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Found 4 results

  1. Me and my friend is playing DUWS in a private server (just me and him), we are using simple single player cheat menu which works fine in online. But i would like to get this mod working also: http://www.armaholic.com/page.php?id=25866 But when I'm ingame, the button to activate the super soldier mode won't appear. does anyone know if there is something i could change to get this working on my server? Thanks!! Update: I found this in a file called scriptInit.sqf /init script only run once //check if is server if(!isServer) exitWith{ player sideChat "YQ_MOD can only activate on server"; }; //load all fnc [] call compile preprocessFile "@YQ_MOD\data\fnc\fnc__loader.sqf"; I tried to remove the "servercheck", but the button to activate the mod still didn't appear.
  2. Hi guys, as you may already noticed, soldier protection feature is currently undergoing certain changes dedicated to development branch only to improve the significance of gear you're actually wearing. We're trying hard to avoid any odd or unrealistic behavior and we are continually fixing those unpleasant issues that you've stumbled upon and kindly reported to us. Our goal is to bring diversity in types, meaningful in use and certainly the most realistic in behavior of the advanced soldier protection gear, expected to be military standard in the near future of our game setting. Hopefully, you will enjoy the upcoming improvements as much as we do and of course, be welcomed to share your opinions, observations and feelings upon the subject to help us in this effort. Thank you.
  3. Almost everybody is praising CWC and Resistance campaigns, presented back in 2001-02. Why they're considered special? What made them so? What could BIS learn / already did / will do? I'd like to make several points on CWC, how it affected the genre: first serious military story-driven campaign? large scale battles. multiple roles - from infantry to pilot, blackop. varied environments - 1985 conflict spanned across 3 diverse islands. tough, unforgiving gameplay style. difficult choices to make early. good gameplay design - flexible missions, varied endings. player's character progression: not statistical (skills depending on measurable parameters, adding up, etc.), but official/mental - ranks up, survival. excellent premise, storyline, average characters (fitting for military title?). atmosphere (believe it or not - bad graphics is part of it). multiple endings - no stupid cliffhangers. Now onto Resistance, which inherited a lot from CWC spiritually and mechanically: a personal, touching story. survival elements - scavenging, team management. great characters (though, a lot about them remained secret). sense of progression - becoming a leader, establishing an opposing force, advancing. not so political, official. Obviously, each campaign has its own + and -. In some cases, both camps lack military / human logic, probably due to gameplay, also cliches. I'd say CWC was better simply due to its scale. How does / will A3 campaign compare to these? Too early to compare fully, though. Add your own remarks on the topic. Perhaps I've missed something. This thread serves as a restrospective. I could go on into detail further, analyze each mission of CWC & RES, but it'd be 12 years late. :D
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