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Everything posted by haleks
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ASCZ A2 Community Map Fixes (for AIA TP/SA)
haleks replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, problem solved : I simply forgot to create an "addons" folder inside my mod folder... Silly me. ^^' Anyway, thanks man! -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
haleks replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sort of on topic : Guys, is there no other place than PW6 to download Namalsk_lite? PW6 won't install the files since it requires Arma2 - wich I uninstalled recently... I tried with this version, but I can't even get it to show up in the menus; it's kinda driving me crazy... I'm in desperate need of A2 maps, they run so much better on my old machine ^^'. EDIT : Nevermind - I wasn't installing it properly... -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
haleks replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, probably better to get back on topic and be done with this sad story... No matter how wrong are the CWR2 views on this, Evro did comply - no need to argue on this matter anymore. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
haleks replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just discovered the mini-shitstorm in here... Eventhough I never played CWR2 mods, I'm extremely disappointed by the CWR team reaction. Why would one prevent improved compatibility for a mod that is not going to be continued on Arma3 (but still usable in Arma3...)?:confused: Colonel Stagler : you don't seem to pay attention to that detail, but nobody is porting your work; as you have been told several times by different people, Evro is merely creating a patch for the maps. What exactly is forbidden in that? -
[WIP] CorePatch: config patch for ArmA 2 OA
haleks replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice initiative! -
Bohemia Interactive please comment on whats hindering you to introduce Ponds to Arma3
haleks replied to fabio_chavez's topic in ARMA 3 - GENERAL
Everyone has different priorities : mission makers want the AI fixed; terrain builders want more options for their map. Besides, who's being outraged?! The goal of this thread was to obtain a clear answer from BIS on this matter. Give yourself a break and stop ranting in here... -
N'Ziwasogo A3 terrain (Released)
haleks replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nope! ;) -
N'Ziwasogo A3 terrain (Released)
haleks replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You shouldn't really; as far as I know Alduric has stopped working on A3MP. Not to mention that the AiA team has been doing some incredible work. -
What new MANW projects could be coming up?
haleks replied to Kydoimos's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
Same feeling here, except I haven't released my work so far. I don't think I'll be able to gather enough support before the 28th - wich also adds to the demotivation... :( -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
haleks replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will do! But I don't have A3MP installed at the moment, so I won't be able to make the comparison. :/ -
This is a fix for the NATO SF and RUSSIAN SPETSNAZ WEAPONS addon by Massi. I've updated the configs to the new audio system introduced in Arma3 v1.24 (with the author's authorization). Please note that, currently, only the unsupressed gunshots have been fixed; in that regard, everyone having time is welcome to contribute - until Massi can properly update everything! This thread will be closed as soon as Massi updates his pack to the new configuration standards. Download link : Click here! Requirements : NATO SF and RUSSIAN SPETSNAZ WEAPONS, Arma3 rc1.24 or higher. Installation : It is a replacement file, just overwrite the mas_us_rifle_c PBO file with mine. Thanks to Massi for one of the biggest weapons addon out there! ;)
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Jaysus am I tired to read that... Again : whether one can afford 13$ or not isn't the question. If you have nothing constructive to bring in here, you're welcome to "stfu".
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Dreamer!:rolleyes:
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What sounds are you missing? Is CBA up to date on your machine?
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
haleks replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I had that feeling too; but it still runs better than Arma3 maps. ;) -
@Novedive : it's always been this way for me, don't worry! ;)
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...Wether someone can afford it or not is not the point... (Obviously everyone can afford to pay 13 bucks.)
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ALiVE - Advanced Light Infantry Virtual Environment
haleks replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay, thanks for the precisions! ;) -
ALiVE - Advanced Light Infantry Virtual Environment
haleks replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wait a minute... Does this mean that Alive is now compatible with SP saves? -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
haleks replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the suggestion! The problem with the script approach is that you don't have many choices if you want to disable all light sources : you can either iterate through all of them at mission start (you have pretty much one chance out of two to crash your game on large terrains), or run a looped script to disable them at some distance around the player - wich is a no-go for me. Fortunately, I was able to kill a good deal of streetlamps following your advice! ;) Back at it now! -
Hahaha! Made my day! ;) @Maio : You speak wisely - but the lack of communication from BI on various important subjects doesn't help either...
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Whoa, I never play MP so I never had to deal with that - but that guy made a nice job!
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Bohemia, when you add jets please make them crash realistically :)
haleks replied to Alabatross's topic in ARMA 3 - GENERAL
Something similar happened to me yesterday - cool surprise! -
what is the most annoying thing for you in arma 3 ?
haleks replied to sgtsev3n's topic in ARMA 3 - GENERAL
Yeah, I know that trick - but the illusion only works if there isn't any indep involved in the mission (wich introduces another limit for mission makers). Edit : Not to mention that such a group would still be unable to engage other indep groups... -
what is the most annoying thing for you in arma 3 ?
haleks replied to sgtsev3n's topic in ARMA 3 - GENERAL
I would go even further than Danny96 : I've always been trying, for various SP missions, to have "renegade" groups : people shooting on anybody that is not in their group - no matter the Sides or Factions. (Just like a posse of bandits or outlaws.) Right now you can create renegade units, but it is impossible to achieve that on a group. The addition of ratings applied to groups and group relations scripts would allow mission makers to work around pretty much all Side/faction related limitations.