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folgore_airborne

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Everything posted by folgore_airborne

  1. Hey guys...I am making some replacement packs for Stalker's BritMTP units, to use them instead of vanilla BAF's MTP and DPM units. I have a problem I can't fix and I am in need of help. While the replacement configs I wrote work perfectly for vanilla desert and woodland DPM, they don't for vanilla MTP. The DPM units get correctly and completely reskinned, while the MTP units don't get replaced at all...the vanilla model and gear are kept. I tried countless combinations and configs but couldn't find out a solution. These are the configs I wrote, as you can see they are identical except for different dpm\mtp entries, of course. Any help would be very appreciated, I am completely stuck because I really have no idea why some units are replaced and others aren't even if all entries are correct...at least, I hope...since I took class references from here and here. MTP Config DDPM Config
  2. folgore_airborne

    BritMTP Replacement for BAF units

    Thanks to SuicideCommand I have managed to get it kind of working, but a new problem has emerged: now a single replacement pack with only BAF_soldiertype_MTP entries also replaces DDPM and WDPM units and not just MTPs.
  3. folgore_airborne

    [CAMP/OA] Operation Mighty Justice

    I'd say these would be great!
  4. folgore_airborne

    Edited ACR Troops

    Hi guys! I have created two replacement packs, one will replace vanilla ACR units with Sabre's desert version, and another with his woodland units. Other than simply replacing vanilla units, this config also adds some more units if you use the editor, such as engineers and assistant machinegunners both for CZ army (which all use SA58s) and for Special Forces (which all use M4A3s). The only requirement (obviously besides OA) is BAF because I have used some of BAF backpacks...the vanilla US army's ACU looked ugly on these guys, and vanilla ACR did not have assistant or engineers backpacks...anyway some units still kept their vanilla woodland pouches or packs. Here are the links, report if anything is wrong and I'll see to fix it. Hope it's all ok and that you enjoy it. ;) MEDIAFIRE LINK - Desert units Replacement MEDIAFIRE LINK - Woodland units Replacement Big thanks to Sabre for these skins and of course to BIS (no need to say why)!
  5. folgore_airborne

    [CAMP] Blood On The Sand

    If anyone wants to play with CDF peacekeepers wearing a proper desert uniform, I have made a replacement pack for Len's CDF Marines.
  6. folgore_airborne

    [Camp] Six days in Fallujah

    Great to see version 1.0 is released, thanks Wiki! Will play it immediately! Is this "definitive", I mean will there be more missions in the future?
  7. Hey guys...I have made a simple replacement pack for these great units. It's nothing special, but it will replace both A2 CDF and especially OA UN Peacekeepers, with the latter having an appropriate desert uniform. Here it is, hope you like it! ;) Don't forget to teport if there's anything wrong... MEDIAFIRE LINK v1.0 Big thanks to Lennard for these skins and of course to BIS (no need to say why)!
  8. Mediafire link for 4.7.3: http://www.mediafire.com/?zpbtmi6qna3i1ij
  9. folgore_airborne

    ASR AI Skills

    agreed, especially considering how frequent and important the public beta builds are.
  10. folgore_airborne

    ASR AI Skills

    are you using the latest beta? I am, and rearming seems not to work properly as it should...machinegunners not taking ammo from backpacks, not taking new weapons from the ground when they run out of ammo...the only two things they seem they can't live without, are grenades and smoke shells. Sometimes they leave full magazines for taking them.
  11. folgore_airborne

    COWarMod Release

    they do for me...I use only SLX not the whole Cowar btw
  12. folgore_airborne

    COWarMod Release

    there are two .pbos for that, don't remember their exact name but you can find their description in the readme.
  13. folgore_airborne

    [CAMP] Joint Operations [BAF]

    I used DAP's mod too, and sometimes I had problems with enemies that were considered as dead by my teammates and didn't show up in the map, but they were still alive although wounded and the game didn't mark that task as accomplished. Don't know if that's the cause...but it's not a bad guess. Did you have problems also in other missions?
  14. folgore_airborne

    [CAMP/OA] Operation Mighty Justice

    Great, well it's not important to have huge selections, it would be sufficient more M249\M240 versions, M4A3s, vanilla Arma 2 M4A1s...backpacks, some handguns. Some Mk17s are already present I think, you mean more variants? About the Javelin, I don't use ACE...I have to look deeper into it and I'll let you know.
  15. folgore_airborne

    Zeus AI Combat Skills

    A few suggestions\personal opinions that might help you for the final version: -reduce the AI rate of fire with assault rifles at medium\long ranges. Playing with both USMC and US Army, they fire like the target was at 20 metres, wasting a lot of ammo. They kinda lay down suppressive fire, but they are not supposed to fire 3\4 rounds per second with an MK16 at 400+ metres. -reduce engage ranges and RoF for machineguns, because as of now they start shooting 1000m away without hitting anything, only depleting ammo. -increase AT launchers (at least scoped ones like MAAWS, SMAW, Metis) engage range and make them more willing to target armoured targets. -if it isn't already, make it compatible with Zp5's AT launcher fix (it prevents the use of AT weapons against infantry). It has its ownCfgAmmo entries which may conflict with Zeus..
  16. folgore_airborne

    Mk16 Mk4 CQ/T replacement

    Thanks for sharing!
  17. folgore_airborne

    [CAMP/OA] Operation Mighty Justice

    Well that will surely please someone! :D Anyway, any plan to update this amazing campaign? To me, one of the very few things that might be improved is gear selection before mission start, some backpacks and more weapons would be very nice! I have a problem in Tank Valley. The first time I player it was vanilla Combined Operations and had no problems. Now I use a number of mods, and the Javelins don't work anymore. It happens only in this mission, because in other missions (like BAF Tank Hunters) they work fine. The mods that seem to break Jav behaviour in this mission seem to be either gdtmod_javelin or something in SLX.
  18. I use gdt javelin mod with SLX no crosshair, sometimes the javelin go up in the air and disappear...:banghead:
  19. folgore_airborne

    [Camp] Six days in Fallujah

    AVFC, there are a few respawn points in that area. The worst part is that they are along the path from the disembark point to the Abrams.
  20. folgore_airborne

    [Camp] Six days in Fallujah

    Assault: no problem, it doesn't prevent the mission from going on, that's the important thing. Do you know any ai driving mod? I tried Zeus, ASR and SLX but didn't see any driving changes... Counter Sniping: you're right, it would be unrealistic...then you could leave it as it is. Or is there any chance to make him report distances, like in PMC mission in the Proving Grounds? Hostel: ehm you know...I am terrible at aiming from a moving vehicle, especially if it's a chopper! :D Just my thoughts? It's very good, I love this kind of campaigns where you are a subordinate infantryman, then a spec ops leader, then a chopper gunner...Personally I find campaigns where all missions have the same structure boring, this is varied and much more interesting.
  21. folgore_airborne

    [Camp] Six days in Fallujah

    More feedback. -The Assault At the beginning sometimes the Bradley make a sudden steer, take down some guardrail sections or some trees. They stay stuck for a few seconds (and all the convoy stops), then they resume their path. Might be a bug in the map or in the game AI engine I guess. -Counter Sniping The spotter is useless, he can only provide close cover against enemies that come for you. I'd remove even that "order the spotter" hint... -The Hostel Gunner Part: I managed to take them all down, at last! I must say sometimes it's hard to kill them all with 2000 rounds, considering they are not that near, the helo moves, the pilot sometimes seems drunk, you have to "aim" with the tracers...I'd either double the rounds, or make the helo turn and follow the waypoints in the reverse order, so you can use also the other minigun. SF Part: for those who have played Gothic Serpent, it's almost identically the same. Same fun, but also same frustration due to CQB bugs of Arma engine.
  22. folgore_airborne

    [Camp] Six days in Fallujah

    You mean guys with RPGs even if they are on the ground and not on the roofs?
  23. folgore_airborne

    [Camp] Six days in Fallujah

    Mission Counter Sniping is very nice, never found anything like it in other campaigns! I only didn't understand that "order your spotter to move to position 8" hint...I walked up to the top of the building alone and did all the job, the spotter wandered around there and provided me close cover against enemies that were coming for me. Mission The Hostel is strange, each pass I found new enemies on the rooftops, but after some passes there were no more (I am sure of it) and still the task wasn't accomplished. I still had 800+ rounds left, while the other gunner was out of ammo. I will replay it these days to see if it was a typical ArmA task messing-up.
  24. folgore_airborne

    [Camp] Six days in Fallujah

    I only completed the first two missions...I had some problems with the spawn points in The Assault, sometimes it happened that I was running and a bunch of militias spawned behind my back and killed me. Maybe you could set these spawn points more north, anyway further from the path to the downed tank.
  25. folgore_airborne

    [Camp] Six days in Fallujah

    It's an absolute blast!! Thanks for making campaigns in Fallujah, I love this map but it's so under-utilized...
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