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Everything posted by oatemeal

  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!!
  14. I've tried doing some searches but got no results, is there a bug with weapons officers in the two seater version having there view stuck to the back? Like the default "forward" view is actually looking to the side and back of the aircraft and you have to "alt look" to turn your head to the front.
  15. Ah I was just making a joke about the "remove markings" and everything that happened in Crimea! I also would love to see variants of everything with markings removed!
  16. Out of curiosity are you thinking at all of doing an aircraft carrier for jets? To support all your stuff from one boat? Generally though I'm very impressed everything is looking real nice.
  17. I'm curious Nou I saw the video where you can put the radio on your body on loud speaker so infantry around you can hear you. Is this something you are going to put on vehicles too? So like putting a megaphone on the cars etc to shout out stuff over a distance? Always wanted something like that...
  18. But Russian assets are not assigned to other nations, that is just local defence militia!
  19. Is this something you want?
  20. Several clients are crashing to dekstop on multiple missions and I can't seem to find out why that is I have both the local and server rpts if anybody can help with it? The mission loads absolutely fine people spawn in and after 2-3 seconds people get booted, everyone else still in the server can play fine. It happens on different missions on different islands with different slots with different clients not really sure whats causing it. Any help would be appreciated. Pastebin link for two local rpts: http://pastebin.com/py4JsneF http://pastebin.com/QGRF19qF Server rpt: http://pastebin.com/SFc8Hzit
  21. It does thanks very much, also weirdly I am no longer getting the script error with smokes.... Only difference to before is the fa-18 and xmed mods just updated!
  22. Nice to see you are still keeping it up to day, look forward to seeing the patch, Yeah there is a .txt it has all the Unit, Weapons, Ammo, Attachments etc but I was hoping to get the clothing vests and helmets. I use the F3 framework with my group which removes all items from a unit then adds them back on including clothing, so when I use your units it would currently reapply them with standard NATO uniforms, if I can get the clothing and vests etc it means I can put it in boxes or on units using the loadout script. Thanks again!
  23. Hi! Just wanted to say thanks for the great mod pack, getting a little problem though. When using the smoke shells "1Rnd_Smoke_Grenade_shell" on the m4 I get a script error, '...(_ammoclass >> "caliber"); [_unit, 0,1 |#|/ (_valHit * _distance)] call ...' Error Zero divisor Do you have any idea what could cause this and how to fix? Would appreciate any help, thanks! Also is there any way to get the clothing and vest class names that you use with the units?