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disorder

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Everything posted by disorder

  1. Hmm, my most recent unlock was 27th. how far do yours go back?
  2. the SDK is built in, goto your Carrier Command folder in steam/steamapps/common Then edit the file unpack_CCGM.bat in notepad Change the following lines SET CCGM_PATH=C:\Steam\steamapps\common\Carrier Command Gaea Mission ( < this needs to be your CC game folder. ) SET unpack_PATH=C:\Unpacked ( < this needs to be the folder you want to extract files ) Save the file and run it by double clicking on it, it should start unpacking all the files Then goto your Unpacked folder to edit files. Remember to copy files before you edit them or else you need to run the extractor all over again. Finally, put any changed files in a mod subfolder so you can run it through the command line, the mod folder can be any name but needs the same structure as it shows you inside your Unpacked folder.
  3. I think it might actually work out better to just kamikaze your mantas into the enemy carrier :)
  4. A continuation of my existing 1.01 mod GripMod2 aims to bring tighter control to Walrus handling without going over the top. Here is the link http://www46.zippyshare.com/v/64367546/file.html To install this mod copy the whole GripMod2 folder into your Carrier Command game folder If you have the steam version, your game is in "Steam\steamapps\common\Carrier Command Gaea Mission\" Finally run the game with the command below -mod GripMod2 Steam version. Right click > properties > Set Launch Options > enter the line and click OK. Standalone. You will need to adjust your shortcut to include this line. If you would like GripMod2 and NoFilmGrain combined, please click here
  5. I removed the annoying film grain filter. It will remove the general "fuzziness" from the whole game and is also noticeable on the main menu. Here is the file : http://www2.zippyshare.com/v/79281024/file.html If you would like GripMod2 and NoFilmGrain mods combined, please click here
  6. I don't think so, but it would be cool if the devs did do that. There is some redundant multiplayer code in the data files, so it must have been worked on at one point and then cut sometime during development.
  7. disorder

    Sound mod

    He means the SDK which is included in the current beta.
  8. Ah TY, try the Film Grain mod also. I am interested in feedback.
  9. Yep, but it's up to you to find the limits, I've tried almost vertical slopes with mixed success.
  10. It increases Walrus traction on all surfaces. Turning is a lot tighter. You can also go off road a lot more, although try not to get stuck on a rock and bring a hook just in case.
  11. Seems to work ok now, had some kind of formatting error before.
  12. Something is wrong with the link, is anyone else getting a problem with it?
  13. Yes it can be used with both versions. Here is the post http://forums.bistudio.com/showthread.php?159869-GripMod2
  14. I'm not sure how to adjust the turning ability of weapons.
  15. Eh funny you should mention that troublestarter. I have been around since 1.01 and I can't really notice much. There are still islands with lots of trees and awkward corners and hills that keep confusing it.
  16. I bought it on sale on Steam Summer sales for 4.99 ($7.61)
  17. disorder

    Wingman

    ah right, I've never used this before but sounds very useful. Kind of like giving orders to squad leader in ARMA
  18. Been playing a game recently with the new 1.06 patch but getting a number of bugs regarding my carrier not auto attacking. More specifically not firing with the back-right flak gun. I double checked by going into manual control and then selecting back-right flak gun, then pointing at the enemy manta that I wanted to kill (and also shot at it) the gun hits ok, the manta was destroyed. So I come out of manual control. and 3 more mantas end up on that back-right side and the gun sits there. Then the Mantas move to the back-left where I also have a flak and what do you know it starts firing. Then they move to the front where I have a quad gun and the quad shoots them too. Sooo.. does anyone else get this and can we reproduce it?
  19. ah crap then cheers guys
  20. I dont know what you are talking about, the mouse seems fine. You can try this to see if its windows: Open control panel > mouse > pointer settings Uncheck "enhance pointer precision" Make sure the slider is in the middle. Or if you have anything like setpoint (logitech application) make sure you have set it to default settings. Click ok and try the game.
  21. disorder

    Wingman

    No idea, but you can select any unit and get it to assist by holding space and then moving the mouse to the Assist icon. Is this what you mean?
  22. If you want extra grip I have redone my GripMod it works quite well.
  23. Nice to see some peeps still here. Hi Harbinger ;)
  24. Hi I'd like to introduce my server tool CheatFinder, which hunts down cheats reported in your scripts.log. Currently my home is at the DayZ forum, I am offering the download now here, because the arma2 community is bigger than just DayZ and so I thought it would be a good idea. Sorry if you have a tool like this already here, it doesn't hurt to have some competition right? :) I hope to make the program more efficient and continue to learn about how BE and log files work. I would also like to extend the functionality to other files types in future but I am doing a lot of research for that. The program uses a custom database, which works a bit like scripts.txt but without leading Numbers (used to set the option for that cheat) You are fully welcome to add to it, as its just text. Or even use your own scripts.txt. The program will parse 2 characters from a custom scripts.txt so they have to be formatted in the normal way. Anyway enough blabbing, hope you find the program useful. ---------- Post added at 16:26 ---------- Previous post was at 16:25 ---------- Since I can't post links in the first post. Here is my current home on DayZ http://dayzmod.com/forum/index.php?/topic/42702-cheat-finder-script-parser-for-admins/ New 1.8: http://www36.zippyshare.com/v/67158450/file.html
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