say that, I was being self-deprecating. My thanks are genuine. Thanks Robalo for the extra info.
  5. duckmeister

    ACE for OA 1.13

    Okay, I'm back. I didn't fix the issue, I only looked up the documentation and realized that I wasn't pressing Shift+L. So I go into the game, press Shift+L, nothing. Now I'm sitting there in ACE Demo trying out a bunch of different scoped weapons and pressing Shift+L like an idiot and they're all blank. Animated reticles option is being turned off for now, as I'm fairly certain that I'm not doing anything wrong.
  6. duckmeister

    ASR AI Skills

    Okay, I'm stupid. Thanks for pointing that out.
  7. duckmeister

    ACE for OA 1.13

    Anyone know why I can't see a reticle on some weapon scopes even though I have crosshair's enabled in both the ACE options and in ArmA 2 options? Is it something to do with that "animated reticle" option or whatever it is, do I have to press a button to turn it on or some such? EDIT: Nevermind, I'm stupid. Just read the documentation.
  8. duckmeister

    ASR AI Skills

    What's this new "reactions" setting in the userconfig with the new update? Any other changes you'd like to comment on, Robalo?
  9. Thanks a lot for answering my questions, and thanks for your work on this project and MSO.
  10. One more question: in the manual, it speaks about "registering the factions with the game engine" by placing units and setting their probability to 0. Is it necessary to do this for every faction (e.g. USMC, US Army, BAF) or can I simply place a unit for each side (BLUFOR)?
  11. I've simply been taking the MSO code and stripping out everything except the module improvements and a few functions, in the interest of getting a more up-to-date version of the MIP basic idea. Is that necessary? Can I just use this? Do you mind if I frankenstein MSO's stuff for my own personal use?
  12. I'm just curious as to what it signifies, what the game does if it's changed, etc.
  13. duckmeister

    Celle 2

    My favorite part of this map, walking into a town to find a lovely, fully-enterable house that allows me to ring the doorbell before I answer. Great job!
  14. duckmeister

    ACE for OA 1.13

    I think the whole system is pretty straightforward, and more intuitive than before. You simply start with @CBA, and add in whatever extras you have, whether that's A2, OA, TOH, or any combination of them. Not difficult at all.
  15. duckmeister

    Multi-Session Operations v4.2 released

    Just wanted to point out a bug, in the addSupportRequest.sqf function for the SOM module, there's a misused variable on line 45 I believe that prevents an SOM mission from ending when the player completes the objective. //Convert number to selection of random requests. if ((typeName _supReqs) == (typeName 0)) then { private ["_supReqsTmp", "_availReq"]; _supReqsTmp = []; //TODO: Not all Supports work well in Arrowhead at the moment. _availReq = ["aerial_reconnaissance", "tactical_airstrike"]; if (BIS_SOM_a2Avail) then {_availReq = _availReq + ["transport", "supply_drop", "artillery_barrage"]}; if (BIS_SOM_ahAvail) then {_availReq = _availReq + ["gunship_run"]}; [b]for "_i" from 0 to (count _supReqs - 1) do[/b] { _supReqsTmp = _supReqsTmp + [_availReq call BIS_fnc_selectRandom]; if (BIS_SOM_a2Avail) then {}; }; _supReqs = +_supReqsTmp; _supReqsTmp = nil; }; should be: //Convert number to selection of random requests. if ((typeName _supReqs) == (typeName 0)) then { private ["_supReqsTmp", "_availReq"]; _supReqsTmp = []; //TODO: Not all Supports work well in Arrowhead at the moment. _availReq = ["aerial_reconnaissance", "tactical_airstrike"]; if (BIS_SOM_a2Avail) then {_availReq = _availReq + ["transport", "supply_drop", "artillery_barrage"]}; if (BIS_SOM_ahAvail) then {_availReq = _availReq + ["gunship_run"]}; [b]for "_i" from 0 to (count _availReq - 1) do[/b] { _supReqsTmp = _supReqsTmp + [_availReq call BIS_fnc_selectRandom]; if (BIS_SOM_a2Avail) then {}; }; _supReqs = +_supReqsTmp; _supReqsTmp = nil; }; Also, could someone point out what the "if (BIS_SOM_a2Avail) then {};" line is suppose to be for?
  16. duckmeister

    ASR AI Skills

    Getting this error when I run the game with this addon, I made a few changes in my userconfig file. File x\asr_ai\addons\sys_aiskill\fnc_GetUnitSkill.sqf, line 9 Error in expression <"); }; _skill = asr_ai_sys_aiskill_sets select _sc; ; _i = 0; { if ((typeOf _t> Error position: <select _sc; ; _i = 0; { if ((typeOf _t> Error Zero divisor Here's my userconfig: /* ASR AI settings this file must be found in <game folder>\userconfig\asr_ai\ for most settings, 0 = disabled, 1 = enabled All config entries are turned into global variables following a standard naming scheme. For example: asr_ai_sys_airearming_feature = getNumber (configFile >> "asr_ai" >> "sys_airearming" >> "feature") Mission makers can control these features by setting these global variables in init.sqf or by setting a similar class in description.ext */ class asr_ai { class sys_airearming { feature = 1; // All the other settings of this class matter only if we have 1 here run = 1; // Enable rearming at mission start radius = 50; // Rearming search radius - how far will AI go to grab stuff civ = 0; // Civilians will try to arm themselves sidearm = 1; // Units will take handguns binocs = 0; // Units will take binoculars // List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists launchers[] = { "M136","RPG18","cwr2_AT4","cwr2_LAW","cwr2_RPG75", "ACE_M136_CSRS","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG" }; // List of frag grenades that units will look for grenades[] = { "HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1" }; // List of smoke grenades that units will look for smokes[] = { "SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange", "ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15" }; }; class sys_aiskill { feature = 1; // All the other settings of this class matter only if we have 1 here civ = 0; // Enable advanced skills for civilians radionet = 1; // AI groups share known enemy locations over radio radiorange = 500; // Maximum range for radios nightspotting = 0.2; // Spotting range night reduction coeficient gunshothearing = 1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature) // If using the JSRS sound mod, set it to 2-3 because of the scripted long range sounds, the limit is 500m for all weapons in the config buildingSearching = 0.8; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature) buildingSearchingAlwaysUp = 1; // Force UP stance (value: 1, default) when doing the house search or let AI choose automatically (value: 0) throwsmoke = 1; // AI throws smoke when hit join_loners = 1; // Groups left with only one unit merge with nearest group of the same side or faction (1-enabled, 0-disabled) join_loners_sameFaction = 0; // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side) serverdvd = 0; // Dynamic dedicated server viewdistance adjustment setskills = 1; // Configure AI skills based on their unit type (faction, training etc.) setskills_debug = 0; // Log skill assignments to RPT }; /* Units are classified into skill sets between 1 and 10 By default, a lower level number means a better skilled unit Levels 8-10 are special: - 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage) - 10 is for trained snipers */ class sets { // only classes of arrays under this class level_0 { // perfect (only used for testing) aimingAccuracy[] = {1.00, 0.00}; aimingShake[] = {1.00, 0.00}; aimingSpeed[] = {1.00, 0.00}; spotDistance[] = {1.00, 0.00}; spotTime[] = {1.00, 0.00}; endurance[] = {1.00, 0.00}; courage[] = {1.00, 0.00}; reloadSpeed[] = {1.00, 0.00}; commanding[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aimingAccuracy[] = {0.40, 0.20}; // skilltype = {<min value>, <random value added to min>}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.80, 0.20}; courage[] = {0.80, 0.20}; reloadSpeed[] = {0.80, 0.20}; commanding[] = {0.80, 0.20}; general[] = {0.80, 0.20}; units[] = { "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a", "mas_us_seals_gh_w_rec","mas_us_seals_gh_d_rec","mas_us_seals_gh_m_rec", "mas_us_seals_mul_tl","mas_us_seals_mul_gl","mas_us_seals_mul_med","mas_us_seals_mul_saw","mas_us_seals_mul_mg","mas_us_seals_mul_mg60","mas_us_seals_mul_dem","mas_us_seals_mul_brc","mas_us_seals_mul_at","mas_us_seals_mul_aa","mas_us_seals_mul_rec","mas_us_seals_mul_m4","mas_us_seals_mul_m4gl","mas_us_seals_mul_mp5", "mas_us_seals_mulb_tl","mas_us_seals_mulb_gl","mas_us_seals_mulb_med","mas_us_seals_mulb_saw","mas_us_seals_mulb_mg","mas_us_seals_mulb_mg60","mas_us_seals_mulb_dem","mas_us_seals_mulb_brc","mas_us_seals_mulb_at","mas_us_seals_mulb_aa","mas_us_seals_mulb_rec","mas_us_seals_mulb_m4","mas_us_seals_mulb_m4gl","mas_us_seals_mulb_mp5", "mas_us_seals_wod_tl","mas_us_seals_wod_gl","mas_us_seals_wod_med","mas_us_seals_wod_saw","mas_us_seals_wod_mg","mas_us_seals_wod_mg60","mas_us_seals_wod_dem","mas_us_seals_wod_brc","mas_us_seals_wod_at","mas_us_seals_wod_aa","mas_us_seals_wod_rec","mas_us_seals_wod_m4","mas_us_seals_wod_m4gl","mas_us_seals_wod_mp5", "mas_us_seals_des_tl","mas_us_seals_des_gl","mas_us_seals_des_med","mas_us_seals_des_saw","mas_us_seals_des_mg","mas_us_seals_des_mg60","mas_us_seals_des_dem","mas_us_seals_des_brc","mas_us_seals_des_at","mas_us_seals_des_aa","mas_us_seals_des_rec","mas_us_seals_des_m4","mas_us_seals_des_m4gl","mas_us_seals_des_mp5", "mas_us_seals_acu_tl","mas_us_seals_acu_gl","mas_us_seals_acu_med","mas_us_seals_acu_saw","mas_us_seals_acu_mg","mas_us_seals_acu_mg60","mas_us_seals_acu_dem","mas_us_seals_acu_brc","mas_us_seals_acu_at","mas_us_seals_acu_aa","mas_us_seals_acu_rec","mas_us_seals_acu_m4","mas_us_seals_acu_m4gl","mas_us_seals_acu_mp5", "mas_us_seals_bdu_tl","mas_us_seals_bdu_gl","mas_us_seals_bdu_med","mas_us_seals_bdu_saw","mas_us_seals_bdu_mg","mas_us_seals_bdu_mg60","mas_us_seals_bdu_dem","mas_us_seals_bdu_brc","mas_us_seals_bdu_at","mas_us_seals_bdu_aa","mas_us_seals_bdu_rec","mas_us_seals_bdu_m4","mas_us_seals_bdu_m4gl","mas_us_seals_bdu_mp5", "mas_us_seals_dcu_tl","mas_us_seals_dcu_gl","mas_us_seals_dcu_med","mas_us_seals_dcu_saw","mas_us_seals_dcu_mg","mas_us_seals_dcu_mg60","mas_us_seals_dcu_dem","mas_us_seals_dcu_brc","mas_us_seals_dcu_at","mas_us_seals_dcu_aa","mas_us_seals_dcu_rec","mas_us_seals_dcu_m4","mas_us_seals_dcu_m4gl","mas_us_seals_dcu_mp5", "mas_us_seals_pcu_tl","mas_us_seals_pcu_gl","mas_us_seals_pcu_med","mas_us_seals_pcu_saw","mas_us_seals_pcu_mg","mas_us_seals_pcu_mg60","mas_us_seals_pcu_dem","mas_us_seals_pcu_brc","mas_us_seals_pcu_at","mas_us_seals_pcu_aa","mas_us_seals_pcu_rec","mas_us_seals_pcu_m4","mas_us_seals_pcu_m4gl","mas_us_seals_pcu_mp5", "mas_us_seals_ace_gh_w_rec","mas_us_seals_ace_gh_d_rec","mas_us_seals_ace_gh_m_rec", "mas_us_seals_ace_mul_tl","mas_us_seals_ace_mul_gl","mas_us_seals_ace_mul_med","mas_us_seals_ace_mul_saw","mas_us_seals_ace_mul_mg","mas_us_seals_ace_mul_mg60","mas_us_seals_ace_mul_dem","mas_us_seals_ace_mul_brc","mas_us_seals_ace_mul_at","mas_us_seals_ace_mul_aa","mas_us_seals_ace_mul_rec","mas_us_seals_ace_mul_m4","mas_us_seals_ace_mul_m4gl","mas_us_seals_ace_mul_mp5", "mas_us_seals_ace_mulb_tl","mas_us_seals_ace_mulb_gl","mas_us_seals_ace_mulb_med","mas_us_seals_ace_mulb_saw","mas_us_seals_ace_mulb_mg","mas_us_seals_ace_mulb_mg60","mas_us_seals_ace_mulb_dem","mas_us_seals_ace_mulb_brc","mas_us_seals_ace_mulb_at","mas_us_seals_ace_mulb_aa","mas_us_seals_ace_mulb_rec","mas_us_seals_ace_mulb_m4","mas_us_seals_ace_mulb_m4gl","mas_us_seals_ace_mulb_mp5", "mas_us_seals_ace_wod_tl","mas_us_seals_ace_wod_gl","mas_us_seals_ace_wod_med","mas_us_seals_ace_wod_saw","mas_us_seals_ace_wod_mg","mas_us_seals_ace_wod_mg60","mas_us_seals_ace_wod_dem","mas_us_seals_ace_wod_brc","mas_us_seals_ace_wod_at","mas_us_seals_ace_wod_aa","mas_us_seals_ace_wod_rec","mas_us_seals_ace_wod_m4","mas_us_seals_ace_wod_m4gl","mas_us_seals_ace_wod_mp5", "mas_us_seals_ace_des_tl","mas_us_seals_ace_des_gl","mas_us_seals_ace_des_med","mas_us_seals_ace_des_saw","mas_us_seals_ace_des_mg","mas_us_seals_ace_des_mg60","mas_us_seals_ace_des_dem","mas_us_seals_ace_des_brc","mas_us_seals_ace_des_at","mas_us_seals_ace_des_aa","mas_us_seals_ace_des_rec","mas_us_seals_ace_des_m4","mas_us_seals_ace_des_m4gl","mas_us_seals_ace_des_mp5", "mas_us_seals_ace_acu_tl","mas_us_seals_ace_acu_gl","mas_us_seals_ace_acu_med","mas_us_seals_ace_acu_saw","mas_us_seals_ace_acu_mg","mas_us_seals_ace_acu_mg60","mas_us_seals_ace_acu_dem","mas_us_seals_ace_acu_brc","mas_us_seals_ace_acu_at","mas_us_seals_ace_acu_aa","mas_us_seals_ace_acu_rec","mas_us_seals_ace_acu_m4","mas_us_seals_ace_acu_m4gl","mas_us_seals_ace_acu_mp5", "mas_us_seals_ace_bdu_tl","mas_us_seals_ace_bdu_gl","mas_us_seals_ace_bdu_med","mas_us_seals_ace_bdu_saw","mas_us_seals_ace_bdu_mg","mas_us_seals_ace_bdu_mg60","mas_us_seals_ace_bdu_dem","mas_us_seals_ace_bdu_brc","mas_us_seals_ace_bdu_at","mas_us_seals_ace_bdu_aa","mas_us_seals_ace_bdu_rec","mas_us_seals_ace_bdu_m4","mas_us_seals_ace_bdu_m4gl","mas_us_seals_ace_bdu_mp5", "mas_us_seals_ace_dcu_tl","mas_us_seals_ace_dcu_gl","mas_us_seals_ace_dcu_med","mas_us_seals_ace_dcu_saw","mas_us_seals_ace_dcu_mg","mas_us_seals_ace_dcu_mg60","mas_us_seals_ace_dcu_dem","mas_us_seals_ace_dcu_brc","mas_us_seals_ace_dcu_at","mas_us_seals_ace_dcu_aa","mas_us_seals_ace_dcu_rec","mas_us_seals_ace_dcu_m4","mas_us_seals_ace_dcu_m4gl","mas_us_seals_ace_dcu_mp5", "mas_us_seals_ace_pcu_tl","mas_us_seals_ace_pcu_gl","mas_us_seals_ace_pcu_med","mas_us_seals_ace_pcu_saw","mas_us_seals_ace_pcu_mg","mas_us_seals_ace_pcu_mg60","mas_us_seals_ace_pcu_dem","mas_us_seals_ace_pcu_brc","mas_us_seals_ace_pcu_at","mas_us_seals_ace_pcu_aa","mas_us_seals_ace_pcu_rec","mas_us_seals_ace_pcu_m4","mas_us_seals_ace_pcu_m4gl","mas_us_seals_ace_pcu_mp5" }; }; class level_2 { // sf 2 aimingAccuracy[] = {0.35, 0.20}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "ibr_mutant" }; }; class level_3 { // regular 1 aimingAccuracy[] = {0.30, 0.20}; aimingShake[] = {0.30, 0.20}; aimingSpeed[] = {0.45, 0.20}; spotDistance[] = {0.55, 0.30}; spotTime[] = {0.30, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des", "bink_usmc_scout_des","bink_usmc_scout_l_des", "rb_teamleader" }; }; class level_4 { // regular 2 aimingAccuracy[] = {0.25, 0.20}; aimingShake[] = {0.25, 0.20}; aimingSpeed[] = {0.40, 0.20}; spotDistance[] = {0.50, 0.30}; spotTime[] = {0.25, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_bodyguard" }; }; class level_5 { // militia or trained insurgents, former regulars aimingAccuracy[] = {0.20, 0.20}; aimingShake[] = {0.20, 0.20}; aimingSpeed[] = {0.35, 0.20}; spotDistance[] = {0.45, 0.30}; spotTime[] = {0.20, 0.20}; endurance[] = {0.40, 0.20}; courage[] = {0.40, 0.20}; reloadSpeed[] = {0.40, 0.20}; commanding[] = {0.40, 0.20}; general[] = {0.40, 0.20}; units[] = { "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab" }; }; class level_6 { // civilians with some military training aimingAccuracy[] = {0.15, 0.20}; aimingShake[] = {0.15, 0.20}; aimingSpeed[] = {0.30, 0.20}; spotDistance[] = {0.40, 0.30}; spotTime[] = {0.15, 0.20}; endurance[] = {0.30, 0.20}; courage[] = {0.30, 0.20}; reloadSpeed[] = {0.30, 0.20}; commanding[] = {0.30, 0.20}; general[] = {0.30, 0.20}; units[] = { "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102", "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195", "ibr_rebel206","ibr_rebel217", "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic", "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7" }; }; class level_7 { // civilians without military training aimingAccuracy[] = {0.10, 0.20}; aimingShake[] = {0.10, 0.20}; aimingSpeed[] = {0.25, 0.20}; spotDistance[] = {0.35, 0.30}; spotTime[] = {0.10, 0.20}; endurance[] = {0.20, 0.20}; courage[] = {0.20, 0.20}; reloadSpeed[] = {0.20, 0.20}; commanding[] = {0.20, 0.20}; general[] = {0.20, 0.20}; units[] = { "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7" }; }; class level_8 { // pilot 1 aimingAccuracy[] = {0.40, 0.20}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { }; }; class level_9 { // pilot 2 aimingAccuracy[] = {0.35, 0.20}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_arl_pilot" }; }; class level_10 { // sniper aimingAccuracy[] = {0.75, 0.20}; aimingShake[] = {0.75, 0.20}; aimingSpeed[] = {0.60, 0.20}; spotDistance[] = {0.70, 0.30}; spotTime[] = {0.75, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "mas_us_seals_gh_w_mark","mas_us_seals_gh_d_mark","mas_us_seals_gh_m_mark","mas_us_seals_gh_w_snp","mas_us_seals_gh_d_snp","mas_us_seals_gh_m_snp", "mas_us_seals_mul_mark","mas_us_seals_mul_snp", "mas_us_seals_mulb_mark","mas_us_seals_mulb_snp", "mas_us_seals_wod_mark","mas_us_seals_wod_snp", "mas_us_seals_des_mark","mas_us_seals_des_snp", "mas_us_seals_acu_mark","mas_us_seals_acu_snp", "mas_us_seals_bdu_mark","mas_us_seals_bdu_snp", "mas_us_seals_dcu_mark","mas_us_seals_dcu_snp", "mas_us_seals_pcu_mark","mas_us_seals_pcu_snp", "mas_us_seals_ace_gh_w_mark","mas_us_seals_ace_gh_d_mark","mas_us_seals_ace_gh_m_mark","mas_us_seals_ace_gh_w_snp","mas_us_seals_ace_gh_d_snp","mas_us_seals_ace_gh_m_snp", "mas_us_seals_ace_mul_mark","mas_us_seals_ace_mul_snp", "mas_us_seals_ace_mulb_mark","mas_us_seals_ace_mulb_snp", "mas_us_seals_ace_wod_mark","mas_us_seals_ace_wod_snp", "mas_us_seals_ace_des_mark","mas_us_seals_ace_des_snp", "mas_us_seals_ace_acu_mark","mas_us_seals_ace_acu_snp", "mas_us_seals_ace_bdu_mark","mas_us_seals_ace_bdu_snp", "mas_us_seals_ace_dcu_mark","mas_us_seals_ace_dcu_snp", "mas_us_seals_ace_pcu_mark","mas_us_seals_ace_pcu_snp" }; };//sets };//sys_aiskill }; Never mind, figured it out. I didn't have proper semi-colon placement!
  17. duckmeister

    US Navy SEALs for CO v2

    Wow, this is truly incredible work. This may be the best unit add-on ever!
  18. It's so great to see such great work being done from so many people in the audio area.
  19. It's all in the description.ext That file takes care of respawn, weapon choice during the briefing, mission title, and plenty of other things. It's all well documented in the wiki: http://community.bistudio.com/wiki/Description.ext
  20. It's fun to dream, but unfortunately, unless they really put a lot of work into these kinds of little things, we could be faced with another situation like today where we need things like the Module Improvement Project to get ALICE2 to even recognize Chernarus buildings. Hopefully, that won't be the case.
  21. You will probably also want to add the "assignAsCargo" command to make sure your units eject properly. For example, you may encounter some bugs with the soldier1 action ["eject", plane1] command I assume you're using, if the soldier AI doesn't actually get the message that he is cargo.
  22. duckmeister

    J.S.R.S. 1.5

    ...which is exactly why many prefer Jarhead's method of making sounds to his own taste and not striving to be purely "realistic". I'd much rather have a mod that sounds good (punchy, dynamic, loud), even if a bit of realism is sacrificed. It has to feel right, regardless of whether the sound was an actual recording of a weapon or explosion or whatever. My $0.02
  23. Driver Sweeper was never made by Guru3D. Go here: phyxion.net It's the actual developer's website. Any download you might find anywhere else (especially on Guru3D) is out of date. To find old drivers: Go to the ATI website (http://sites.amd.com/us/game/downloads/Pages/downloads.aspx) and click the link for your operating system. After that, go down to the bottom of the information box where it has a small link for "previous drivers". Go there, and it has a list of every driver available, just click on the name to go to its download page. Just make sure you don't go too far back, some drivers might not support the 6000 series, because they were developed before the 6000 series was released. If you installed any application profiles, uninstall those BEFORE you uninstall the actual drivers. Uninstall both the application profiles and the drivers you are currently running through the Control Panel/Add & Remove Programs panel. When asked during the driver uninstallation, choose "Express Uninstall ALL ATI SOFTWARE". After it's finished it'll ask you to reboot, do so. After it's rebooted, make sure you have the driver you want to install already downloaded. Then, reboot into safe mode (if you don't want to mess with jabbing function keys just go to start, and then in the text box type "msconfig", and the boot tab will have an option for safe mode). Once in safe mode, run driver sweeper (as administrator) and check the box next to "ATI - Display" or "AMD - Display". You only want to clean DISPLAY software, don't make the mistake of checking everything for AMD/ATI and then wondering why your chipset drivers are gone. After that, hit the button that says Clean, and wait for it to finish, it will ask you to reboot, do so. Then, reboot out of safe mode (simply go back to the msconfig tab and uncheck the safe mode option). After that, I suggest you make a restore point, then reboot again, and then install your new drivers.
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