BAXXter
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Posts posted by BAXXter
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I have just one problem with this launcher.
When I start it up. I get it on the task bar yet if I click it nothing shows up. Just the icon representing the launcher is happening on the task bar. Nothing else. I tried bring to front and stuff on Windows Task Manager to no avail.
Anyone have any ideas?
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Awww will you just look at that cute little fella! :bounce3:
I actually loled when i saw that alien dude.
Looking forward to this bro.
Godspeed!
---------- Post added at 05:32 PM ---------- Previous post was at 05:26 PM ----------
God that movie probably had the most ill fashioned movies ever. The alien's ships looks like things from the gutter.make something like THIS!!!!The aliens will probably invade just to prove us their good taste in fashion. :P
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Looks fabulous. Thanks man!
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Any chance you can sort the order of mods in the boot parameters?
---------- Post added at 08:29 PM ---------- Previous post was at 08:23 PM ----------
That's a great pospect.Salah ad Din;1481539']heh' date=' why don't you try and cooperate with the maker of "ArmAII Launcher". Maybe you could combine your proggies so we have the best of two worlds?[url']http://arma2.ar.funpic.de/[/url]
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Yeah i do use spiritedmachine's arma launcher. But i only got the duplicates when i inserted TrueMods in it. I got rid of it and even reinstalled. There were still duplicates.
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Great mission! I wish i could customize my loadout at the briefing though...
Any chance you're going to make A different Kind of War III?
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Pretty weird stuff. Basically, every campaign name I have in the campaign menu will have another copy below. When you access both of them it will still lead to the same save file. I do not have a 2 of each user campaigns in my Arma 2 directory.
What happened?
Anyone know how to get rid of it?
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Are the songs/tracks you used in the whole campaign accessible in the mission editor?
---------- Post added at 03:27 PM ---------- Previous post was at 03:26 PM ----------
A massive +1. I am in full agreement.I got to say that COD has become a horrible game for milking cash out of, but, I have to give props to the music. There's not much I would give COD props for but Hans Zimmer make good music, you can't deny that. How about some old school rainbow six music :D -
I love my ARMA. I love a nice swift victory for a mission and the least i could ask for is to get it marked as complete on the missions menu. You know, that box next to the mission's name on the menu.
But it doesn't get marked as complete. The box isn't marked. You just get a cold empty box next to the mission's title on the user interface.
Strangely the bohemia interactive missions can be marked on their boxes as complete when they are. Just not the missions made by the community.
Any chance a solution to this issue please?
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Sorry for not being specific. I can't give you the details of my system and etc right now but i will later.I'm kinda of missing understand what it is your problem actually is, what did you remove from CoWarMod to customize your game,and I may be able to tell you what it is might be happening but im not 100% sure what the problem really is til I know what your setup is.
The secondary explosion has nothing to do with the mod, thats the vanilla game doing that. But....
in the CoWarMod tweaks and Mods folder get this file and put it into the COWarMod addons folder:
DisabledSecondaryExplosionEffectOfVehicles (Visuals)
Disables the secondary explosion FX.
DisabledSecondaryExplosionEffectOfVehicles_Visuals_C_PvPscene
DisabledSecondaryExplosionEffectOfVehicles_Visuals_C_PvPscene.pbo.PvPsceneCO.bisign
For the secondary explosion I'm not sure you know what i mean. I want a explosion to happen when a tank is destroyed. Not just turn into blackness and the crew pops out. I do not have that disable file in my War mod addons folder.
Also I'm just wondering how many of the PROPER addons are compatible? Did you have any problems when adding some of the PROPER addons to your COWarMod during development as i know there are some that worked and is in the mod.
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Sounds absolutely brilliant! Looking forward to it.I'm going to check that mate!So, here is my plan.
After I saw the thread about the ASE I was just happy! I wanted to use this script system and all its part for Projet Zero, but ASE is not done so far and maybe will take a long time to be done.
So I'm stock, don't want to work further on Project Zero till I can use the ASE system. So I though about JSRS and its users. You play with that mod, and while playing maybe each day, its getting boring more and more. So, I want something to work on, and to come back into the editing part after the long break. And nothing might be better than an already finished mod to work with. All I have to do is just Audiopart, nothing with configs and stuff like that (instead of trouble fixing).
So, whats about an J.S.R.S. 1.4 Re-Art or Remastered. I will put the whole mod in the new softwares I wasn't able to work with while working on JSRS 1.3. So I can now work with full plugins, new softwares, new technics and so on.
Fixing some wrong sounds, EQ-matchin, Part-Noise-Reduction, Audio-Restoration, Click- and Crackle Removal and/or Clipped-Peak Restoration are giving me just full possibilities to get much more out of it. Making sounds louder, more adjusted, clearer, but also softer, more digital than before. Just bringing this old work up to date.
So my plan is first to work on all vehicles to fixing some stuff and strange volume issues. Just looking how I just can jump into this...
So guys, what do you think? I mean, I would do it anyways, but I wanted to hear you opinion too!
Jarhead
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The textures especially for the trees are fanatastic. Great job!
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Could you perhaps give an estimate on when it could be released? Any chance this year?Version 1.0 will be released when it's finished. -
You are a legend mate!
Always loved the original OFP soundtrack especially when playing battle. Felt like it was the perfect music to be made for modern combat and user missions.
Personally i was disappointed the Arma 2 doesn't have teh same vibe as the OFP's soundtrack but of course thank god there's you Drew!
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Ahhh right thanks. So does that mean i could just make a folder in the addons folder in the JSRS mod and put whatever sound's pbo I don't want in it to make it not work?
I wish there was some sort of config file where i can just enter a little text to disable or enable a particular sound.
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Sorry I'm a FNG and it's kind of hard to look through hundreds of pages to find my answer.
I hear some sound mods are modular. As far as i know, this means i can customize what custom sounds work for the weapons, vehicles, etc. Is there such a customization option for this mod?
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Looks great and I'm downloading.
Kudos to serving your country bro!
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Hilarious little bugger! Awesome fun to use. Could you just perhaps not make the poor robot bleed when it gets shot? It is a robot after all.
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I love Hawaii! Too bad I''m going to put some war on it! XD
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Sounds good man i will be waiting. Thanks alot!Your welcome.I like real life or realism too, but its a game to me, and its a preference some things I like to be realistic and others I could care less about,
having to stand on top of a box to get my gear is annoying to me, but if you prefer it then its your game, set it up how you like, thats what WarMod is all about.
AI accuracy
The AI accuracy effects my game too, I myself do want the firefights to last but, I really dont like the idea of having to shoot a guy
4-5 times or more just to kill him, thats why i had changed the files around for the SLX part.
I think what i will do is talk with Zeus maker, and Rob from ASR, and see if i can get some more advanced or rather expert
modder input on this, as I find the Ai accuracy rather annoying myself.
Again if you guys discover something please report it so we all can benefit.
Once this AI accuracy issue is sorted out then I will release a patch and full update to 1.1, but i
still need to do 1 more piece of graphic work for the game.
Also note I have 4 polls on my website, make your votes, if for those guys that want an Ace compatible
version you need to vote, or it aint going to happen. i think I want to get this Ai Accuracy sorted and game
patched and full update released before I do an Ace version thats if people really want it.
Any questions, thoughts, ideas, feedback please let me know.
---------- Post added at 09:03 PM ---------- Previous post was at 08:56 PM ----------
I have a feeling that something like this have already been posted but i can't find it yet. I just have a problem with aiming down my sights. It pops out to the weapon's hip by itself! This also happens in tanks which is annoying when you go out of your aim sights when you got a good target ready for your sabot round.
Also is there any particular thing in the mod that don't make tanks explode when they get their final hit or does that just don't happen by default. I wouldn't mind the tank blowing up when I shoot the last round on it but it just turns black. :( I just reckon the explosion at the end makes it a satisfying kill. The T55 actually do explode but onyl sometimes and not many other armored vehicles do at all.
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What you could do is just extract the AI stuff out of COwarmod and put it in a separate modfolder. This lets you still experience the juice of COWarmod except without the AI.Full ACE, COWarmod and some others, maybe it's the warmod, making the AI not want to charge.I'll try vanilla.
Also, AI skill on both sides is 100 and difficulty is regular.
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Loved your Antarctica man. Awesome job. I made a fabulous tank battle on it with a10s and Tunguska buzzing around and it was a terrific terrain to do it on.
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Thanks for making all this tweaks.
Cheers mate!
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Oh sorry. Just realized my JSRS sound mod might be interfering. Though i didn't expect it be to be able to change the sound on the CWR m16.Isn't it? :confused:
ArmA 2 Game Launcher
in ARMA 2 & OA : Community Made Utilities
Posted
Thanks!