LUPO_
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10 GoodAbout LUPO_
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Strategy - A totally new strategical gameplay
LUPO_ replied to gc8's topic in ARMA 2 & OA - USER MISSIONS
Sounds cool, I hope it will be easily configurable for addons so we can play other than Russia Vs America -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
LUPO_ replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
not sure it's been already reported but, at grid reference 142 124 you may want to check the house at the top left corner of the SLA HQ, the woodden shed is going through the wall and into the house. -
Red Hammer Campaign for use with CWR2 mod
LUPO_ replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
Ok, downloaded the campaign to add italian translation it will take some day unfortunately I'm very busy theese days. -
PedagneMOD - Amphibious pack at 360°
LUPO_ replied to arremba san zorzo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
PedagneMOD is NOT compatible with ACE -
Wanted: Italian and Spanish translators
LUPO_ replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
well, I'm italian and if the source is english I could translate what you need, send me the documentation. I'll send you my Email through PM if you are ok. -
Island Panthera for ArmA 2
LUPO_ replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1. Yes 2. Yes 3. Yes/downloaded again ( on the armaholic page is listed MBG building 2, not MBD, typo?), maybe I've installed MBG #1 instead, will try this weekend and let you know. @Kremator not sure what you've tested, I just got into an AI truck and pickup and let it drive all around the island, tested mainly three routes, starting from ports in the SE,SW,NW and arriving in the central zone with the mountains, every time I ecnountered a bridge the vechile just flipped and the AI got out. If I drive the very same vechile, no problem. -
Island Panthera for ArmA 2
LUPO_ replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
too bad, cutting off all the bridges isn't much of a solution, it would result in only one route being allowed for AI and none for some particular areas, not good when you're suppoed to guess the enemy route, maybe I'll come out with some other mission in Duala or Lingor ,ah... I seem to miss quite a few buildings in Lingor,towers placed mid air? What am I possibily lacking? -
Island Panthera for ArmA 2
LUPO_ replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi IceBreakr Last time I checked Panthera to use it for a promotional mission for PedagneMOD I had to dismiss it as unusable. It would just be fantastic to use it cause, well you know it's the place you'd expect Aplini to be. The main issue I had was AI flipping vehicles on bridges and the island is full of bridges! Could you tell me is a newer version is out where AI doesn't flip over every bridge? I've 2.61 it's a shame this Island can't be used. -
Hi I tried to customize this mission a bit to add an addon pack, I was successfull with 2.00 but in 2.02 it doesn't seem to work properly. I've addeed two files mps\config\config_addons\config_vehicles_my_vehicles.sqf mps\config\config_addons\config_vehicles_my_units.sqf both following the scheme of default files then added #include "config_addons\config_vehicles_my_vehicles.sqf" to mps\config\config_addons\config_vehicles.sqf and #include "config_addons\config_units_my_units.sqf" to mps\config\config_addons\config_units.sqf . It doesn't work, units won't show up in recruitment list when recruiting AI and vechicles just crash the game. Removing the vehicles script the game runs fine but I can't use cargo function and such. Vehicles sqf units sqf what am I missing? I also changed the "faction" in init file
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ARMA 2: Operation Arrowhead 1.60 RC #3b (Release Candidate)
LUPO_ replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I seem to be unable to throw granades at more than a few meters resulting in a suicide action every time, am I the only one experiencing it? Not sure I really have the latest RC though, worth confirmation? -
Pedagne Mod Question - camouflage faces
LUPO_ replied to Stewy's topic in ARMA - ADDONS & MODS: COMPLETE
sorry for you but I know for sure none is working on Pedagne for ArmA and there is indeed no config for faces in it. Pedagne fo ArmA has been left back quite some time ago and I don't see it being ever resumed, especially with OA out and A3 coming next year. all efforts are currently concentrated on A2 version to correct the many bugs present. btw, since you ask, do you know how many people are still playing ArmA roughly, and Pedagne Mod for ArmA?? I was curious to know if it was worth the effor to start working on it again once done with A2. -
Soldiers Names in Addon
LUPO_ replied to LUPO_'s topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thank you -
Hi all I've been looking for data about this through the forum and the files but couldn't come up with any solution. All I found was how to give specific names to soldiers in missions, but this is not what I'm looking for, I want to give my soldiers names other than english or russian ones by default so the mission maker won't have to edit the description.ext every time. can anyone direct me to a template or say where to find the config file in ArmA Pbos? to be more clear I'm speaking about this: class ASZ_Base : SoldierWB { identityTypes[] = {"Head_ASZ"}; faceType = "ASZ_face"; genericNames = "EnglishMen"; model = "\ASZ_PersoneIT\BDU_3D\EI_bg_bdu1"; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; scope = 0; faction = "PedagneMOD"; vehicleClass = "Men"; cost = 80000; camouflage = 1.8; accuracy = 2.0; moves="cfgMovesMaleSdr"; ...
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Running a script in an addon (help needed)
LUPO_ replied to LUPO_'s topic in ARMA 2 & OA : ADDONS - Configs & Scripting
thanks for the reply, I couldn't make it work yet but still , thanks :) -
Running a script in an addon (help needed)
LUPO_ posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi I've a problem with an addon.Hope someone can help what I have: unit X has action A available in the config file, activating action A runs script 1 wich activate the system, action B becomes available when conditions are met, script 2 is run when needed performing the desired task. what I'd like: unit X runs script 1 simplt by being placed in the editor, when conditions are met action B becomes available.... also it would be fine if you still need to activate the system but once it's activated action A disappears for that unit. I'm trying to build something like medical ability for a soldier and an alert system for a vehicle, both addon based, I've the scripts running, just some problem getting them started. Right now the system works BUT if you press twice action A you've TWO systems running, press A a few more times by accident and your scroll list it's cluttered in no time, though eveything still works perfectly (and lots of unneded scripts going around) P.S. Yes I searched the forum, NO I didn't find anything.