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Everything posted by LoupVrt
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Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
LoupVrt replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Got it, thanks Sickboy. -
Keep up the good work LJ and gang, your mod alone is a real game changer, thanks a lot for your time and passion! :ok:
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Probably is Dalber, the thing is that not everyone is using ACE2.
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Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
LoupVrt replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Not sure where to send that information but it have to be sent somewhere so here it is. If it's the wrong place, please point the right one. GDT Mod Under-slung Grenade Launcher sights have been updated to rev 1.04: "Update for PMC." and "V1 Signature replaced by V2 Signature (DSUtils 2)". http://www.gdt-server.net/www/index.php?site=files&file=32 Rev on SixNetwork is 1.03: http://stats.six-updater.net/mods/show/a828d0bc-5564-11e1-96ed-001517bd964c By the way, what is the procedure to ask for a mod to be plugged into the Six Network? -
Play withSIX Community Preview [Evolution of SIX Launcher and in time also SU]
LoupVrt replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Definitely helps, thanks a lot Sickboy. I may have an additional question though: is SU able to delete a file to match a reference configuration? There already are some pbo in some mods that I choose not to use for compatibility's sake or simply to save space and in the future there will be files we eventually decide to just let go or replace. I feel it would be somewhat inelegant to have the user having to delete them manually. As for signatures, if it wasn't for the headache legally acquired DLC's bisigns are giving me when I do activate V2 signature check, they would be used for sure. Best wishes by the way. ;) -
Sorry to exhume this thread but would anybody have a working url to the 1.02 version?
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Play withSIX Community Preview [Evolution of SIX Launcher and in time also SU]
LoupVrt replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Hello Sickboy, I'm creating a private pack of addons for my squad (private because I don't want to bother with signatures and rights, and we are playing on our own private server anyway). The thing is about 8.5 Gb big, uncompressed. Hosting it isn't an issue as I do have 25 Gb webspace that I can reach through an FTP client but what is worrying me is how to maintain the pack easily, both for the end-users, my squaddies, and myself as I don't want them to download the whole pack again if one of the file is corrupted or outdated nor I want to upload the whole pack everytime I update or modify it. After a good googling session, it seems that what I'm after is some sort of "delta patching" and it seems that your updating tools are working that way. Now what I just can't figure is which one to use and how to set up the whole delta patching process. I've read the CustomRepos Setup page but my ears started to bleed after the first paragraph. Could you please point me to the right direction? -
It's so simple when it's explained by you. ;) Thanks again Benny.
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Thanks a lot Benny! I love your atitude and your mission is a wonderful playground. The solution you posted is globall to all vehicles, right? Then how to have an init per vehicles? (For example, I want to animate one of the vehicle and also have some "taxi" vehicles that, using a script I already have, respawn automatically next to the MHQ once they have been left alone for 1min).
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Thanks Iceman77. If just not quite sure how to use your command. If I understand it correctly, "_someVehicle" must be defined but I have no idea how nor where to. What I'm trying to do is to edit the init field of the starting vehicles as defined in the root file, ie: missionNamespace setVariable [Format["WFBE_%1STARTINGVEHICLES", _side], ['OFrP_VAB_SAN','OFrP_VAB_TOP127']];//--- Starting Vehicles. Could you please give me an example on where you do use it?
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Combat Medical System
LoupVrt replied to raptor 6 actual's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Copy, keep up the f. awesome work and best wishes :cool: -
Combat Medical System
LoupVrt replied to raptor 6 actual's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Are you guys looking for beta testers? -
Reshmaan Province v.0.80 beta
LoupVrt replied to Fogu's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great map Scarecrow, could you please explain how you created it? -
Does anybody know how one could modify the init of the starting vehicles? (these spawned along the MHQ)
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TPWCAS - TPWC AI Suppression System
LoupVrt replied to ollem's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If I'm not mistaken, it may have been told that getting your men in tight formation (close column or diamon) helps to make them reactive again, maybe because it would boost their morale. -
Could it be what you are looking for DJ_Barney? No clue about Vista.
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A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
LoupVrt replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The classic remedy there is to run both teh game and Teamspeak in Admin mode. Other than that, I just don't know. -
Thank you SantOllem! ;) Happy Holidays!
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Ollem, can we safely start to spread the TPWCAS4.0 RC2 to casual players or "two more weeks" rule is to be observed? Keep up the good job!
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ArmA 2 Game Launcher
LoupVrt replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Great tool SpiritedMachine, simple and efficient, I love it! Is there any way to sort the Available Addons alphabetically? -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
LoupVrt replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Run both Teamspeak and ArmA2 as administrator, everytime I heard about that error, it was fixed that way. -
Got it, thanks for the explanation LordJarhead.
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Great sound mod, really boost immersion a lot. I've got several errors logged into my server's rpt though and, while it doesnt affect playbility, I just don't like to have spam there. Cannot load sound 'jsrs_gp25\gp25_reload.wss' Cannot load sound 'jsrs_grenade\reload.wss' Cannot load sound 'jsrs_m107\reload.wss' Cannot load sound 'jsrs_m136\reload.wss' Cannot load sound 'jsrs_m203\m203_reload.wss' Cannot load sound 'jsrs_m2hmg\reload.wss' Cannot load sound 'jsrs_m4a1\reload.wss' Cannot load sound 'jsrs_m4a3\reload.wss' Cannot load sound 'jsrs_mk19\reload.wss' Cannot load sound 'jsrs_scar_l\reload.wss' Cannot load sound 'jsrs_smoke\reload.wss' Am I missing some files on the server?
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The Shooting Range 2 by [MIC] Murcielago
LoupVrt replied to Murcielago_ESP's topic in ARMA 2 & OA - USER MISSIONS
Hello Derek, make sure you are running DayZ Redux, as this variants have its own classnames. http://forums.dayzredux.com/ http://forums.dayzredux.com/index.php?/topic/2229-mic-murcielagos-shooting-range-2-redux As for regular DayZ, I think that you can simply use the normal Shooting range as DayZ uses, as far as I know, unmoded weapons. -
Since we've updated our Linux server to patch 1.62.98939, we are experiencing several gamebreaking issues, as we just can't launch the mission on Chernarus at all (stuck at Waiting for host) and on Takistan only Blue side can be played as Red side cannot be played (and one must set the victory conditions to Cities to not have the mission be won by Blue Side from the start). Anyone else, on an updated Linux server, faced the sames issues?