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oatemeal

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About oatemeal

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  1. oatemeal

    Leights OPFOR Pack

    Mod no longer wants to start, when trying to launch Arma I get the error : Include file lop_c_faction_veeh\isis_vehicles.hpp not found.
  2. oatemeal

    RHS Escalation (AFRF and USAF)

    Hitting max upload speed of 1.2MB!
  3. oatemeal

    Bornholm, Denmark [Terrain]

    Congrats on the release!
  4. oatemeal

    Bornholm, Denmark [Terrain WIP]

    The island area covers about 400km2. Altis in comparison is 270km2.
  5. They have merged the US and the Russians into one mod to make RHS: Escalation which is what has been entered into MANW, as far as I know there will definitely be a US faction in initial release, if it is as fleshed out as the Russian faction initially remains to be seen. On the subject of when it will be released, when they were asked if they would be making a US teaser like the Russian one released they said that there would not be enough time before release to get one made, too me that says early October not late but that's still just guessing :)
  6. Out of curiosity which would be the islands that are combined in the super map IBIS World? Or is that still undecided.
  7. The charlie tanks are looking great! Why don't you want things to be too British we're amazing ;) Also your accent... I cant place it I get a hint of Cardiff from it?
  8. oatemeal

    ACRE2 Public Beta Release

    Try something like this, ["english", "English"] call acre_api_fnc_babelAddLanguageType; ["german", "Deutsch"] call acre_api_fnc_babelAddLanguageType; if (side player == west) then { ["english"] call acre_api_fnc_babelSetSpokenLanguages;}; if (side player == east) then { ["german"] call acre_api_fnc_babelSetSpokenLanguages;}; if (side player == resistance) then { ["english", "german"] call acre_api_fnc_babelSetSpokenLanguages;}; This will make the West speak English, East speak German, and Indies speak both which they can swap between using their left windows key. The reason your code did not work is because you are defining the names of the languages in that code not telling them what they can speak.
  9. Please excuse my ignorance, but how can the Thirsk crash to desktop issue be an engine problem when it does not happen with A3MP?
  10. oatemeal

    Authentic Gameplay Modification

    I really really really don't like the ARMA fatigue system, would I be able to just put the AGM_Fatigue.pbo from .92 into my .93 folder and it would work? Is it also possible to run it as a separate .pbo so I can continue to update AGM normally when new versions come out?
  11. I guess it depends on the terrain the vehicle is operating, in a dry desert environment I would imagine it only gets dusty as previously stated, where as with a muddy European woodland after a night of rain you will get mud all over the place.... You could go for an easy medium, make the vehicles look "used" not so much like they are covered in dirt... but I guess I don't know, some faded paint/scratches just make it look like it's been in service for a year or two?
  12. oatemeal

    Authentic Gameplay Modification

    Had a quick look through the github issue log but couldn't find anything regarding vehicle crew taking excessive damage. A few times my group have been using vehicles like IFV's and we are taking damage and needing to get out and bandage from 5.56 fire. Not sure if something with the ballistics has skewed with bullet penetration on vehicles? Apart from that loving the mod! I'm sure its been requested but any chance of ammo cook off on vehicles and ammo boxes or even dependant on vehicle cargo? Looking forward to 0.9.3!!
  13. Ah right sorry I was just being stupid thanks!!
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