Subcidal
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Everything posted by Subcidal
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I'm having the same problem as tortuosit in A2, Every time i hit shift the support menu comes up and it isn't even defined in the custom controls. Any fix for this? It looks like this mod could be very usefull but this is killing it for me atm. And i found a fix right after i posted that haha. For some reason it's also using user action 11, which is by default (I think it's default atleast) left shift and right shift, I deleted left shift from user action 11 in custom controls and it stopped popping the menu up, Cheers.
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Group Link 4 Special FX Edition
Subcidal replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That was it, Thank you. -
Group Link 4 Special FX Edition
Subcidal replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I realize this is ancient at this point but I have a strange problem and was wondering if anybody knew the solution... For some reason GL4 makes it so when i use the M110 and use ACE's bipod feature i hurt myself when i shoot. I have no clue how GL4 could do this and would love to know if theres an option you can turn off to fix it. Or honestly, If it's even worth using at all anymore (SP only), I like a lot of it for the immersion factor but this bug is pretty annoying. -
Mando Missile ArmA for ArmA 2
Subcidal replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACE 2 and MMA aren't getting along anymore with the javelin. Everything else seems to work fine, But I can't fire a javelin, AI seems to have no problems though. Anyone know of a fix? -
PvP Animation replacement/enhancement pack
Subcidal replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is this mod still being worked on? For some reason Cooper dosen't get animated while lowering his weapon. I realize this isn't a SP mod, But i can't for the life of me figure out why only Cooper is unable to use the animations while any other character works fine. -
Well thats why when you right click it zooms. Its more real in a sense that you can hold your rifle at the ready while not giving yourself tunnel vision looking down the sight, Instead you can see a much wider area which is VERY usefull when you have multiple contacts coming from multiple barrings. Just like you would in real life if you were watching an area, You would have your eye near the sight, but you wouldn't be fixated on it. Also, It may have been asked somewhere a few pages back but i did some skimming and didn't see it. The two Ace_X pbos aren't supposed to both be used at the same time, correct?
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PvP Animation replacement/enhancement pack
Subcidal replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You know, Theres ALOT of amazing mods and modders out there in the arma community. Some really great and stunning work. Your mod though, Is the first mod i've ever seen in any game that made my jaw drop, Litteraly. I am SUPER excited to try this out, I have to run into town first, But you can be sure that I am going to try this out, And from the looks of comments, add it to my essentials. You sir are a god among men, Thank you for realizing how such small things can make such huge changes. Edit: Anybody want to tell me how they laid out the keys with a mouse without thumb buttons? Just looking for some ideas. -
Just to clarify, Its not just that they died slower then i would of liked, It was that they seemed to have like 10x the HP pool, If you understand what im saying. Say, I shot one guy in the chest about 7 times, He was injured, But not critically. I dont think we need to do much real life testing to verify that just about 1-2 round(s) in the chest will be enough to put a man out of the fight, Muchless 7. It also wouldn't put them on the ground, They seemed to just be taking about 10% of the bullets damage. But also, like i said, The system worked fine in A2, Just not with any OA related gameplay. Domokun, I had no stability issues with mod_weapons_c, Just damage issues. Though it seems everybodys setup varies. P.S. My targets had no body armor, Laser show scenario. Body armor didnt seem to change much anyway, It took my just as many rounds to critically wound a U.S. Soldier as it did a rebel.
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Hm, Still nothing. Though im keeping those two you just linked me too. Guess im just going to do this the annoying and hard way, Indvidually disable the pbos *sigh* ---------- Post added at 08:37 AM ---------- Previous post was at 07:50 AM ---------- Maybey I should try to fix this type of stuff on my own more often =P The first file i took a guess at fixed it, It was SLX_Modweapons_c.pbo Incase anybody else ever runs into this problem, Was this PBO alone for me.
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I have Arma2CO, I'll give those two a shot and let you know what happens, Thanks for the help.
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Now im even more confused, I removed the two you suggested and it still didnt change anything, So i removed wounds.pbo... Still, Nothing changed. Im starting to think its not the wounding system thats the problem, Seems more like OA weapons have a sort of default damage value that needs to be upped (Alot). Am i the ONLY person with this problem?
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But if thats removed does it disable the area specific wounding system? As it works great on Arma II alone (I have CO, I start the game withe the CO shortcut) But when I play any OA related materiel it goes whacky. I agree with you that people shouldnt just die in one shot, Thats why i like the wound system and want to keep it. But the damage amounts seem to be wrong in OA, Like i said 10 shots to the chest to bring a man to a critically wounded state, Usually 1 or 2 shots are all that is required in Arma II ---------- Post added at 05:51 AM ---------- Previous post was at 05:28 AM ---------- It didnt seem to change anything, It still took me an absurd amount of led to take a man down with those two .pbo's removed.
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I seem to have a problem with only OA. I've disabled all of my others mods and ran SLX alone and this still happens. In any Arma II scenario or campaign weapon damage seems normal, But in any OA scenario or campaign i have to shoot somebody 10 times to even get them to an injured state... (Using MK17). The accuracy is unaffected. I shot a goat in the head 3 times before it died... Whats going on here, What file changes the weapon damage? AFAIK SLX has a different damage system, and i'd hate to remove it as i enjoy it, But it has made OA unplayable. Of course when i disable SLX this no longer happens P.S. The OPFOR's AK's seem to still do the correct amount of damage, But the BLUFOR's MK17 and 16 are extremley weak. Just now it took me 13 shots to the heart of my team mate to get him to drop to the ground injured. (Not to mention both squads are getting slaughtered as nobody is putting out any damage with their hits, Scenario : Laser Show BTW) Is there any way to fix this? =( I'd really hate to have to stop using the wounds system in SLX just because of OA.. I've already seen its value in my A2 campaigns, It would be hard to part with =(