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foffy

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Everything posted by foffy

  1. I believe the build on ArmAHolic should be the updated version.
  2. That I have. In regards to the official campaigns by BIS, I've only found a few tweaked missions, and none of those in particular address the missions with more notable problems. I have seen nothing for Rahmadi Conflict and Queen's Gambit, and I haven't found a download to fix the first real mission from Armed Assault. From what I've understood regarding conversions for ArmA III, model and animation sets from ArmA II (and probably ArmA I) cause the game to either experience black screens or crashes. Only the maps have come into play, and there are still issues with those. That's why I wondered if even porting all of the content would even be feasible. You'd basically have to remake/redo all of this all over again, and in the case of ArmA I, it seems a lot of people didn't really find interest in bringing that content over... Like I said originally when I felt like tackling some of this, I'd at least like to have it in a state where everything boots and is roughly playable. From what I can grasp, one mission and two cutscenes simply fail to boot, while four missions and about two or three cutscenes have major issues. To test things out of the gate, I don't think that's too bad of a list of issues, though I'm sure some missions probably have issues a ways in.
  3. This is probably silly to ask but the leaning while prone thing is part of the new animation system, right?
  4. Oh my word. Perhaps it's too early to ask, but is the converting similar to what you intended for CAA1?
  5. foffy

    Rifle Collision Addon

    Wow, this sounds pretty boss. Dumb question, but there is a version of this for ArmA II, yes?
  6. Seems the issue solved for me. Deep thanks, BIS. Much love. <3
  7. Sorry if I am posting in the wrong place, but perhaps you guys can help me out. I decided to do a one-two punch today with the ArmA series, so I bought the alpha to III as well as the aforementioned DLC in the title. The strange issue is this is the only time I have ever seen the need for a CD key, and the strange thing was when I purchased it, I have yet to find a single prompt to suggest I even got a CD key. The expansion is not listed as a game on my game list, unlike the previous two DLC packages I bought via the ArmA Collection. For those of you have Steam, is this a new issue or a silly snaffu that I can solve? Sorry if this is the wrong place to ask, but maybe you guys would be in the know about it and if you can help me.
  8. I have a rough idea, and while I will personally tinker with it, would it be much to get an example of an actual briefing from the game? That way I can actually get a clearer, more coherent sense of what to do. This is from the first Rahmadi Conflict mission, so maybe you can help string to me the clutter; I assume ArmA II changed this so some of the variables in briefing probably don't mean much anymore. THE SABOTAGE According to plan, we have to silently get on the island and put some satchels under their armor on the main beach (with focus on Shilkas). Flashteam, the another team special forces team, will do the same with the small beach on the East. We have to kind of synchronize, because the ship attack on the Island can start only when both teams are ready. Once the attack is commenced, we press the button and take those armor to hell. THE ATTACK SUPPORT When you see the boats you can use your weapons to support the attack. SLAgs won't know where to aim first. Capturing and securing the coast is the main objective. Leon Ortega must survive. Prepare [b]the sabotage[/b] and call the attack. Wait for Flashteam to be ready. Support [b]the attack[/b] and seize the coast. Mission accomplished The coast is ours, gentlemen. Mission failed You've failed the mission. Mission failed Desertion is not tolerated, soldier!!! Mission failed Leon has been killed. The bold I believe are supposed to be clickable triggers in the briefing to home into where the next phase is, and I'd like to keep those in tact too. I'm not sure if ArmA automates these things for the player or not, so assume each 'pointer' goes to a particular waypoint via objectives. That's particularly what I'm confused about most regarding trying to get these up and running. How much did you and your map guy get done? I'm sure my mini chump-change fixes can go over to you guys, if you've done more. I can only attest to about four major issues; one mission fails to boot at all, two have the AI unable to dismount, and one mission has an issue with a bridge. I'm not sure if ArmA I was ever patched, but I can personally attest that the issue with the bridge is something that the first game didn't do in such a way; maybe because the AI getting on the bridge was during and after a cutscene, but in ArmA II the AI doesn't seem to care and go straight down a hill underneath the bridge. :P I'm also not sure but wouldn't converting this stuff to ArmA III be potentially very spotty? For one, seeing as the game uses a new clothing system, what variables do we give assets in ArmA I and II? I worry direct converting would give armor the variable of 0 or null, making it essentially a nude run, as far as the game considers armor. EDIT: Hohoho, I found the Queen's Gambit campaign! I'll try to update the audio and do a test of those things, too. Once I finally have a full idea of progress on the basic status of every mission and scene, I can finally ballpark what's seriously wrong. Right now the first mission from the Armed Assault campaign is the biggest issue, as it never loads at all. Regarding Queen's Gambit however, I have not been able to find a way to get the unique mercenary NPC models over, so vanilla merc mooks will have to do at this time. Also, it seems the merc models the game uses don't speak English, so there's a strange disconnect between how they sound in scenes, and in gameplay. Without further ado, the current status for the Queen's Gambit missions. Do note the repeat of the Arms Dealer mission is because between missions you can go buy stuff. - Spy (Mission): The scene that is supposed to play here does not upon replays, so you have to start a new game to see it. Also, there appears to be strange placement of character models who should be partaking in conversation. The mission boots fine, however. - Base (Mission): Boots, I believe one AI member fails to dismount from the chopper. - Turncoat (Cutscene): Boots, but the cutscene audio is was too loud. AI driving is spotty, and some scenes actually have a strange chopping scrolling effect. - Arms Dealer (Mission): Boots. Takes some time for it to show visual, as it's stuck on a black screen for a few seconds. - Camp (Mission): Boots. Claims it's missing prisoner faces, so I fear what they might look like, or perhaps the character models fail to load in at all... - Bad News (Cutscene): Fails to boot. Lacks prisoner faces, so the scene won't play, proving my earlier hypothesis. - Arms Dealer (Mission): Boots. Same as the last. - Genocide (Mission): Boots. Lacking prisoner faces. - Old Friend (Cutscene): Fails to boot. Lacking prisoner faces. - Arms Dealer (Mission): Same case as previous Arms Dealer missions. - Reality Show (Mission): Boots, and just like a few missions in the Rahmadi Conflict, the AI does not dismount from the helicopter. - Proclamation (Cutscene): Fails to play the cutscene. Like the first mission on replay or after skipping the actual scene for said mission, it simply puts you in first person and the characters vision simply scrolls about, failing to play the actual scene (which is in a building) - Cutscene (Cutscene): No idea what this is. It has no information and you start in one area..in gameplay. Strange. The same applies in ArmA I, so perhaps using a cheat code actually unlocked this as unfinished material? - Arms Dealer (Mission): Same as the others. - Meeting (Mission): Boots. You can play it, but there's no waypoint, or any other information so I have no idea if it's even working properly. I believe a cutscene is supposed to play, as it does in ArmA I.. - Day After (Cutscene): Boots, but like Proclamation, you're in first person and the characters vision randomly scrolls about. Strange here is that audio from the scene actually plays, albeit with no text. - Escape (Mission): Boots. - Checkmate (Cutscene): Boots, audio is too loud, and character positioning is off. - Bailout (Cutscene): Boots, audio is ABSURDLY loud. With that out of the way, I think the first act is to get the missions and cutscenes that fail to work properly at all to get into a state where they at least work. If all of the missions and scenes at least show some visual, it's then a case of tampering with what we can see. - Transport (Armed Assault) - Bad News (Queen's Gambit) - Old Friend (Queen's Gambit) With these three, assuming Cutscene (Queen's Gambit) is simply an unfinished idea, are the only ones that simply fail to show anything. The solution for the first mission, I've no honest idea. The other two fail to boot as it requires faces for prisoners (particularly a no entry 'bin\config.bin/CfgFaces.prisoner' message), so I think an easy solution there would be to find a way to force the game to maybe take a random civilian model instead. Unless someone has a good prisoner model and the expertise to add it in. I'd be willing to send all of the updates I've currently done to anyone who wants to really work on this, as I've accomplished mostly meager fixes. Once all of the games main pieces of content are up and running, then it's a case of fixing blatantly noticeable issues, and then a later coat of polish to fix some hiccups or strange things. From what I can grasp in terms of the severity of issues, I don't think it will require too much to fix and address these things. The problem is I currently lack any knowhow on how to do any of this, so the small things can be left to me. Hopefully someone can come along and help assist with the current roadblocks I've encountered.
  9. That did indeed solve it! One down, but I noticed a potentially very troubling issue; the AI seems to not like driving on bridges, so it drives around them. I remember, and tested the mission in vanilla ArmA I and the APC you start in clearly crosses a bridge. What I ended up getting here was an APC that went down a hill, only to slowly go towards the waypoint in reverse, backing the APC up a hill. There also seemed to be a lack of audio from the APC, and I suppose this is once again attributed to the mystery of the sound. :P I thought this issue with CAA1 was fixed with an update, or is the version on ArmAHolic not the most recent version? Seems fixing one minor issue raise a very big one to my attention. EDIT: I had a hunch regarding the game audio, and my hunch was spot on. I hypothesized that ArmA I was coded to automatically look for sound folders and use the ones native to a mission and play them naturally. This clanged in ArmA II as it was designed to require "\foldername\" to actually use the sounds from there. I do not believe this will solve the sound effects like the APC being mute as the only types of files in these folders are exclusively radio chatter. I'll be able to easily redirect all of the games radio and cutscene audio, so that's one minor thing out of the way. Seems also the mission progression values are in tact as well, but that will be a later test after I can get the first mission to boot, but I don't know what causes it from not booting.. EDIT 2: Also figured out why there was no briefing files. Just like with ArmA I to II, this was a change; all of the missions have no Briefing.sqf, and I have NO clue on how to make those. At best, I'd be able to do text. Right now I'll just deal with setting up audio, as I don't know how to solve the issues I have with the first mission in Armed Assault that can't boot, the bridge thing, and the dismounting issue in Rahmadi Conflict with AI. EDIT 3: And I've redirected all of the audio files expect for one mission, and this is because it's...coded strangely. It's hard to put into words, but it's done so oddly that simply splicing in the folder directory causes the scene to crash to desktop. I'll probably have to recode the entire thing myself for that.
  10. Okay, I figure the easiest one I know I can work on to try to fix would be the Final Countdown mission. I'm going to copy over the CfgMusic listing and perhaps you call can help me figure out what's wrong. This is lines 319-328 class CfgMusic { tracks[]={}; class final { name = "final"; sound[] = {"\sound\final.ogg", db+1, 1.0}; }; Now, the issue claims that line 328 is missing a } bracket, and if my coding skills are anything worth their salt (I took coding courses in college before I wanted to become a cognitive therapist) do the {} brackets on both tracks and sound get nullified between opening and closing {} brackets? Because that way would show two {} brackets (one for tracks, one for sound), two { brackets underneath the class listings, and only one } bracket to close the code. At least, if I remember much from coding this is what it entails. So, if my guess is correct, the following should solve the issue? class CfgMusic { tracks[]={}; class final { name = "final"; sound[] = {"\sound\final.ogg", db+1, 1.0}; }; }; A silly question I feel like asking but I know how to unpack the .pbo files, and I guess I know how to look in and clean up stuff if the above is any indication, but how do I exactly repackage and save it to try it out? I'd at least like to see if my silly Professor Layton skills here have actually surfaced in some type of progress. Out of the missions that have booting problems, seeing as I'm currently (but not permanently I hope) doing this solo, it's the easiest one I can deduce with my light hamster wheel work as a programmer to see and deal with. I was also considering looking at one of the CAA1 solo missions converted for ArmA II (Blood, Sweat, and Tears) because I know the opening cutscenes and audio in the mission work, as a means of trying to figure out why the audio didn't work, but the opening cutscene causes the game to crash. I have no idea if it's because it is supposed to transition to another scene, or in fact something to do with the audio, but I'd rather not use that as inspiration and risk fixing all of this, only for it to consistently crash. EDIT: Hey Gunter. I figure the first thing in order here would be to get every mission to at least boot up first, and then deal with the kinks. What exactly causes a "Config: some input after EndOfFile" message? That's a mystery to me. I can list my plans here if it helps with planning the means of assistance. :P - Get all missions to boot (Duh, this is needed!) - Get the missions I know have screwed up issues at boot to be fixed (The two Rahmadi Conflict missions) - Run through all of the missions to see if any crashes occur (if possible I'd like to use something to give me God mode, just to see if missions have any failed triggers or what have you. Mainly as a test to see if mission triggers and scripts work) - Fix the audio - Add in briefings - Clean up any other hiccups
  11. Hey there. Perhaps this is not outrageous to bring up but I'd like to help elements of this project move forward, particularly with the ArmA I campaigns I can transfer over with CAA1, so it'll primarily involve the Armed Assault campaign and Rahmadi Conflict. First things out of the way in what I've tested, most of which you already know. - I can get no game audio outside of music. Any type of audio characters are supposed to express via cutscenes and radio do not work. As such, this is primarily an issue for full on scenes in the campaigns. - Considering the state of the Armed Assault campaign, I'm unsure if the original design of the campaign was in tact. In the original game, you had a map screen where you can choose miniature missions before you take on a full fledged mission. I believe with the current design that all of the missions are blank, not considering any information from connected levels. I can personally handle this, but for those who want to carry the tradition of the original game, that may be something I may not be able to do. If I learn and have time, I will. Maybe :P - The briefings are absolute fubar. They clearly exist in the game, but their present state does not showcase any text in CAA1. - Mission triggers are wonky. In the second mission in the Rahmadi Conflict campaign, I gunned one of the guys before walking to a waypoint. Problem was, the gunned man was a friendly and I was talking to a corpse. In text, given the current state. - Scenes in the newsroom should have a male here if I remember, but a female model is there instead. Could be wrong on this. I figure, if it's not too much, I'd like to get those campaigns in a fully booting state, so anyone who has the more technical expertise to polish and refine the campaigns has the plate to build on. I've heard that the ArmA I campaigns are haphazardly coded, so perhaps those here may help me see why that is. Anything that seems to boot and work mean it at least works out of the gate, so it's more of potential coding polishing, getting it in a state similar to the original or a more finished state. Any exceptions I know of will be mentioned. Without further ado, I'd like to list a series of each mission to tell you their basic status. This will include cutscenes and stuff unlocked with a cheat code. Armed Assault: - ANN: Sahrani (Cutscene): Works, AAN border isn't cropped properly, and the lack of audio. I won't be repeating this as an issue, as it does apply to every cutscene as I said. - Transport (Mission): Fails to boot at all. I see a Config: some input after EndOfFile message. I believe it lacks a briefing screen as the mission primarily focuses on a surprise attack, so this clearly must be how the mission is coded upon boot. - ANN: Breaking News (Cutscene): AAN border not cropped properly, but crops naturally to resolution after it cuts to another area, which is done to showcase the attack from the last mission. - Map: Beaten Dog (Map): Map shows mission options, all of the visual prompts for the missions show the same location. Map isn't properly scaled to resolution. - Sniper and Convoy (Mission): Boots. - Direct Hit (Mission): Boots. - Beaten Dog (Mission): Boots. - ANN: Interview (Cutscene): Typical AAN scene issues. - Map: Dolores (Map): Typical Map issues. - Unsurrounding (Mission): Boots. (When I first tried this it failed, but it was with mods). - Construction Convoy (Mission): Boots. - Dolores (Mission): Boots. I think the first convoy is moving at a far faster speed than in the original, making the planning far more accelerated. - ANN: Night Report (Cutscene): Typical AAN scene issues. I think the reporter is supposed to talk to a soldier...who walks offscreen into a car. The lack of audio doesn't help me figure if this is an issue, or just the reporter talking the whole time. - Map: Somato (Map): Typical map issues. - Sanitary Operation (Mission): Boots. - The Hotel (Mission): Boots. - Battle of Somato (Mission): Boots. - ANN: War Reporter (Cutscene): Typical scene issues, except when it goes back to the newsroom, the reporter (who should be male) is a ghost. Not there! - Map: Dawn of Hope (Map): Typical map issues. - Ammunition Dumps (Mission): Boots. This mission has had a haphazard chance that the buildings you're supposed to convey around don't actually load in. - Awakening (Mission): Boots. - Dawn of Hope (Mission): Boots. - ANN: Ready for War (Cutscene): Same AAN stuff~ - Map: Reclaiming (Map): Boots. - Chopper Assault (Mission): Boots. - Convoy Attack (Mission): Boots. - Counterattack (Mission): Boots. - Map: IET (Map): Typical map stuff. - Chopper Transport (Mission): Boots. - BIG BANG (Mission): Boots. - BIG BANG 2 (Mission): Boots. - Into Enemy Territory (Mission): Boots. - ANN: Short News (Cutscene): Female reporter should be male. - Map: Gryphons (Map): Typical map jargon. - Saboteur (Mission): Boots. - Armored Fist (Mission): Boots. - The Camp (Mission): Boots. - The Great Battle (Mission): Boots. - AAN: Quick Update (Cutscene): Female reporter instead of male. - Map: Countdown (Map): Does it need repeating? - Final Countdown (Mission): Fails to load. Brings up a "File campaigns\ca\missions09FinalCountdown.Sara\description.ext, line 328: /CfgMusic/: Missing '}'" - Final Countdown - Tsunami Wave (Mission): Boots. I've had it fail to load on me before, perhaps due to mods. Rahmadi Conflict: - Intro (Cutscene): No voice is the only issue. - The Briefing (Cutscene): No voice. - The Coast (Mission): Boots. Fails to script the AI to get out of the boat, forcing the player to do the entire mission by oneself while the other three fly around like babboons. - Hard-fought Guard (Cutscene): No voice. - The President (Mission): Boots. - The Strange Island (Cutscene): No voice. - Chapter Three: Last Resort (Mission): Boots. Fails to script the AI to get off of the helicopter, making it a deadly repeat of the first mission. - Outro (Cutscene): No voice. All of the tests I did were just with CAA1 active and no other mandatory mods, so this is a clean test. Overall, as you can see, there's not a whole lot to get the base game to become playable. Not super polished, but playable. Just a few level fixes, fixing AAN's cropping and female reporter in the news room, fixing the briefings and the audio. All of that would make it work. I'm surprised nobody has heavily worked on these campaigns, as there's not a whole lot that needs tweaking to get up and running. Having it run flawlessly is another thing. At this time, I have no idea of how to access Queen's Gambit as a campaign to test in ArmA II, as it lacks a campaign listing in the ArmA I files. Perhaps it is created via addons and other content, making it very hard to port over? I'm not sure if asking to work on these campaigns is allowed, but seeing at a point these were being worked on by fans in the past that I assume that clearance to work and convert them is given a green light. I'm sorry if bringing up all of this is too much to read, or if I'm barking up the wrong tree, but I remember one of the intents of CAA1 was to convert pre-ArmA II content to that game, so I figure I'd at least try and give a silly little attempt. As much as people may look over ArmA I compared to OFP, but I think the wonderful efforts of the CWR2 bringing OFP to ArmA II make me feel personally that the core between OFP and ArmA II should be fairly represented in ArmA II as well. I'd love for ArmA II to be the home for all things pre-ArmA III in terms of campaigns and content from BIS themselves. I myself have asked Gunter about tools, so I have ArmA Edit and Cbpo, so I believe I am able to extract and tamper. I'd like to first get all missions booted first, then deal with the scripting issues in the Rahmadi Conflict missions. Audio, the AAN newsdesk reporter, and briefing text should come last, after all of the missions can at least boot up and be finished. The thing is I'm unsure on how to deal with the aforementioned issues. I suppose what I can do is post the core information, and maybe someone more familiar with editing and modding can tell me what exactly is wrong with it. I think that would narrow down the issues significantly, as like I said, I'm rather unfamiliar with all of this. I do wish to learn and work on it, though! Like, if someone can tell me how briefings work, and how it's coded in these campaigns, that could narrow down what has to be retrofitted to fix it. I have the time to do it, but I'd like someone here who is more technical to help me grasp this so that I can start doing it on my own.
  12. It's listed, but no key. So it is an issue? Okay. Hope they solved it soon. Guess BIS really wants me to do the ArmA III Alpha. :P
  13. foffy

    Army of the Czech Republic DLC

    Figure I'd ask here, too. I just bought the DLC for Steam, and it's asking for a CD Key..but I've no idea if I was even given one. I can't find it. Any ideas? ):
  14. I suppose, but it was more in reference in that I have very little to really contribute to the development of it other than just playing what you release. I wish I had the Superman ability of helping you guys finish it soon. :P
  15. Words of encouragement and praise may seem fickle coming from someone like me, but there is just something about OFP that seems classic to me, and what I've played of the mod has only further validated it for me. I eagerly await to see it in a completed form, as I think revisiting Everon for one final war would be a great sendoff to ArmA II. It's far more memorable than the campaigns in ArmA I and II, that's for sure. :P
  16. foffy

    COWarModACE Release thread

    Hey Gunter, do you know which of the addons you have for COWarMod forces you to zoom in when you aim down the sights, which doesn't require you to hold a button? That's a really useful addition to the game, and I was curious what it was called.
  17. Sorry for the sorta necrobump, but I've wanted to replay the ArmA series and seeing as the ArmA I campaigns have not really been converted (and I understand why :P) I've wanted to make the most of the original, and this is still the go to mod for it. However, I do have some concerns that perhaps people can either help me solve, or at least explain to me why they are not solvable. The first has to do with the fact that that I've noticed this sometimes that when I gun down an enemy, he can sometimes instantly come back from being down on the floor and reengage me. I figure this is implemented thanks to the bleeding out mechanic, but I was wondering if there was any way I can reconfigure this? The issue that this poses isn't so much that a damaged person can still re-engage in combat, it's the fact that you can gun down a guy and thinking he's dead, he's still alive and giving orders to the AI. The reason I find this troublesome is because friendly AI doesn't engage downed people like that, making it a bit of a frustrating endeavour. Is there any way to tweak this? The second thing I'd like to ask is that sometimes when you get hit and go down, animations will loop. Sometimes you'll stand up and then fall right back down, only to do this until you die. I figure this is something that was never addressed as the community probably just moved on to ArmA II, but I felt like it was worth a shot to ask you guys here if anything can be toggled and tampered with. I'm not nearly as technically efficient as you guys, I just end up consuming the labors of it. :P
  18. I for one would love this. Being able to transfer the communities work to newer projects with ease would be wonderful, and would also benefit BIS. If they make a foundation to transfer mod stuff to newer titles, then such a foundation already gives them a canvas to do things at a more easier level than building from scratch. However, I do see an issue with this, and it surfaced with the CAA1 project. ArmA I did a lot of things that were drastically changed for ArmA II, and as such a conversion project actually required tinkering with many of the internal nooks and crannies. I'm sure with ToH: Rearmed that merging ArmA II with a new game was already planned, but I can't see ArmA I being part of the pie. Unless the game, its campaigns, and long desired assets are either remade by BIS, or the CAA1 project goes into overdrive to convert them.
  19. foffy

    COWarMod Release

    Hey Gunter, I'm having a bit of an issue here. I'm using COWarMod as well as ASR AI separately, but it seems I'm getting an outdated ASR message. I didn't get it before using COWarMod, so could it be a chance that it's overlapping ASR AI as a separate thing? Is there a way I can disable the one COWarMod? EDIT: I'm also experiencing a very strange occurrence of the game flicking between low detailed and high detailed textures when using COWarMod. Anyone have any idea on what that is about? I can max the game out on my machine, but the flickering actually hurts my eyes. EDIT: Fixed the flickering...odd, it had to do with RAM settings. I haven't touched ArmA II in ages, before FSAA was added in the options, so it reset that setting for video memory.
  20. Hmm, I went with ACE and I decided to use Gunter's WarMod. While I do think it improves the realism, I'm still a little stumped on the AI. I know ACE and WarMod both feature AI improvements, but that leads me to wonder; what of the difficulty values in the options? I've been tampering around with settings there and I noticed very little change between tampering with settings. I don't think I'm a military warrior here but I keep getting schooled when I try anything with opposing AI; they seem more accurate than me and far more able to take me out than I can do it to them. Of course, this is me putting the sliders at max, assuming the AI mods override these settings...
  21. foffy

    COWarModACE Release thread

    Hey Gunter, I'm loving what you're doing here. I think it's adding a lot to the realism of the game, but there is something odd I noticed. As I was trying this out, I noticed there were some characters who had green spheres over their heads. What mod is that, and if possible, how do I disable that? I have no idea what it's for, is it to label teammates to the player? Otherwise I love how my teammates are more natural in combat, and how the game emphasizes more visceral gameplay. I absolute LOVE the fact that one of the buttons can now be used to aim your weapon down for faster movement, as that was one of the few things I noticed right away.
  22. I figure I'd ask about this here too, seeing as I want to have the most realistic depictions of the ArmA games. What mods/addons do I need to make ArmA II the most authentic it can be? I have all of the ACE mod stuff, and I'm using JTD as well as ASR. Am I missing anything? Is JSRS an improvement to the sound selection from the ACE pack? Are Blastcore Visuals still worth using for explosives and for a visual punch, or is there a better mod out there?
  23. foffy

    Where to start

    Hey there. You're going to have to define order here. Do you mean the chronology of the campaigns, or all of the ArmA 2 content? There's ArmA 2, Operation Arrowhead, British Air Forces, Private Military Company, and Army of the Czech Republic. Those are all of the titles, but everything after Arrowhead actually requires Arrowhead to play, IIRC. The chronology of it goes ArmA 2, ACR, OA, BAF, then PMC, I think.
  24. Subtle request here, gentleman. Most of the addons I'm using in ArmA I have successors in ArmA II, those being JTD and ACE. I do have a question however; are there any major mods that significantly enhance the experience? For example, a sound mod. I am way to used to SixUpdater and how ACE evolved into visual and audio boosts for ArmA II. :P
  25. foffy

    OFP Addon request thread

    I see. What limitations does WGL have compared to ACE offhand? Is stamina fatigue a mechanic in ArmA 0 with WGL like how it is in ArmA I and II? Also, are there any good audio/visual mods for the game, too? I know ACE 2 actually updated a number of the character models and has an entire soundpack to replace many sounds (though I'm unsure if it's better than JSRS) but I figure pre-ArmA II these were all separate types of mods. And one final thing, but it's more about the game itself. I assume WGL tampers with the AI as well, but does the game actually have an option for sliders like ArmA I and II do for difficulty? EDIT: Seeing as I solved the issue I had running it, I'll remove those edits but I do have a question. As WGL was the precursor to ACE, is it in turn the most realistic mod for ArmA 0? Or would FFUR be? That seems to have been more updated and like ACE, it offers but visual, audio, and AI improvements to my understanding.
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