-
Content Count
85 -
Joined
-
Last visited
-
Medals
Everything posted by Scar.Arg
-
Real Damage for Arma 2
Scar.Arg replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice!! Is it Ace compatible? sorry to ask this, but it will mess the ace wounds system? Awsome addon, nice touch. Thanks -
GBL Advanced Interaction
Scar.Arg replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a way to low down the consuption of water and food in the Rations Module? The water and food runs out too quickly, even if you stand still or inside a vehicle. Thanks! -
Hell in the Pacific 0.5 beta release
Scar.Arg replied to Waxbutter's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice! thanks! -
GBL Advanced Interaction
Scar.Arg replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice addon! it gives a lot to the simulation. Is there a way to spawn an IED on a vehicle? Thanks for all. -
Argentina + Venezuela = ArZuela??! lol Its a mix of both army assets?
-
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New version of TS3 .. 3.0.9.1 . Would ACRE 1.4.10 work ok with this release? -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ill try doing a model. Now i understand a little bit more. Thanks for your answer jaynus. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just to do a config file, do i need permission of ACRE and I44 ?? both? ... i just need the acre radio confg of the 119 to work with the i44 radio backpack. Damm , i thought it would be easier. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes i know that, im using the ACRE 117 and ACRE 119 inherit config. Im not creating a new one, just using the acre radio confing to simulate one :) . Thanks LeCulto. Anyway.. can any dev help me with this? -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Could someone help me with the twisted backpack issue? i to converted radio rucks from I44 and other addons to ACRE radios, thanks to the uo backpacks cfg.. but when i try to use them the backpacks appear in a 90dgr possition on the back of the soldiers.. its really wierd. Hope someone give me a hand with this. Thanks for all. -
Esbekistan Map v.1.0 20x20
Scar.Arg replied to Greenberet40's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Excelent-e Green! :cool: -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would recommend you to use Spirited Machine ArmA2 Launcher.. its the best way to launch the game with mods. And always remember to use @JayArmA2Lib .. if you use the latest version of Acre, use @JayArmA2lib_new from SixUp. Hope that help u a bit. Now i ll wait for a Dev answer about my question :) . -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Scar.Arg replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Devs. A want to ask you if is there a way to "convert" a normal backpack of Ace, I44 or OA into an Acre Radio, like the 117/119 ? I did it like the guys in UnitedOps with their IDF backpacks cfg ... in a config.cpp addon. My exmpl. .. but in this case the backpacks appear in a wrong possition/direction on the back of the soldier. What could be the problem? is there a simple solution? Thanks for all. -
We just had this error in our Dedicated Server ... with r568 .. The server crashed 2 times with that error. Its that solved in r569 ??
-
ShackTac Map Autobrightness Mod
Scar.Arg replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can u add some sort of light to the map when its dark? to imitate a flashlight or something like that on the map? Cause now the map appears to dark at night. -
Sorry, but no, i cant hear any sound when i change from single shot to full auto.. i just hear the click when i put the safe. What i was suggesting is that the same sound of the safe trigger to be heard when you change your rate of fire in the primary weapon
-
ShackTac ACRE Volume Control
Scar.Arg replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I will check that.. Thanks -
ShackTac Map Autobrightness Mod
Scar.Arg replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice!! -
ShackTac ACRE Volume Control
Scar.Arg replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We are having some issues with the bar of volume control.. when we open it (using always the direct chat key) the bar doesn't go away.. it just continue on screen and we cant turn it off. Could be TS3 version related? We are using ACRE 1.4.7 , JayArmA2lib_new (SixUpdater) and TS3 3.0.8.. and the lastest ACE version of SixUpdater. Thanks for this mod of a mod :P -
Suggestion: Could the ACE Team, add the same or similar sound of the safety weapon trigger, for when you change the rate of fire (single shot , burst or auto) of your primary weapon?? Its an easy thing to do? that will add more inmerse to this awsome sim. Hope you can do it. Just a suggestion. Thanks.
-
No, why would be hard to do that? the vanilla sim (arrowhead) actually do that when you select a pistol (ex. M9/G17) and your primary firearm stays on the right side of the backpack. It could be done in a similar way and with that , add a realism factor. Cause now when you have a weapon on back it is invisible to all..
-
Weapon Class Restrictions for Soldiers - Help
Scar.Arg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here i have a script that only allows certain types of weapons in relation to the soldier class.. i can see the weapons of my soldier class BUT i cant grab the weapons from the crate, i see them but i cant use them. If someone can giveme a hand with this ill be gratefull. Its called from the cratebox init: nul = [this,3600] execvm "ammousa.sqf"; ammousa.sqf: private ["_crate", "_tiempo", "_unitType"]; _crate = _this select 0; _tiempo = _this select 1; _unitType = typeOf player; if (isNil("_tiempo")) then { // verifica si se paso como parámetro el tiempo de rellenado _tiempo=3600; // de no ser asà el valor por default es 3600s (1 hora) }; while {alive _crate} do { clearweaponcargo _crate; clearmagazinecargo _crate; // FOR INFANTRY if (_unitType == "ACE_USMC_Soldier_D") then { _crate addWeaponCargo ["ACE_Minedetector_US",100]; _crate addWeaponCargo ["ACE_M109",1]; _crate addMagazineCargo ["ACE_5Rnd_25x59_HEDP_Barrett",100]; _crate addWeaponCargo ["ACE_M136_CSRS",100]; _crate addWeaponCargo ["M47Launcher_EP1",6]; _crate addMagazineCargo ["Dragon_EP1",12]; _crate addMagazineCargo ["SMAW_HEDP",20]; _crate addWeaponCargo ["SMAW",6]; _crate addMagazineCargo ["Stinger",12]; _crate addWeaponCargo ["Stinger",6]; _crate addWeaponCargo ["ACE_SOC_M4A1_GL_AIMPOINT",30]; _crate addWeaponCargo ["ACE_M27_IAR_CCO",100]; _crate addWeaponCargo ["ACE_M27_IAR_ACOG",10]; _crate addWeaponCargo ["M24_des_EP1",3]; _crate addWeaponCargo ["ACE_M27_IAR",100]; _crate addWeaponCargo ["ACE_M249_PIP_ACOG",3]; _crate addWeaponCargo ["m240_scoped_EP1",3]; _crate addMagazineCargo ["ACE_SMAW_Spotting",300]; _crate addMagazineCargo ["100Rnd_762x51_M240",300]; _crate addMagazineCargo ["5Rnd_762x51_M24",300]; _crate addMagazineCargo ["200Rnd_556x45_M249",300]; _crate addMagazineCargo ["ACE_1Rnd_HE_M203",200]; _crate addMagazineCargo ["1Rnd_SmokeGreen_M203",200]; _crate addMagazineCargo ["ACE_HuntIR_M203",100]; _crate addWeaponCargo ["ACE_HuntIR_monitor",30]; }; // FOR MEDICS if (_unitType == "ACE_USMC_Soldier_Medic_D") then { _crate addWeaponCargo ["ACE_M27_IAR_CCO",100]; _crate addWeaponCargo ["ACE_M27_IAR",100]; }; // FOR OFFICERS if (_unitType == "ACE_USMC_Soldier_Officer_D") then { _crate addWeaponCargo ["ACE_SOC_M4A1_GL_AIMPOINT",10]; _crate addWeaponCargo ["ACE_M27_IAR_ACOG",10]; _crate addMagazineCargo ["ACE_1Rnd_HE_M203",100]; _crate addMagazineCargo ["1Rnd_SmokeGreen_M203",200]; _crate addMagazineCargo ["ACE_HuntIR_M203",100]; _crate addWeaponCargo ["ACE_HuntIR_monitor",30]; }; // FOR PILOTS if (_unitType == "US_Soldier_Pilot_EP1") then { _crate addWeaponCargo ["ACE_UMP45_AIM",50]; _crate addMagazineCargo ["ACE_25Rnd_1143x23_B_UMP45",300]; }; // FOR CREW if (_unitType == "ACE_USMC_Soldier_Crew_D") then { _crate addWeaponCargo ["ACE_SOC_M4A1",100]; _crate addWeaponCargo ["ACE_SOC_M4A1_Aim",100]; }; // FOR ALL _crate addWeaponCargo ["ACE_Earplugs",200]; _crate addWeaponCargo ["NVGoggles",100]; _crate addWeaponCargo ["ACE_Rangefinder_OD",100]; _crate addWeaponCargo ["Laserdesignator",100]; _crate addWeaponCargo ["ACE_DAGR",100]; _crate addWeaponCargo ["ItemCompass",300]; _crate addWeaponCargo ["Itemwatch",300]; _crate addWeaponCargo ["ace_arty_rangeTable_m119_legacy",100]; _crate addWeaponCargo ["ace_arty_rangeTable_tampella",100]; _crate addWeaponCargo ["ACE_MAP",300]; _crate addWeaponCargo ["Binocular",100]; _crate addWeaponCargo ["ACRE_PRC152",200]; _crate addWeaponCargo ["ACRE_PRC117F",30]; _crate addWeaponCargo ["ACE_Backpack_US",200]; _crate addWeaponCargo ["ACE_APOBS_A",100]; _crate addWeaponCargo ["ACE_APOBS_B",100]; _crate addWeaponCargo ["ACE_SearchMirror",100]; _crate addWeaponCargo ["ACE_GlassesGasMask_US",100]; _crate addWeaponCargo ["ACE_ParachutePack",100]; _crate addWeaponCargo ["M9",100]; _crate addWeaponCargo ["ACE_Flaregun",100]; _crate addMagazineCargo ["ACE_SSGreen_FG",300]; _crate addMagazineCargo ["ACE_SSRed_FG",300]; _crate addMagazineCargo ["ACE_SSWhite_FG",300]; _crate addMagazineCargo ["ACE_SSYellow_FG",300]; _crate addMagazineCargo ["ACE_KNICKLICHT_B",100]; _crate addMagazineCargo ["ACE_BANDAGE",300]; _crate addMagazineCargo ["ACE_LARGEBANDAGE",300]; _crate addMagazineCargo ["ACE_TOURNIQUET",300]; _crate addMagazineCargo ["ACE_MORPHINE",300]; _crate addMagazineCargo ["ACE_EPINEPHRINE",300]; _crate addMagazineCargo ["ACE_Medkit",30]; _crate addMagazineCargo ["ACE_SPLINT",300]; _crate addMagazineCargo ["ACE_IV",300]; _crate addMagazineCargo ["ACE_PLASMA",300]; _crate addMagazineCargo ["30Rnd_556x45_Stanag",500]; _crate addMagazineCargo ["ACE_30Rnd_556x45_T_Stanag",500]; _crate addMagazineCargo ["HandGrenade_west",200]; _crate addMagazineCargo ["Smokeshell",300]; _crate addMagazineCargo ["SmokeShellRed",300]; _crate addMagazineCargo ["Smokeshellgreen",300]; _crate addMagazineCargo ["pipebomb",100]; _crate addMagazineCargo ["ACE_C4_M",100]; _crate addMagazineCargo ["15Rnd_9x19_M9",300]; _crate addMagazineCargo ["ACE_M7A3",100]; _crate addMagazineCargo ["IR_Strobe_Marker",100]; _crate addMagazineCargo ["IR_Strobe_Target",100]; _crate addMagazineCargo ["ACE_VS17Panel_M",100]; _crate addMagazineCargo ["Laserbatteries",300]; _crate addMagazineCargo ["ACE_Battery_Rangefinder",300]; _crate addWeaponCargo ["ACE_Stretcher",100]; _crate addMagazineCargo ["ACE_Bodybag",100]; _crate addWeaponCargo ["ACE_KeyCuffs",100]; _crate addMagazineCargo ["ACE_CLAYMORE_M",100]; _crate addMagazineCargo ["ACE_OSM4_M",100]; _crate addMagazineCargo ["ACE_Pomz_M",100]; _crate addMagazineCargo ["ACE_TripFlare_M",100]; _crate addMagazineCargo ["Mine",100]; _crate addMagazineCargo ["BAF_ied_v4",100]; _crate addWeaponCargo ["ACE_SSVZ",100]; sleep _tiempo; // espera _tiempo para rellenar }; Thanks. -
Weapon Class Restrictions for Soldiers - Help
Scar.Arg replied to Scar.Arg's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
PM sent to you.. thanks, waiting for help -
Disable Weapons on Back Feature in ACE 2
Scar.Arg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
A few questions about weapons in back ,backpacks..and no stamina module. Is there a way to disable the "weapons in back" feature, without using the NoStamina Module to disable that? i want to keep the realism and i need that players DONT use more than one primary weapon and disable the ability to hide them in their backs where noone can see it. I also want to know if its possible to disable the option of put a weapon inside the backpacks? cause in real life you cant hide and RPG or an M16 on backpacks. Hope some can help with this issues. Thanks