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Pauldarrington

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Everything posted by Pauldarrington

  1. Pauldarrington

    Artillery

    have you tried manning the artellery with ai aswell, have a ammo truck standing aswell
  2. Pauldarrington

    Hifi Sound FX V1.00 Released

    hi mark. just played test your 1.4 for 3 hours with a big arse battle over south sahrani, and i closely listen to every gun fire, explosion, flyby, vehicle sounds, the whole nine yard, even the camel<--- (you know what i mean) and its possibly the best sound pack to be released so far in arma, it captures the modern day battle to the letter, stood next a shilka and had it fire in bursts, BOYE i nearly weeed myself, the sound depth of some of the weapons are awesome, never heard anything like this before, and my favourite the AK's well buddy if i ever met you, you would never have to buy a beer ever again, there F**KING amazing!! Much love [KH]Pauld
  3. Pauldarrington

    SA-6 Gainful beta

    i know this sounds quite an impossible idea, is there anyway of making it remote controlled from a distance? btw love the addon ive made some interesting missions with this the main target,
  4. Pauldarrington

    Ok now wth cheats still work online obviously

    naughty boy pufu, *slaps wrist* i might also use ur image to PR yoma tools,
  5. Pauldarrington

    Ok now wth cheats still work online obviously

    we have at kellys heroes battleeye and signiture checking on, with ofcourse yoma syncd on the server, and we havent come across any kind of hack, cheats, and we have a clean free server, :
  6. Pauldarrington

    ArmA Patch v1.14 Final Released!

    cool!!! just had a little test and im so in with arma again, BIS has put alot of effort and time into this patch and its amazing!! thank you
  7. Pauldarrington

    RECOILS 1.08 vs 1.12

    i prefer 1.8 recoils but i use the Q11addon to solve the recoils in 1.12
  8. Pauldarrington

    Replacement for Navy Seals I by BOSS

    yep got QG running ill try another way see if that works
  9. Pauldarrington

    Replacement for Navy Seals I by BOSS

    dude i get CTD evertime i try and use them in editor and MP
  10. Pauldarrington

    ArmA Photography I - No images over 100kb.

    slx mod/cmcd replacement pack
  11. Pauldarrington

    MI 24 : Who wants it ?

    after several attempts to find and fix the burst error on the RHS hind, ive now given up with that and eagearly await this mother of all beautys,
  12. Pauldarrington

    XFire Accounts for ArmA

    i like the idea of this xfire: khpauld
  13. Pauldarrington

    A-10 Mission from US release

    is there anyway to edit this for MP, would be cool for a 2 player MP mission?
  14. Pauldarrington

    Hifi Sound FX V1.00 Released

    @BLUEFOR i played DOD for many years including DOD:S and i cant see how you have come to your "conclusion" that he has "stole" the sounds from DOD, have you bothered to even listen to the sounds in a fire fight or even used them playing MP i DONT think you have to be honest, so before you make comments like that actully try it "properly" before you speak
  15. Pauldarrington

    Hifi Sound FX V1.00 Released

    no need to say thank you mark we should say thank you for what youve given to the community, for free i might add
  16. Pauldarrington

    Hifi Sound FX V1.00 Released

    righty mark.... me and pufu who is a whizz at configs spent about 2 hours running though the configs for the g36c problems.. the g36c sound problem is sorted and fixed and working as it should,  class G36C : G36a { class Single : Mode_SemiAuto { sound[] = {"\HiFi_sounds\s\g36c_s", 8.56, 1}; }; class Burst : Mode_Burst { sound[] = {"\HiFi_sounds\s\g36C_s", 8.56, 1}; soundBurst = 0; }; class FullAuto : Mode_FullAuto { sound[] = {"\HiFi_sounds\s\g36c_s", 8.56, 1}; }; }; (we added the soundburst = 0; and the g36c burst sound is now working and fixed  also unfortunalty pufu has no f**king idea what is up with the recoils its a arma mystery at the moment.....
  17. Pauldarrington

    Hifi Sound FX V1.00 Released

    hey mark, im pauld from kellys heroes if you post your problem on our forums maybe some of our guys could help you... we picked up a problem with chammys and  re-configered and got it sorted.. maybe we could try and sort the problem
  18. Pauldarrington

    Arma feedback thread - based on 1.12

    hi guys, i managed to sort the vista/1.12beta low fps and stuttering issue on my system...... i know alot of people are trying to avoid SP1,but it has worked wonders for my system but anyway back to topic............. update to vista SP1 and get the update directx file here http://www.microsoft.com/downloa....=20507b it sorted the issue out... running everything very high and fps dosnt drop below 50fps   btw good job BIS  vista SP1 32bit 2.4ghz quadcore q6600 3 gig ddr2 8800 gts (512) newish1
  19. Pauldarrington

    Lowplants v1.1

    hi ive been using lowplants since its release and its fantastic,i had a low end comp  and it boosted my fps by about 40%   BUT i get this error message everytime i join a server No entry 'bin\config.bin/CfgModels/default'. could someone investigate this error, i have only 4 signed addons running at the moment including DBE1 and ive testing each addon individually for the error message and im sad too say its lowplants addons,
  20. Pauldarrington

    Discussion: Elecricity

    i have notcied on a few occasions when a power line is blown up, or hit by something, it drops onto the ground but it disapears soon as it hits the ground
  21. Pauldarrington

    Discussion: Elecricity

    sorry about wasting a post! how about if the substation is damaged then only half the town is blacked out but if is fully destoyed then the town will be fully blacked out
  22. Pauldarrington

    Discussion: Elecricity

    yea sounds good mate, just thought this up, maybe someone could make a script for the engineers, so they can repair the substations,so if its (coop\PvP) if say carazol loses its electricity, we could use the engineers to repair it, but not instanstly maybe if there is just one engineer it would take 10 mins to repair, but if there is two it would take 5 mins,so there is a stategic part where u would need to keep the engineers alive or set up a defence perimter so they can do there job, dunno just an idea for you to work around
  23. Pauldarrington

    SPG-9 Recoiless rifle

    so what other weapons have they missed out.
  24. Pauldarrington

    Discussion: Elecricity

    the script itself was done by our mission\script maker, Â Â Â [KH]Misinformed but yea if a JIP-ED player joins i believe the powerstation wont looked like it been destroyed, but the dedi patch as sorted that, so it works fine for all. if you have any probs with it, just pop in and ask at www.kellys-heroes.eu
  25. Pauldarrington

    Discussion: Elecricity

    To switch off city lights upon the destruction of settlements power grid/transformer station is pretty quick and easy, once you know how. Create a gamelogic (the unit) and name it whatever you want, but make sure you reference it correctly in the trigger. Here ive named my gamelogic, logicone. Place this gamelogic in the middle of the urban area you want effected. Now create a trigger Condition: Quote: not alive Transformer On Activation: Quote: {_x switchlight "off"} foreach (position logicone nearObjects ["streetlamp",400]); The "400" means that lights within a 400m radius of the gamelogic will be turned off. You can change this value to suit your needs. Now place an empty cobra down in the editor (or anything really, but use a cobra since we know where it'll be in the mission.sqm file. Save your mission. Open the mission.sqm file with a word processor (notepad will do). Then try to find that lone cobra, it should be the last entry under "Class vehicles", listed in descending order with the most recently added vehicle at the bottom of the list of vehicles (there are other lists). Once youve found it change the vehicle entry to this new classname which just so happens to be part of a transformer station: Quote: vehicle="Land_trafostanica_mala"; You can also use: Quote: "Land_trafostanica_velka" While your there name the object: Quote: text="Transformer"; So it should look something like this, plus or minus a few lines: Quote: class Item403 { position[]={14233.919922,49.894604,12290.136719}; azimut=-47.348370; special="NONE"; id=940; side="EMPTY"; vehicle="Land_trafostanica_mala"; leader=1; skill=1.000000; text="Transformer"; }; Save the file and load up your mission. The cobra is now a tranformer station named Transformer. Place it so it fits in with the pre-existing objects and your good to go. We use an editor placed object rather than calling the ID of a map placed one in the triggers condition field because currently theres a bug with Arma in that it wont work for players if they join a game in progress after said map object has been destroyed. If you want to get rid of other lightpoints you mightve created yourself, just setpos Quote: lightone setpos (getpos objectname) them to a remote location on the map, ive found trying to delete them doesnt seem to work (for lights created in the init fields of gamelogics at least).
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