General Malaise
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PMCs for ACE2 (new, complete)
General Malaise replied to General Malaise's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The models I used aren't included with ACE and the bb mercs don't take advantage of ACE items. If the opposite was true I probably wouldn't have made, or at least wouldn't haven't bothered releasing this. There are also no add-on conflicts as I used separate tags and a separate faction, I'm running both mine and the original versions now. -
PMCs for ACE2 (new, complete)
General Malaise replied to General Malaise's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
you know what, nevermind. not worth the argument. -
PMCs for ACE2 (new, complete)
General Malaise replied to General Malaise's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
By "work well with" the major factor is adjusting gear so the weights aren't obscene. Units have about 20kg of base weight plus whatever gear they are assigned in ACE2. Especially with certain types of kits, like MG or AT, using defaults can mean your guy is lugging around 35kg extra weight of equipment. This is very tough even on a careful player but especially with AI they'll pass out fast. Units that need to move fast also need to be lowish on the weight side if possible. There's also other things you really need added to the kit in ACE. Earplugs for instance are a near necessity, otherwise firing any heavy weapon will have your ears ringing. Rangefinders also need batteries, safety goggles help with MGs, and lots of little things like that. Then there's also the part about adding in items that certain types of units really can take advantage of in ACE, like SLAM munitions and gas grenades (and also protective gas masks) for specops guys. Hope this makes it clearer. -
PMCs for ACE2 (new, complete)
General Malaise replied to General Malaise's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Pretty much. There was no PMC units designed to work well with ACE2 so that's what I made. It doesn't overwrite them though, but rather makes them a separate faction. Well, both Schnaps and Waterhiro had their PMCs in BLUFOR. I was going to move them to independent, but they are licensed contractors not really typical mercs. As far as I'm aware, all combat PMCs are presently working for the US side. -
PMCs for ACE2 (new, complete)
General Malaise posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Made this for myself but figured I might as well put it up. It's a new PMC faction designed to be compatible with/take advantage of ACE2, unlike the PMC DLC. You don't need the PMC DLC as I've used some nice community made add-ons for this (as I don't believe the PMC units can be edited anyway). The required addons are incuded in the download link below. Also, under the link, in the spoilers, you can see pictures of all the new units and then their loadouts with listed ACE weights. Faction is under BLUFOR - ACEX PMC. LINK: http://www.zshare.net/download/88205276f2285d3f/ [Note: This is the first mod I've made, so I don't know how to server key sign it. If someone else wants to do so or explain how I'll update it and throw your name in the credits.] CREDITS: General Malaise (Coding and unit design) SchnapsdroSel (BB OA Mercs models and textures; http://www.armaholic.com/page.php?id=13732)* Waterhiro (JINPMC unit models and textures; http://www.armaholic.com/page.php?id=12458) Plage (Tsc Mi-8 models and textures; http://www.armaholic.com/page.php?id=12923) *[see OA Mercs README for how to change faces/headgear, etc. with these units] ---License: Do whatever you want with this, but please include the above credits.--- Images: Loadouts: -
Overwriting BI's Units?
General Malaise replied to General Malaise's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Nevermind, I figured out how to do it by unpacking ACE and digging around the files. Thanks anyway. -
Overwriting BI's Units?
General Malaise posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I could find information about how to edit units in .cpp files, but what I can't find out is how you overwrite the loadout of the default units with your own setup rather than simply adding a unit to the game. I'm interested in doing this because on the one hand I like to experiment at the squad level with different weapons (and re-gearing units individually takes forever in Warfare, where I usually do this) and on the other because I'm not fond of BI's kits. I've tried taking the characters_e and unpacking it, making a change and repacking it but I get a "input after end of file error" when swapping BI's version out for mine when I know there are no errors and adding it as a separate pbo file using a modfolder doesn't work for me either. On another somewhat related question, how do you define the contents of a backpack in the .cpp file? Thanks much for any help with either. -
PlannedAssault web based mission builder
General Malaise replied to _William's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tried using this tool but I'm constantly getting server error messages. Not trying to do anything more complicated than a simple infantry-only battle, one side-using two-pronged attack and other holding position. Here is a screenshot: -
Backpacks in Warfare?
General Malaise replied to General Malaise's topic in ARMA 2 & OA - TROUBLESHOOTING
Ah I see, so I did need a mod. Thanks then, I will try that out. -
Backpacks in Warfare?
General Malaise replied to General Malaise's topic in ARMA 2 & OA - TROUBLESHOOTING
I've posted this on two forums now and still not one person can answer this simple question? Do I need a mod for this or something? -
This might seem stupid but I couldn't find anything about this and I just got the game recently. So: 1) How do you buy backpacks in Warfare mode? They don't show up in the buy weapons menu and, related,... 2) How do you get ammo for portable defenses like mortars, MGs, TOWs, etc.? They don't show up in the buy ammo menu either. Thanks.