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drgreenthumb

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Everything posted by drgreenthumb

  1. drgreenthumb

    Warlords

    @pierremgi @Jezuro I've searched around but couldn't find much. "WLAIRequisitonBlacklist" only seems to work for soldiers. Is there a way to stop the AI from purchasing certain vehicles? Example: WLAIRequisitonBlacklist[] = { "CFP_B_USRANGERS_Quad_Bike_WDL_01", "CUP_I_Van_Transport_ION", "CUP_I_LSV_02_Minigun_ION", "CUP_I_SUV_Armored_ION", "CUP_I_BTR80A_ION", "CUP_O_T72_SLA", "CUP_B_RM70_CZ", "CUP_B_T810_Reammo_CZ_DES", "CUP_B_T810_Refuel_CZ_DES", "CUP_B_T810_Repair_CZ_DES", "CUP_O_TT650_CHDKZ", "CFP_O_SSREBELS_Hilux_01", "CFP_O_SSREBELS_Hilux_DShKM_01", "CFP_O_SSREBELS_Hilux_AGS_30_01", "CFP_O_SSREBELS_Hilux_SPG_01", "CFP_O_SSREBELS_Hilux_Podnos_01", "CFP_O_SSREBELS_Hilux_ZU_23_01", "CFP_O_SSREBELS_Hilux_MLRS_01", "CFP_O_SSREBELS_BM_21_01", "CFP_O_WAGNER_BTR_80_DESERT_01", "CFP_O_WAGNER_BMP_2_DESERT_01", "CFP_O_SSREBELS_T55_01", "CFP_O_WAGNER_Van_Transport_DESERT_01", "CFP_O_WAGNER_Ural_DESERT_01", "CFP_O_WAGNER_Ural_Ammo_DESERT_01", "CFP_O_WAGNER_Ural_Refuel_DESERT_01", "CFP_O_WAGNER_Ural_Repair_DESERT_01" };
  2. So here's how we got it to work with ACRE for anyone interested: Pull the radio PRC 25/90 out of a regular UNS ammo box (arsenal will not work). Open your inventory, right click on the PRC 25, this will drop it on the ground. With it on the ground, right click it again, it will flash once but should not go back into inventory. Close inventory and look at the radio on the ground. Open the inventory and DRAG it back into your back pack. You should now have a working support radio. Also: Is that official? I can't wait to make a Ben Het mission. Thanks for this awesome mod, guys.
  3. When using ACRE, the default radio slot is disabled and there is no way to equip the air support radio. Is there a way around this (other than not using ACRE)?
  4. drgreenthumb

    Tanks DLC Feedback

    On the A164 when I fire a scalpel or DAGR, I see the missile turn towards the target and then veer off completely after about a second, hitting nothing. I've tried flying at 1500-3500m with atleast 2km range to target and get less than 20% accuracy. I've tried it with laser on and off, locking with the solid box or not and the results are always the same. These weapons were very precise and before anyone tells me that missile flight physics have changed, I am aware, I see the missile turn towards the target so I am giving it plenty of room. Am I missing something or is this a glitch?
  5. drgreenthumb

    Jets DLC Official Feedback

    No I only use RHS. The flightmodel update seems pretty unnecessary, your wheels hit the rocks at the end of the runway and you blow up instantly. What are we supposed to fly from the shorter airstrips now, Cessnas? EDIT: It seems that JSRS is what caused the bombs not to show up in your weapon selection. I've left a message on their workshop page. Also I've removed some rocks at the end of the runway and the A164 can now take off but just barely.
  6. drgreenthumb

    Tanks DLC Feedback

    The wipeout feels like it's glued to the ground during take-off now, the take-off speed required is something like 30kph faster than before and you run out of runway on the NW Moray island on Malden, breaking my mission completely. Also, how do you select the GBU and CBU now? It doesn't show up when flipping through weapons.
  7. I am somewhat confused as to how it works but in my init line on my vehicle I have [this, 20, false, true, true] call FRED_fnc_vehicleRespawn; This gives me a 20 second delay if it gets destroyed and the true,true part gives me the same loadout and paintjob on respawn.
  8. My game was getting this crash in editor preview and when exiting. My arma3 folder was missing full permissions, after that it stopped crashing in those instances but will still occasionally crash with this error.
  9. Do you have a server.cfg set up? Are the ports open for the server? In my experience, running a server on a separate machine increases client performance (AI off loaded to the server) and makes it more redundant (if your client crashes, the players continue on and you rejoin).
  10. I have the same problem. Crashes when I go back into editor from preview and also almost every time I quit out of the game. Started after tacops update.
  11. drgreenthumb

    Combat Patrol

    Rgr that, thank you.
  12. drgreenthumb

    Combat Patrol

    I too want to tinker with it a bit, but for the life of me I cannot find where the original map file is kept, or any of the default map files for that matter. Can someone point me in the right direction? Thanks
  13. drgreenthumb

    RHS Escalation (AFRF and USAF)

    You are a beautiful person. I am eternally grateful.
  14. drgreenthumb

    RHS Escalation (AFRF and USAF)

    I am trying to add RHS units to be dynamically spawned in my map (it's a domination map) but I can't get the AI squads to spawn. The ground vehicles spawn in fine. ["East","rhs_faction_msv","Infantry","rhs_group_rus_msv_infantry_squad"] Does this seem correct or am I using the wrong faction class?
  15. drgreenthumb

    SWAT 4 Remake

    I've just tried it out for myself and I think you're right. Only problem with SSF is that the developer is long gone. SSF improves a lot of important gameplay areas that this mod should focus on next.
  16. drgreenthumb

    SWAT 4 Remake

    Hey, I'm glad I stumbled upon this, my coop gaming group has recently reinstalled our Swat 4 Gold and we'll be giving it a go this weekend. I'm gonna recommend that we try out this mod instead of Sheriff's Special Forces 3.2 which we normally run. We play Swat 4 over Evolve VPN. If anyone wishes to partake, add me on steam and I'll give you our TS info. http://steamcommunity.com/profiles/76561197963656259 For anyone who wants to make their game feel more modern, here's a few ini tweaks. Files are located inside your system directory, so for this mod it's swat 4\swat 4 remake mod\system Remember: Always backup files before altering them. To change resolution, in swat4x.ini find: [WinDrv.WindowsClient] WindowedViewportX=800 WindowedViewportY=600 FullscreenViewportX=1920 This is your res, width & FullscreenViewportY=1200 height MenuViewportX=640 MenuViewportY=480 To change Field of View, add to the bottom of the same section that contains your resolution: FovAngleDegrees=100.000000 your FoV in degrees, 100 And to remove mouse acceleration for more precise aiming, in user.ini add: [Engine.PlayerInput] bInvertMouse=False MouseSmoothingMode=0 MouseSmoothingStrength=0.000000 MouseSensitivity=1.000000 MouseSamplingTime=0.001 MouseAccelThreshold=0.000000 DoubleClickTime=0.200000 You will have to raise mouse sensitivity in game after that. Catch you on the flip side.
  17. drgreenthumb

    ACE for OA 1.13

    I have seen what you are describing. For me it happens when the ACE "enable ammo cookoff" module is placed on the map. Happens with most armor but is guaranteed to happen with the shilka. Sound and vfx loops forever, only a map restart can fix it. Maybe check the maps you play for that ACE module. Try the tank damage system mod by nice_boat and rydygier: http://www.armaholic.com/page.php?id=6968but remember to implement it into your maps instead of using the mod version because it has a weird glitch where destroyed armor will spawn two wrecks.
  18. drgreenthumb

    Insurgency

    Me and a buddy just grabbed it. Gonna host a game soon. Coop. Probably monday and tuesday night around 9pm EST. TS: tor2DOTprogamerhostingDOTcom:9006 pw: bitches My steam: http://steamcommunityDOTcom/profiles/76561197963656259
  19. drgreenthumb

    Nostalgia - Infiltration (UT99 mod)

    Hahaha I remember Tac Ops but I liked INF better.
  20. drgreenthumb

    Nostalgia - Infiltration (UT99 mod)

    It was way ahead of its time. It sure steered me towards here...
  21. drgreenthumb

    Taking the scroll menu to the chopping block

    Been playing since about 2002, never liked it. Never got quite used to it even though I'm quick and precise with it. It's still damn clunky. I understand why it's there but it needs improvement. I'm not sure a radial menu would quite solve it since it prevents you from looking around, even if momentarily. And what if you have more actions than the radial menu can handle? I already have keys bound to take out my pistol, change mags, etc. I don't need these options in the scroll menu, it just adds clutter and more shit to scroll through. I don't understand why people are so opposed to improvement. If you already have a bunch of keys bound to stuff that's in your scroll menu, then why do you need them there? It's redundant. So why not have the scroll menu plus an interact key? The interact key would function like it would in any modern game. You look at something, it performs the most logical action. Open doors, enter/exit vehicles, climb ladders/fences, search bodies, drag your unconscious buddy out of the line of fire, disarm IED, throw back grenade (j/k!) While the scroll menu would be relegated to more complex tasks such as vehicle specific functions and custom scripted things like calling in CAS. IT WOULD STILL BE THE SAME OLD SCROLL MENU YOU HATE TO LOVE. Honestly, if we had the technology, I'd love to just have a cord go into the back of my head and I could control the game more naturally, but then a bunch of people from the "go back to CoD" crowd would argue that it makes the game too easy for noobs. Get over yourselves.
  22. drgreenthumb

    ACE+ACRE Warfare/CTI/Domination/CO-OP

    I run a domi 2.71 server with ACE/ACRE on custom Duala/Lingor which I update regularly. PM for details if interested.
  23. Bought the game through the bi store for steam, everything worked perfect until the patch earlier today. Game will no longer launch, no error. Only battleye loads and that's it. Exe doesn't appear in task manager. Running both steam and Arma2OA in admin mode. No result. Empty command line, no mods active. Validating files finds one file and redownloads it but it shows up as 0 bytes, repeating this step yields same result. No firewalls or routers blocking the way. Only MS security essentials running and its not putting up a problem. Running the exe in compatibility mode just gives me "error creating direct3d 9 engine". Everything ran fine before 1.62, had ACE and ACRE running fine with TS. Never had the beta. Arma 2 vanilla starts fine. Steam thread: http://forums.steampowered.com/forums/showthread.php?p=31934148#post31934148 Running win7x64 with a 460gtx
  24. yep, got the same problem similar thread: http://forums.bistudio.com/showthread.php?137735-arma-2-oa-steam-patch-1-62-won-t-launch-anymore&p=2194349#post2194349
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