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Everything posted by laxemann
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GBL Advanced Interaction
laxemann replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I really love this addon, Glowbal, a more advanced interaction with the civillians was always needed... one question tho, is it possible to bind the action/button which is needed to enable the arrest command etc. to another button? I get conflicts with my ACE Interaction key, I know, it's changeable but I'm used to it since about 2 years so... well yeah, is it possible? :P Thanks again for the addon, dude, and merry christmas! -
Taviana Island for ArmA 2!
laxemann replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The map itself is really nice, however you exchanged an object called Loam Tower with the nuclear power plants... and now we got those powerplants on e.g. esbekistan and Hellmand Province aswell... any way chance to get this fixed? -
ARMA 2: Community Configuration Project (A2CCP)
laxemann replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Dev-Heaven Ticket I don't know if this a bug or a missing definition at all but it's one of those "Seems like an unfinished feature"-things. In ArmA you can hear the sound of your gun centered at all times, no matter what direction you're looking at. Lets say, I'm shooting in front of me and while shooting I take a look to the right. In reality, I'd obviously hear my gun from the left, in ArmA however the sound stays centered. "Fixing" this would be great. Btw: Thanks for your offer! -
German Armed Forces WIP Thread
laxemann replied to GalComT's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome. :) -
They're fine if you ask me. More detail would mean less performance, the compounds themselves look very solid as they are right now and if a mission builder wants more detail, he can add it himself. The colour palette looks good, however especially the vegetation looks really bright/unnatural without any post processing effects like the Ambient: Color Module I especially love the pathways, but since they don't provide cover from bullets because you can shoot through them, some stone walls would be welcome (not too many, though). Yes. They're fine the way they are right now if you ask me. :) Cheers!
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Downloading - So looking forward to it, thanks mate. :) Edit: Tried it out now for a while, love the map, but it has a really high impact on performance - whilst most of the other custom maps run with around 50fps for me, this one's about 20fps - without any other units than a usmc infantryman. Great work whatsoever :) Edit²: Also, you can shoot through the 3d walkways.
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PvP Animation replacement/enhancement pack
laxemann replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey mate, one of the largest problems with all those wall animations was that they only worked in predefinied BIS-standard walls, meaning they were useless on pretty much every custom map, a rather ugly chat-message inclusive. -
German Armed Forces WIP Thread
laxemann replied to GalComT's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Keep up the good work, guys, and take your time :) -
PvP Animation replacement/enhancement pack
laxemann replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Dar, Smookie won't update this in near future as far as I'm concerned, you may want to use the recently published SMK Lite Version instead. :) -
Epic. ;)
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Esbekistan Map v.1.0 20x20
laxemann replied to Greenberet40's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks again for all your work, mate! :) However I'd personally love if you'd keep some of the desert areas or at least not cover everything with villages and special stuff... driving through the hilly desert while looking at the mountains is awesome and enables e.g. TOW-Attacks from 2km+ away - but that's up to you! :) Anyway, keep up the good work! -
COSLX - An updated version of the original SLX Mod
laxemann replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Günter. I'll try to get in touch with Solus then, I guess. Checking the rpt sounds like an idea, we'll see... Tell me if you're trying to fix that problem anyway, I'll see what I/our communitymembers can do. :) -
COSLX - An updated version of the original SLX Mod
laxemann replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey there Günter, first I'd like to thank you for the effort you're putting into this project and the community in general! I have a question tho, it's more about SLX itself but this thread is the spot to start with, I guess. So, here's my problem, 'hope it wasn't discussed before, I didn't check it to be honst, short on time right now. It seems as if the SLX Wounds System is kinda incompatible with the ACE² one. Example: I shot a guy and he did what I expected him to do, he fell on the ground and moaned for help. Now, the soldier shows damage textures and stuff like that and seems to be definitely wounded, however, the ACE wounds system says he's fine, meaning it's useless. It seems to work as soon as the slx_wounds.pbo is disabled but man, all those nice features... So, is there any known solution for this issue? And if not, is there anything planned to remove it? If yes, tell me how I could help you. Thanks in advance, [W] Leon -
check enemy numbers before executing script
laxemann replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
'been looking for this aswell. Thanks man! -
Seems to become my favourite map as it actually looks incredibly realistic and detailed. Thanks already mate!
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I Hear You! - ACRE AI Detection Script
laxemann replied to zephyrdark's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey Mike, better later than never: You simply put it inside the init.sqf. -
Hey man, thanks for the reply. Yes, we run ACE, ACRE (and therefore CBA of Course), the rest is just a few unit and map addons. However, the strange thing is that it works on self hosted missions in MP and in SP just well (using the same Modset as the dedicated) but not on the dedicated. 'Honestly don't know what the serverlog says since our main server admin currently is on vacation.
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IAS: AKM mechanics simulation
laxemann replied to DZR_Mikhail's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is amazing, man. I wish we could get that for every weapon in the game, would bring the whole experience to a new level, but that's way too time-consuming, hm? :) Anyway, keep it up, can't wait to try ths out. :) -
We used 1.62 with one of the most recent betas, and yup, all bullets were player-shot.
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Thanks a lot, mate!
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I'm currently very happy about how your baby's going along, guys, especially the effort you put into the artillery-system! When talking about the Arty-System, is there, by any chance, already a guide on how to handle the mortars (without T&E)...?
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I Hear You! - ACRE AI Detection Script
laxemann replied to zephyrdark's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, wow, this needs way more views! Works just fine, thanks alot! -
A PR player not sure what to expect.. (A3 online/controls)
laxemann replied to css_matt's topic in ARMA 3 - GENERAL
Mh, I would claim that most of the people saying that public servers are about teamwork asweel never played in a community or clan. I've never experienced any kind of enhanced teamwork/realism on a public server, and I played on many around 1 1/2 years ago. -
Oruzgan Valley 20x20 Km
laxemann replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Dude, did you ever finish that map? The video looked great already... :( -
Yup, it should be harder to land a good hit, if you ask me. VBS2 pretty much nailed it just by using the "figure of eight"-breathing.