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magnus28

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Posts posted by magnus28


  1. Hi.. I just bought a new gaming mouse/wireless keyboard combo - you know the one that comes with one nano receiver

    Mouse works great, except when trying to navigate menu, target, get out, get in etc.. it scrolls WAY TOO DAMN FAST

    mouse wheel is super touchy. I went into windows and checked mouse smoothing option is on.. also played with mouse smoothing settings in game - NO CHANGE. I also clicked on the device itself to see if there were any options to change scroll speed, but all there was listed was the ability to change how many lines it scrolls vertically and horizontally.. I changed it to 1 notch = 1 line, but it didn't make a difference in game..

    currently game unplayable for me unless there is a mouse setting specifically for mouse wheel scroll speed.. thanks


  2. Hi,

    I was wondering if I were to take a mod I downloaded, how I could get one specific vehicle (in this case an aircraft) from the mod and load it into the editor so I could play around with weapon load outs and stuff.

    For example, if somebody has a specific version of the SU-25, How do I tell the game that I want the one in the mod to be loaded and not the one that comes in the Air.pbo that it's packed in? Is there a way I could load this specific aircraft into the armoury for testing as well?


  3. Hey.. I'm hoping that some I44 dev comes on here and reads this. I know it's been 2 years since release of 2.6 and I know everyone is waiting in anticipation for 2.7. There are some major issues that most likely will be addressed in 2.7 - considering it's a complete overhaul of airplanes. But I think there might also be some major gameplay bugs that may not be addressed. For example, a known I44 bug is with tanks that have mutiple MG positions - take for example sherman or panzer IV Ausf. E , both have radio operator/ co driver MG's.. but when player is in the tank, they do not fire, EVER. When you jump out of vehicle they fire normally at any target in their LOS. This was pointed out in a dev heaven bug report, but PacUK mentioned that it was an Arma2/BIS bug.. This USED to be true until they fixed it in a bug. Now vehicles like BMP-3 fire from all mg positions. Was wondering if anyone in the I44 community could have any idea on how to fix this scripting wise... Also another known bug is with the Ju-87 Stuka.. the tail gunner slides out as soon as the plane gets airborne.. PacUK said this was because of an old .sqf script using the 'attach to' command instead of attaching the gunner via proper turret - which is now possible due to engine update. I know this might be addressed in 2.7, but for those of us that can't wait for the possibility of a 2.7 release - I again ask the community how this script could be fixed...

    Everyone here appreciates the hard, thankless job that the I44 dev's have done, but I would really appreciate an update from PacUk or Gnat on the status of 2.7.. If it's still being worked on, no end in sight, or just shelved for the time being..


  4. Hello, I was reading various threads on people requesting info on how to config an init script for airplanes and such to include customizable loadouts for planes and choppers.

    What i'm interested in doing is adding 6 additional B-8m1 rocket pods to the default SU-25 in game to appear such as this:

    http://upload.wikimedia.org/wikipedia/commons/d/db/SU-25_Frogfoot.JPG (4544 kB)

    I know the plane has by default 2 pods modeled on it already, but i'm sure that these pods are just fixed with the 'attachto' command or something similar. I would like to have 4 B-8m1 rocket pods per wing and assign them to memory points located on each wing hardpoint, then add magazine s-5 rockets and configure them to fire in alternating pairs.

    I am unsure how to do this and would greatly appreciate some help on how to do this process..

    thank you.


  5. Hi, I haven't seen Benny post in a long time, so I hope this post finds him and he can address some balance issues in 2.073

    Mi-24 Hind "D"

    This used to have a bunch of S-5 rockets.. This variant was useless with it's 7.62 MG and Falanga missle which never finds it's target.. but for infantry and light skin vehicles, it had a purpose with the S-5 rockets.. Why take them away? makes the "d" version Hind completely a waste of time.

    SU-25

    Same as above.. Rockets were removed + cost of airplane is too high.. There is an issue with planes like this - as well as the A-10 that have no missile detection system whatsoever. Any one with stinger, or AA pod, can shoot these down with almost 100% accuracy as missle detection system is absent and no missile shows up on their radar. Therefore, price should be offset to reflect this until BI fixes this KNOWN ISSUE.

    A-10 price change, see above.

    Artillery ( MLRS,GRAD, D-30, M113,) AI randomly blows itself up while calling fire mission. Even if distance is OK - not set to "too close ". This is a bug and at some point int the mission, I ALWAYS lose my artillery due to rounds landing on own guns.. This needs to be fixed!

    Hull Gunner/ Loader not firing while player in vehicle. Seems like if you were in let's say M1A1 Tusk.. Ai commander detects multiple AI threats to the 12 o'clock position.. Tank is oriented 12 o'clock, but only the gunner and SOMETIMES the commander fire on threats, while the loader remains idle. when you step out of the vehicle, all three mgs open up. The same could be said of the BMP-3, both hull gunners don't shoot until you exit the vehicle..

    If I think of anything else, i'll add it on later..

    THANKS!


  6. Hi..

    I edited the Su-25 .p3d model (open source) and modified it to change the model to a different variant. What I did was copy and carefully place the B-8M1 rocket launcher pods so there were now four per wing.

    I understand the additional 6 pods added would probably have to be textured, but I wanted to see how these pods would look on the aircraft in game. I packed it up and tried to launch in the editor, but for some reason the default Su-25 showed up, even though I temporarily deleted the Su-25.p3d that was in the air_e.pbo, and replaced it with the modified one..

    Here is a detailed list of what I have done, so maybe somone could show me the correct way to include this modified file.

    -Unpbo'd an open source Su-25 and got the Su-25.p3d file.

    -imported the Su-25.p3d file into blender and carefully modified it.

    -exported the Su-25.p3d back into it's native .p3d format

    -unpbo'd the air_e.pbo file in operation arrowhead folder/expansion/addons

    -made back up of original file, temporarily moved air_e.pbo to different folder.

    -replaced Su-25.p3d file with the same name, but modified file that I created.

    -packed the file into new air_e.pbo

    -placed new air_e.pbo into operation arrowhead/expansion/add ons folder.

    ran game, went into editor, made su-25, but it was the old, original file!

    WHAT AM I DOING WRONG?

    my goal is to see how it looks, copy the texture from original B-8m1 pods to new ones, then configure script to alternate rockets to fire from opposite pod pairs, (i.e. left #1 and right #1 fire . then left #2 and right #2 fire.. etc.)

    any help would be appreciated.


  7. Hi, I love flying the in game SU-25/39 in versions of CTI warfare,

    I was wondering what it would take to remodel the open source SU-25 and add extra rocket pods per wing, then script the plane to alternate firing S8 rockets from different pairs of rocket pods.

    the plane would look something like this:

    http://it.wikipedia.org/wiki/Sukhoi_Su-25#mediaviewer/File:SU-25_Frogfoot.JPG

    I would love to have this version in the game as it would be awesome for anti-infantry and anti-tank roles!


  8. i'm having serious problems running this mod successfully... I run it thru Steam.. Steam used to have a ' play combined ops ' button, which has long been removed.

    playwithsix does NOT have this mod listed. I used the old sixupdater and it trys to update or repair the mod, but fails everytime..

    the version I downloaded is ver. 2.666 from armaholic or mod.db can't remember which one.. it was the ver.2.666 standalone.

    I try and launch the game thru a launcher and select CBA_CO and I44 as the only two addons.

    I get a whole bunch of error messages like ' xxx requires an addon Utes to be installed ", and can't find this plant texture, or can't find this.... I get a black dialog box that pops up when i'm playing a multiplayer game like merderet river... it displays a bunch of error messages...

    I need to find a way to successfully launch combined ops mode thru steam, and find out why the mod isn't working correctly...

    any suggestions on what mod launcher to use that will allow me to select both the I44 and cba_co mods and correctly launch the game in combined ops mode?

    Thank You


  9. Ohally, Coyote is already in game!

    http://www.armaholic.com/forums.php?m=posts&q=13831

    I haven't checked it out.. but from the screen shot it is MINT!

    if the interior is not on par, I can get high res pics myself by climbing into one at work (i'm a gunner on a coyote in RL).

    this model would have to have realistic gunnery sights, as well as fully functional surv gear of course!

    I can help with stuff like that.. pm me ;-)


  10. @ Slipperliverz ... This info is incorrect.. What Harper did was give us back the name " Royal " to our Navy, as well as give the old insignia back to the anchor on the navy epaulette.

    as far as further info on the brown boot recall, all I know is you are allowed to wear them still but none will be issued, and for overseas deployment they are not issued.. So garrison boots at best!

    @Ohally... I also have been in 8 years... are you PPCLI?

    I have tons of info, specs and pictures for anything armoured.. That includes Coyote, Lav III, Bison, LUVW, LSVW, HLVW, MLVW, the " new" HLVW, etc... full pics of interiors and what not can be easily obtained...some stuff might have to be omitted of course...

    pm me bro and i'll get you what you want...


  11. OP, Just so you know, the new "brown" boots are on recall, the CF is NOT implementing them EVER. The standard is Desert boots for arid/desert regions, or black for temperate. The brown ones fall apart, and they were on a trial basis, and never issued to any soldiers other than a handful on a trial basis..

    p.s. If you need any info on our current vehicles or equipment, feel free to pm me, i'm an active serving member of the Royal Canadian Dragoons stationed in CFB Petawawa.

    ooh and btw, we haven't been called the Canadian Armed Forces since the late 80's!


  12. I used to have no problem updating CBA.. I used to just go to armaholic or whatever and grab the latest version, then I would go and replace the @CBA folder in OA and replace it with the new @CBA.. I use steam for arma2, so I would just make sure ;@CBA was in the list of mods to use under the startup parameters...

    I tried to use a mod that I updated thu six updater (Invasion 44), the mod updated itself fine, but I keep getting an error that i'm missing a sub file of cba and game crashes.

    I checked six updater, or play with six, and there only are options there to update like 6 different mods - ace, i44, unsung heros, and a few others... it's not like six updater was before and you could just scroll down a list, find the mod you want to update, and have it update automatically!

    i'm using CBA_086187.7

    I can't find any modern version of this... and I think either the current version is broken, or I must have a bunk copy from armaholics...

    In either case i get a @CBA error when trying to play a mod that uses CBA and I need to get a proper version I guess...

    using combined ops on steam

    my startup param in steam looks like this:

    -nosplash -world=empty -cpucount=6; -mod=@CBA;@I44

    thanks!

    ---------- Post added at 06:59 PM ---------- Previous post was at 06:42 PM ----------

    include file x\cba\addons\ui_helper\script_dikCodes.hpp not found


  13. Would be awesome if some talented modder's of this community could make some weapons and donate to Dayz.

    Like a Mosin Nagant, SVT 40, SKS, more revolver's (38 snub nose, Nagant Revolver), and more common civilian weapons (2 barrel shotguns,pump actions one) and some other's surplus WWII weapons like the good old PPHS.

    I own the first 3 guns you mentioned, plus Tokarev TT-33 - all in mint condition. If some model maker felt inclined, and got the green light from Rocket, I would be more than happy to take multiple angle high-res photos of these beauties, including scope/iron sight pics.. and i'll even go as far as taking them out to the forest and cracking off a few rounds to get the most realistic sounds...

    any takers?


  14. ^ thnaks for that anyone else for the other ones? while we wait for that.. I was looking at some of the weapons in close combat: invasion normandy as I also love playing and notices the sturmpionere have a weapon called a HAFT-HOLLADUNG It was a magnetic anti armor mine i guess?

    http://www.docstoc.com/docs/47961065/German-WWII-Magnetic-Hollow-Charge-3kg

    http://en.valka.cz/files/haft-hohlladung_968.jpg

    http://en.wikipedia.org/wiki/7.5_cm_KwK_40

    wikipedia does wonders


  15. Gnat;2149648']Maybe those player killer should feel a little more pain for their sins' date=' to reduce their willingness to do it again.

    - On spawn you can't move/shoot for PK's times 5 minutes. 1 PK = 5mins, 2 PK's = 10 and so on

    - Time in game reduces the delay: 1 hour = 1 min.

    Unfortunately those who kill defending themselves are disadvantaged.[/quote']

    two things:

    1) punishing people with pure central server congestion is punishment enough. Took me an hour and a half to log on tonight - after trying a dozen or more servers. The "waiting for server response" is killer enough without adding penalties for PK.

    2) I'm a pk'er. I could care less about "surviving" because it was fun for me for about 2 days. I derive pure pleasure out of stalking live prey and shooting survivors and jacking their shit. I'm sure boatloads of other bandits adopt the same style of gameplay. I get satisfaction in setting up in the woods and waiting for a pair of unsuspecting travellers to wander up a well used road. I pick off one with a well place chest shot from my CZ, and while the other one scrambles frantically trying to figure out where the shot came from, I patiently wait until he decides the threat has moved on and at the last possible moment - I drop him like a sack of potatoes....

    Now why would you want to take that fun away from me???

    ;)


  16. I think persistance and automatic saving makes this mod too easy. You had an awesome gear and got killed? No problem, just quit and rejoin the server before it saves. Are you at a military base and there's no good loot? No problem, just let the game save and join another server until a good loot appears.

    With that technic, I've got an awesome gear with suppressed M4, PDW as pistol and all the equipment(map, compass, GPS, only lacking night vision). The mod suddenly went from terrifyingly beautiful to incredibly easy. Zombies are never a concern.

    One solution is increasing the save frequency or forcing save after certain events(death). Still, you can still cheat the game by aborting the game when you realize you're going to die. Probably the best solution would be to force players to put up tents before saving with some rare random saving(without timer) thrown in to safeguard against server crashes.

    I don't know where you've been for the past 2 weeks, but server auto saves on death or disconnect. Further more ALT +F4 Doesn't always work. If you are in the menu yes, but just in game no.


  17. the timestamp idea is a bad one IMHO. There is no magical map that will magically inscribe a murder and location on the map!

    Penalizing murderers is also a bad idea. In a zombie Apocalypse, law enforcement and the judicial system would quickly crumble. Money would lose value almost instantly. Law enforcement and military would quickly dissipate. I'm in the army and if I was given the choice of guarding a bridge, or securing my homestead and finding food for my family which do you think I would choose? There wouldn't be any mad max character going around enforcing martial law. It would be every man for himself. And i'm sorry if my Wife and 3 year old daughter where crying and haven't eaten for 3 days, and I come across a Farmer who is hold up in a barn with a bunch of cows.... Guess what, i'm going to shoot him, take his food, gas, water, whatever and keep my family alive. It sounds cruel but if that's what you have to do to survive, then so be it!

    Side chat,command channel, global, and group chats need to go. Make direct the ONLY available channel, hide the rest. Spawn radios or cell phones in random locations, and if players find them, they can try and Communicate long range. I know this can be done, because it has been implemented in Zargabad life. Along with putting your hands up, and holstering your pistol.

    Dean, you should implement this system, it's the only thing this mod lacks!

    I don't care about the (player connected) messages. but the side channels are a game breaker for me. Even when I mute the voip people still obtain magical information, like "who is in Chernogorsk? " or "Stay away from Berezino, there's snipers there! "

    direct should be only means of communication until player finds a cell phone or radio.

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