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Everything posted by Wilsdorf
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Wilsdorf replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks Kju, I remove all reference to ArmA1 but I always have a black screen. I don't have the QG addon. here my new rpt: -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Wilsdorf replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I try the last version. I always the same problem when I launch the game, but now I have a black screen before the game menu. Here my rpt: -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Wilsdorf replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I have some trouble with AiA mod. When I launch the bat file, i always have this error: Addon "AiA_baseconfig_f" requires addon "CA_desert2_character". And When I'm on the game this error pop up: script "InitJipCompatible.sqf" not found. Except that I have no problem so far. I try to remove the Arma2 character like you explain in your wiki. When I launch the editor I don't have the Arma III character, but I only have the ACR character (DLC free). :confused: Here my bat file: -
UPSMON - Urban Patrol Script Mon
Wilsdorf replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great ! I'm eager to see it. Will. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
Yes, sometimes AI attack me. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
I only play with AI. When I use the melee weapon, it launches the anim but the IA doesn't die. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
The melee weapon doesn't work even with your link. :( I try to kill someone with the melee weapon but nothing happen. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
I can't understand why in one computer all works and on the other all bug :eek: . The only difference is the O.S. First is on Window 7 and the other on XP. One thing is comon is that the melee script doesn't work on both. :( -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
Thanks to helping me, but unfortunately it doesn't work. I reinstall all element (game and folder) exactly like in my second computer and if in the second all works, in the first it's always the same problem. I run nothing except the CW mod and I have no other addon in my CWA folder. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
Ok, I test on my second P.C same installation, it works perfectly. Is it possible that the firewall block the script ? Will. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
Here the ofpr.info site: http://ofp.gamepark.cz/index.php?sekce=patches -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
I just put a @ behind CWMOD folder and I just let what was inside: addons, bin, dta ... . I test the same rifle and it doesn't work for me. The melee weapon doesn't work anymore. :butbut: I download the 1.99 patch and the fix that are on Ofpr.infos. Will. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
I don't remenber the name but if it's a rifle which need a long time of reloading. I test Napoleon's mod and I have the same problem. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
It's what I was thinking ... But I don't understand why the pistol anim work but not the rifle anim :j: But anyway I try to reinstall. Will. -
American Civil War Mod v.1.2 released.
Wilsdorf replied to Triglav's topic in ADDONS & MODS: COMPLETE
Hello, Maybe I'm wrong but there was custom reloading animation for rifle in this mod, no ? The pistol animation is not the default BIS one. When I use a gun I have the default OFP rifle animation. It's strange because now I don't know when the weapon is ready to fire. I have the latest version of the mod with OFP 1.99. WIll. -
Sorry, you misread: I have no problem to end the mission. :) What I mean is: if I have to eject, not in the base, because my plane was shot down, the mission doesn't finish. And I remark that I don't need to land to finish the mission (for the first part). Will.
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I test your mission and I'm a bit disappointed. First: The mission There's pratically no explanation of what to do and what exactly we have to destroy. For example the first mission is to destroy a Vietcong depot. When I try to destroy, I have great difficulty to detect the depot, I see three trucks and two or three DCA. And after destroy all of of these. The objective was not green, so I spray the zone with all my munition and it was good. When I come back to the base, i don't need to land to trigger the second mission. I can't rearm myself at the base so no more munition for the second mission :/ . So I retry, I success to kept some munition. The second is really too easy in comparison to the first mission. If i eject myself, the mission doesn't end. Second: Immersion The base is totally empty, it's like we're only two with my copilot to live there. There's no possibility to rearm your plane. All the vietcong DCA is on one place, the objective. It will be more challenging if the DCA is spread out. Will.
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Problem with Homer's tool: Road Painter
Wilsdorf posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hello, I have some trouble when I want to smooth road. When I import the .xyz into visitor, my map is completly out of scale with my previous map. Will. -
It doesn't exactly destroy the track, exactly the wire block the track, so the tank is immobilised. Moreover it's extremely difficult for the crew to remove the wire.
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HETMAN - Artificial Commander
Wilsdorf replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So It doesn't take into account other groups and move in function of the others ? -
HETMAN - Artificial Commander
Wilsdorf replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry I mean between group placed on map, formation between groups part of a platoon, not between teams part of a group. -
HETMAN - Artificial Commander
Wilsdorf replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Rydgier, I use your script so many times!! :) Just one thing, I notice: I found that space between each group is too important. It's nice for motorized / mechanised group but not for infantry group. I try to play with the "Front" variable but I see no difference. Is there any possibility to reduce the space between group? -
Rifle Obstruction, Cover and Blindfire Addon (ROCaBF)
Wilsdorf replied to norrin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I notice one thing: My character cannot walk on the last stairs of the ATC on UTES but if I run it works. Some things spawn on my RPT: ===================================================================== == D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe == "D:\Program files\Bohemia Interactive\ArmA 2\arma2OA.exe" -mod=@CBA;@CBA_A2;@CBA_OA;@Norrin_colision; ===================================================================== Exe timestamp: 2013/02/15 15:20:11 Current time: 2013/03/06 10:06:38 Version 1.62.95248 [77,21.146,0,"XEH: PreInit Started. v1.0.0.187. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"] [77,22.743,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowN.InterpolateTo: item count not multiple of 2 (is 107) bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowN.InterpolateTo: Bad move 0.025 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowN.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowN.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNL.InterpolateTo: item count not multiple of 2 (is 107) bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNL.InterpolateTo: Bad move 0.025 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNL.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNL.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNR.InterpolateTo: item count not multiple of 2 (is 107) bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNR.InterpolateTo: Bad move 0.025 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNR.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNR.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: item count not multiple of 2 (is 101) bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: Bad move nStand_RifleLowBLC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: Bad move nStand_RifleLowBRC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: Bad move nStand_RifleLowNLC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: Bad move nStand_RifleLowNRC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: Bad move 0.025 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowNC.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: item count not multiple of 2 (is 101) bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: Bad move nStand_RifleLowBLC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: Bad move nStand_RifleLowBRC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: Bad move nStand_RifleLowNLC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: Bad move nStand_RifleLowNRC bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: Bad move 0.025 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nStand_RifleLowBC.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: item count not multiple of 2 (is 101) bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: Bad move nKneel_RifleLowBLC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: Bad move nKneel_RifleLowBRC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: Bad move nKneel_RifleLowNLC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: Bad move nKneel_RifleLowNRC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: Bad move 0.025 bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowNC.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: item count not multiple of 2 (is 101) bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: Bad move nKneel_RifleLowBLC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: Bad move nKneel_RifleLowBRC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: Bad move nKneel_RifleLowNLC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: Bad move nKneel_RifleLowNRC bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: Bad move 0.025 bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: Bad move 0.02 bin\config.bin/CfgMovesMaleSdr/States/nKneel_RifleLowBC.InterpolateTo: Bad move 0.02 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl -
I have some trouble when I want to smooth road. When I import the .xyz into visitor, my map is completly out of scale with my previous map.
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Rifle Obstruction, Cover and Blindfire Addon (ROCaBF)
Wilsdorf replied to norrin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great addon! I do some test on UTES. I think more easy if you add a keybind instead of an addaction. It misses a lean animation so you can see whithout exposing yourself in cover mod. I have some trouble: If you don't wait a little before move left or right in cover, you're automaticaly move out of cover. Sometimes the addaction "use cover" is created twice. Sometimes when you reach the end of cover and you move step out, your character will be hurt a little. Will.