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Dowly
05-09-09, 09:18 PM
Screenshot slideshow from the 1st Ingrained Intelligence playthrough and the Delta Force missions.
http://www.youtube.com/watch?v=uprRdnCWnuA

HunterICX
05-10-09, 08:41 AM
:yeah:nice choise of music
we need to find more missions like these

HunterICX

Dowly
05-10-09, 08:58 AM
Thanks mate. :yeah: Immediately started thinking of BHD's soundtrack when choosing music for it.

Now, I just need to find a good fitting music that is around 8-9min long for the night mission. :shifty:

HunterICX
05-10-09, 09:02 AM
http://www.youtube.com/watch?v=-bAN7Ts0xBo

:D

HunterICX

Dowly
05-10-09, 09:04 AM
Haha :haha:

HunterICX
05-10-09, 09:10 AM
http://www.youtube.com/watch?v=OhUbUqc34wk

the good ol'days :yeah:
of tactical shooters

try to look around for those soundtracks like Ghost Recon, Delta force (IIRC also Delta Force : Black Hawk Down)

HunterICX

Dowly
05-10-09, 09:21 AM
Nah, the problem is that they are too short and I dont want to use two tracks. But no worries, I think I found me something.

Arclight
05-10-09, 10:40 AM
http://www.youtube.com/watch?v=OhUbUqc34wk

the good ol'days :yeah:
of tactical shooters

try to look around for those soundtracks like Ghost Recon, Delta force (IIRC also Delta Force : Black Hawk Down)

HunterICXHoly ***, that took me back. :salute:

Makes me feel sad about what they're doing to the Tom Clancy name. :nope:

Dowly
05-10-09, 10:53 AM
I never really liked the Ghost Recon, IMO, the series went downhill after the original Rainbow 6 games.

HunterICX
05-10-09, 11:05 AM
what I played during those times where

Delta Force 1&2
Rainbow Six & Rogue Spear
Ghost Recon & Expansion packs Jungle Storm and Island Thunder

*looks dreamy* Yep....those where great games back then :yeah:

HunterICX

Dowly
05-10-09, 11:16 AM
And pics from the 3rd mission, Ingrained Intelligence during night.(HD quality rdy as soon sa YT processes it)
http://www.youtube.com/watch?v=WdEWtMhcb8o

Arclight
05-10-09, 12:10 PM
what I played during those times where

Delta Force 1&2
Rainbow Six & Rogue Spear
Ghost Recon & Expansion packs Jungle Storm and Island Thunder

*looks dreamy* Yep....those where great games back then :yeah:

HunterICXOnly played the original Delta Force (Barret .50 hurrah!) and Ghost Recon. Played all Rainbow Six games, still boot 3 every once in a while. I've made tables and charts trying to figure out the best weapon with and without supressor, and the effects of other customizations like high-capacity magazine etc.

Spent more time preparing for a mission, selecting weapons and ammo-types, setting up plans etc. than I actually played missions. :geek:

* Dowly, you have some great videos there. Particularly like the one with the dog-fight that ends against the side of a bridge. :har:

Dowly
05-10-09, 03:15 PM
Me & Hunter in TS now if someone wants to play.

Dowly
05-12-09, 07:50 AM
ArmA II beta footage:
http://www.youtube.com/watch?v=vRhhG_IS5k0

NeonSamurai
05-12-09, 09:47 AM
Just a little update, I finally got ArmA installed and patched up, though I'm waiting on ace (will have to download it at the university as my bandwidth at home is near maxed again, $&%^ Rogers and their tiny 60gb per month allowance).

Anyhow I should be good to go again by Friday afternoon my time.

Just to make sure were still on the same page, I need..
ArmA beta 1.16 patch
Ace 1.07
Ace island pack 1.12
and those 2 town maps

right?

Dowly
05-12-09, 12:28 PM
RRrright. :yep:

Fincuan
05-12-09, 02:12 PM
Yah, that's correct except for Aceip, which is now at 1.13.

HunterICX
05-12-09, 03:11 PM
Me & Dowly are on Teamspeak right now so if anyone cares to join in ArmA

HunterICX

HunterICX
05-12-09, 06:13 PM
:yeah:Great game tonight!

HunterICX

Dowly
05-13-09, 06:58 AM
Aye, that was a good one. :up:

Now we just need to find a new mission to play, I dont think that one has much replayability and we've done the Intelligence thing billion times already.

Dowly
05-13-09, 07:43 AM
Few shots from last night (still 892 shots to go thru :shifty:). All shots from the Delta Force mission.

On our way to clear the first insurgent camp. Hunter driving, Fincuan manning the MG on the codriver's seat and me on the 50.cal.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/1-8.jpg

Near the first camp, taking cover behind them walls.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/2-7.jpg

VROOM VROOM!!
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/3-7.jpg

That'll be Fincuan I think.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/4-6.jpg

And that'll be Hunter
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/5-4.jpg

Fincuan following us on the ATV.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/6-4.jpg

Me & Hunter
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/7-1.jpg

Oh noes! Fincuan is KIA!
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/8.jpg

Dont ask, I has no answer.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/9.jpg

Fincuan with his Dragunov rifle.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/10.jpg

Field from where Fincuan was shot abit earlier. Me & Hunter didnt find anyone, so we decided to blow it just to make sure.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/11-1.jpg

Here I aaaaaaaam, on the road agaaaain. Me on 50.cal, Hunter driving, Fincuan nowhere to be seen.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/12-1.jpg

mr chris
05-13-09, 08:55 AM
Great shots Dowly.
Will be free to play from Thursday onwards.
Have had the parents over the last few days.

HunterICX
05-13-09, 11:05 AM
Now we just need to find a new mission to play, I dont think that one has much replayability and we've done the Intelligence thing billion times already.

Yeh, Fin and I where discussing that as well shortly after you left.

Fin made a good sugestion to play a different mission everytime we play ArmA in the evening.
so lets gather some Coops to keep us busy.

Nice screenshots,
are you able to play the game on higher settings under Win7?

HunterICX

Dowly
05-13-09, 11:18 AM
are you able to play the game on higher settings under Win7?

Yes. On a map where there isnt much trees etc. I have everything on high/very high (used to have to have them on medium/high) and on a map with lots of trees and crap I can have things mostly on high, where I as on XP I had to go low/medium to have smooth gameplay.

Fincuan
05-13-09, 12:19 PM
play a different mission everytime we play ArmA in the evening.

Nice ones Dowly :up:

I've got plenty of excellent coops to start with, about 30 or so, so no rush :) Most are the result of playing on TG and best played with more players than we usually have, but they should still be playable with just three guys.

I'll try to zip them up and send to the rest you, because my system isn't really up to hosting. Now off to tweak IL2 and maybe I'll even be able to stay connected for more than 10 minutes...

Schroeder
05-13-09, 02:21 PM
Maybe I will join you again (or at least try to...:damn:).

Fincuan
05-14-09, 09:12 AM
To me this is the greatest news since mortars: http://www.bistudio.com/developers-blog/finally-water_en.html

Non-sea level water! Might seem like a small thing, but to me the lack of rivers etc. has been pretty irritating. The worlds in OFP and Arma just didn't looke exactly "right", so this is a big step forwards in that sense.

http://www.bistudio.com/images/stories/arma2/bahnak2_small.jpg

http://www.bistudio.com/images/stories/arma2/bahnak_small.jpg

Dowly
05-14-09, 09:13 AM
To me this is the greatest news since mortars: http://www.bistudio.com/developers-blog/finally-water_en.html

Non-sea level water! Might seem like a small thing, but to me the lack of rivers etc. has been pretty irritating. The worlds in OFP and Arma just didn't looke exactly "right", so this is a big step forwards in that sense.


Nice. :up:

mengle
05-14-09, 09:55 AM
[quote=Fincuan;1101084]To me this is the greatest news since mortars: http://www.bistudio.com/developers-blog/finally-water_en.html

Non-sea level water! Might seem like a small thing, but to me the lack of rivers etc. has been pretty irritating. The worlds in OFP and Arma just didn't looke exactly "right", so this is a big step forwards in that sense.

yep thats right , the water of the sea in armed assault was not good , i always thought why, the water in Brothers in arms was even better
and now with rivers and swamps this is a much have :yeah:

Dowly
05-14-09, 06:08 PM
After the war on Avgani and the disbanding of SubSim Clownz, Dowly found himself on the rock bottom.
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Untitled-1-23.jpg

mengle
05-14-09, 06:38 PM
can someone tell me how to put soundtalk or short music in my game to use in server and how it works ?
Thanks

Dowly
05-14-09, 06:52 PM
can someone tell me how to put soundtalk or short music in my game to use in server and how it works ?
Thanks

http://community.bistudio.com/wiki/Multiplayer_Custom_Sounds_Tutorial :up:

NeonSamurai
05-14-09, 10:19 PM
Now you too can annoy everyone on the server with your horrible sound clips :D

Dirka dirka baka alah muhamad jihad!!

Dowly
05-14-09, 10:27 PM
Now you too can annoy everyone on the server with your horrible sound clips :D

Dirka dirka baka alah muhamad jihad!!

Oh you dont even know! Hunter has that farking Titanic song he plays. :damn:

Dowly
05-14-09, 10:45 PM
One more shot from Tuesday.

After clearing the Insurgent HQ, the Clownz decided to have a BBQ. :yeah:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/arma2009-05-1301-46-47-56.jpg
(Yeh, we blew the pile afterwards.)

NeonSamurai
05-14-09, 11:21 PM
Oh you dont even know! Hunter has that farking Titanic song he plays. :damn:

Please tell me its not the celine dion song http://planetsmilies.net/vomit-smiley-31.gifhttp://planetsmilies.net/smiley/vomit-31.html

Dowly
05-15-09, 12:03 AM
Please tell me its not the celine dion song http://planetsmilies.net/vomit-smiley-31.gifhttp://planetsmilies.net/smiley/vomit-31.html

Yup, that one. :shifty:

Fincuan
05-15-09, 03:50 AM
A shorty from our barbeque to add to Dowly's shot:
http://www.youtube.com/watch?v=R7Cpaq_LvWs&fmt=18

It took place around here (http://www.maplandia.com/iraq/neineva/avgani/) :D

HunterICX
05-15-09, 04:11 AM
Please tell me its not the celine dion song http://planetsmilies.net/vomit-smiley-31.gifhttp://planetsmilies.net/smiley/vomit-31.html

Yup, that one. :shifty:

:D Tee-hee

@Fin: :rotfl:nice one!

HunterICX

Dowly
05-15-09, 06:24 AM
Haha, I really flew like a farking rocket. :haha:

NeonSamurai
05-15-09, 07:52 AM
:D Tee-hee

Play that around me and you better avoid the latrines Hunter :mad:<juggles a frag grenade>. :shucks::DL

That or I'll dig up some of my sister's musicals. :rock:

Oberon
05-15-09, 07:56 AM
:har::har::har:

Surface to Air Ferret! :up:

Dowly
05-15-09, 08:00 AM
:har::har::har:

Surface to Air Ferret! :up:

Hehe, we are quite good on coming up with new weapons to fight the insurgents. We already have the Hunter-Launcher and now the Surface to Air Ferret. Tho, there's still few flaws that we need to sort out... namely the fact that the subject usually dies either from the initial discharge of the said weapon or by having a ride of his life thru the air before faceplanting to the ground. :hmmm:

SteamWake
05-15-09, 05:52 PM
As long as this thread is all over the map.

I just noticed the anchor post was by Avon Lady. Sure do miss her. :oops:

mengle
05-17-09, 04:57 PM
HIFI sound update http://www.armaholic.com/page.php?id=5654

Fincuan
05-18-09, 06:42 AM
ACEMod v1.08 has been released, and as usual both the update and full version are huge as hell.

Download (http://community.bistudio.com/wiki/ACE#Patch_8_Release_1.08)
Changelog (http://dev-heaven.net/versions/show/69)

edit: Some new mirrors available, so downloads are ok now.

HunterICX
05-18-09, 06:49 AM
400 Mb aint that bad, as long the source isn't slow ofcourse.

Facebug Fixed - Ah, I was wondering why when I was hosting my own face didn't show up at my end of the game when looking with the external camera.

HunterICX

Fincuan
05-18-09, 06:56 AM
No not that facebug, at least I hope so :D

I think they mean the bug where all the units using certain models had their faces look all stretched and weird in MP if you started the game with "world=empty" in your Arma shortcut. Armalauncher and a few other programs always use this when one tries to join an MP-game directly from the launcher, so ta-da, you ALWAYS had the facebug unless you first started an SP-game, then went to the server browser. Hopefully it's now gone.

Dowly
05-18-09, 08:52 AM
Ah finally all the guns having bipod can be deployed. And maybe the guy doesnt put the IR strobe down his pants anymore. :hmmm:

Fincuan
05-18-09, 08:56 AM
Ah finally all the guns having bipod can be deployed.

If you still find one that can't just ask me and I'll show you how to add the ability to any gun. It's a simple config edit.

Dowly
05-18-09, 08:57 AM
If you still find one that can't just ask me and I'll show you how to add the ability to any gun. It's a simple config edit.

So... you can just cheat and have a pistol with bipod? :hmmm:

Fincuan
05-18-09, 09:07 AM
No idea if it works with pistol class weapons, but it does work with all rifles. I did the edit to my own guns(those with a visible bipod) after ACE 1.07

Dowly
05-18-09, 09:11 AM
O..k... remind me to never ever play this game on public servers anymore. :har:

Fincuan
05-18-09, 09:20 AM
Ok good thing you don't know about EVERYTHING that can be done if you think this is bad :haha:

It's not that bad though: Servers can easily stop this by not allowing custom addons at all, or only allowing certain addons that can be compared against those on the server to make sure they haven't been edited.

Fincuan
05-18-09, 10:17 AM
Looks like they forgot something from the changelog:
http://lh3.ggpht.com/_GHuMVhWWQPc/ShF7jDPZL9I/AAAAAAAAAJE/WyXqvK8Q5IA/s800/hind.jpg

Schroeder
05-18-09, 11:06 AM
How could weapons be deployed anyway? I never knew it was even possible.:06:

Dowly
05-18-09, 11:22 AM
How could weapons be deployed anyway? I never knew it was even possible.:06:

Weapons that have bipods (snipers, machineguns etc.) can be deployed when proned or you have a wall or something in-front of you by pressing SHIFT+SPACE. AFAIK, this works for walls with any rifle, even those that doesnt have bipod. Not 100% sure tho.

HunterICX
05-18-09, 11:27 AM
Weapons that have bipods (snipers, machineguns etc.) can be deployed when proned or you have a wall or something in-front of you by pressing SHIFT+SPACE. AFAIK, this works for walls with any rifle, even those that doesnt have bipod. Not 100% sure tho.

Non-Bipods : walls/vehicle hoods

Bipods : Walls/vehicle hoods/Ground (when you lie on the ground)

HunterICX

Fincuan
05-18-09, 02:07 PM
Yet another shorty with the theme "I wonder if that's an IED" :haha:

http://www.youtube.com/watch?v=opirUP3k-i8&fmt=18

If either Dowly or Hunter feels like it they could add these to the first post in the Clowns' topic. So that we don't lose the links among the threads, you know :) Pretty please...

Task Force
05-18-09, 02:13 PM
Hey look its not explosive. BOOM!:rotfl:

ajrimmer42
05-18-09, 02:27 PM
Weapons that have bipods (snipers, machineguns etc.) can be deployed when proned or you have a wall or something in-front of you by pressing SHIFT+SPACE. AFAIK, this works for walls with any rifle, even those that doesnt have bipod. Not 100% sure tho.

My God, I had no idea this could be done, I've only had the game for about 2 years :haha:

Anyone know if there's a mod for the reload animations? They really are bad.

Dowly
05-18-09, 02:37 PM
My God, I had no idea this could be done, I've only had the game for about 2 years :haha:

It is only doable with the ACE mod.

@Fin

I'll add the video to the SSC thread.

NeonSamurai
05-18-09, 02:58 PM
Just an update, I finally got ArmA working right, now the bad news is its only working in XP and I have no microphone in XP (microphone port is used by the rear speakers, and the built in one doesn't work with XP).

Unfortunately in Vista 64 it and a couple of other games, the graphics stumble around (slow down, then suddenly leap forward to catch up). I still haven't been able to solve that problem either.

ajrimmer42
05-18-09, 03:54 PM
It is only doable with the ACE mod.

Ah kk, I'll have to DL it again then! :DL

Oberon
05-18-09, 04:39 PM
Taking down insurgants, American style... :har::har::har::har::har:

http://newsimg.bbc.co.uk/media/images/44848000/jpg/_44848212_flatsposter.jpg

HunterICX
05-18-09, 05:16 PM
Taking down insurgants, American style... :har::har::har::har::har:

:D Yeh, he was somewhere in the staircase where we couldnt get him...sooo
if you cant get'em out...you blow'em out

HunterICX

Oberon
05-18-09, 05:28 PM
:D Yeh, he was somewhere in the staircase where we couldnt get him...sooo
if you cant get'em out...you blow'em out

HunterICX

I like the way you think. :salute:

I use the same tactic in RTS's :yeah:

mengle
05-19-09, 02:29 AM
Weapons that have bipods (snipers, machineguns etc.) can be deployed when proned or you have a wall or something in-front of you by pressing SHIFT+SPACE. AFAIK, this works for walls with any rifle, even those that doesnt have bipod. Not 100% sure tho.


for some reason it don't work left shift + space :hmmm: do i need something else?

Dowly
05-19-09, 06:30 AM
for some reason it don't work left shift + space :hmmm: do i need something else?

No, it should work. If you have ACE 1.07, not all bipod-guns can be deployed, but most of them.

Schroeder
05-19-09, 10:38 AM
O.K. I tried it with a machine gun and went prone.
ARE THESE ACE GUYS MOVEMENT LIMITER FETISHISTS?
While being prone and having the gun deployed you can't aim any more. The entire gun is more or less static and limited to up and down movements only. Aiming left or right is impossible! Have those guys actually served in any real army? I highly doubt it. With the MG3 in the German army you can at least aim in a 90° arc in front of you without having to change your position much. You don't move the front part of the weapon, the bipod remains on the ground all the time! So what is wrong with these ACE guys? First they ridiculously castrate your ability to turn left or right while being prone and now they make aiming with a bipod next to impossible. I really would like to see them using real weapons for once, so that they get an impression how it is done in real life!:down:


Sorry, but I had to let off some steam.:nope:

Dowly
05-19-09, 10:45 AM
O.K. I tried it with a machine gun and went prone.
ARE THESE ACE GUYS MOVEMENT LIMITER FETISHISTS?
While being prone and having the gun deployed you can't aim any more. The entire gun is more or less static and limited to up and down movements only. Aiming left or right is impossible! Have those guys actually served in any real army? I highly doubt it. With the MG3 in the German army you can at least aim in a 90° arc in front of you without having to change your position much. You don't move the front part of the weapon, the bipod remains on the ground all the time! So what is wrong with these ACE guys? First they ridiculously castrate your ability to turn left or right while being prone and now they make aiming with a bipod next to impossible. I really would like to see them using real weapons for once, so that they get an impression how it is done in real life!:down:


Sorry, but I had to let off some steam.:nope:

It's a trade-off. You need to have the floating point thing enabled from the controls. You know the slider. I have it at around 50-60% and I can move the deployed MG/Sniper around, tho the movement speed is slightly reduced compared to aiming around with an undeployed gun.

IMO, you should try and learn to play with the floating enabled as it gives small advantages. Namely, you can move to the same direction all the time while looking thru the ironsights and you can lower the sights abit so you can see better where you are going. Works nicely when you need to move slowly and have your gun ready to fire accurately in a split second.

mengle
05-19-09, 11:21 AM
Dowly can you post a litlle movie of deploying bipods :hmmm:

Dowly
05-19-09, 11:54 AM
Dowly can you post a litlle movie of deploying bipods :hmmm:

No, but I can give you as detailed instructions as I can, if it doesnt work, then you might want to start checking that the installation is correctly done.

Ok, so first you need to get a weapon that has bipod. Take SAW for example. Lie down on to the ground and hit SHIFT+SPACE. You should hear a click and the crosshair jumps slightly. And there you go. Simple as that.

Fincuan
05-19-09, 12:00 PM
In the latest ACE it should also give you some kind of written message, "Bipod deployed" or similar. In any case the "click" is a dead giveaway.

Schroeder
05-19-09, 12:15 PM
Try to use the right shift button. It works for me.

Arclight
05-19-09, 02:46 PM
Finally got my disc back. :woot:

But that deploy thingy isn't working for me either. Maybe the scripts aren't triggered/loaded if you just try it out in the editor?

Dowly
05-19-09, 02:50 PM
Maybe the scripts aren't triggered/loaded if you just try it out in the editor?

They are enabled automatically. :yep:

Arclight
05-19-09, 03:00 PM
Nevermind, was due to me being an idiot. :88)

Was starting the game from the ACEIP folder (island pack). After starting the proper .exe it works. :oops:

*does that qualify me as a clown? I'd like to give this a whirl online sometime. :yep:

HunterICX
05-19-09, 03:17 PM
Me&Dowly are on Teamspeak for a game of ArmA right now.

HunterICX

Arclight
05-19-09, 04:43 PM
That's nice. :D

If you could give me some instructions I might join you there, if you don't mind. :)

*got kinda swept up in playing with the new toys. :yeah:

HunterICX
05-19-09, 05:35 PM
I guess you know how Teamspeak works:

here's the Server info
hosted by Jimbuna

IP: 77.98.224.36:8767
Password: wolf

Channel: ArmA
No Password needed

our default days we play ArmA in the evening is Tuesday and Thursday, Saturday is a ''Maybe''
we meet around 22:00 GMT+1 on the TS server

HunterICX

Arclight
05-19-09, 08:13 PM
Great! Now close the door before all the riff-raff gets in. :D ;)

mengle
05-20-09, 12:57 AM
[quote=Arclight;1103733]Nevermind, was due to me being an idiot. :88)


first: Dowly and Fin thanks it works

Arclight, your not the only one here, i post a new thread yesterday and i had this feeling to, at least the persons here on the arma thread helping you on a decent way

Fincuan
05-20-09, 05:45 AM
HuntR you've got the wrong meeting time there. The past few weeks we've been meeting at 20:00 GMT, which would of course make it 21:00 GMT+1

HunterICX
05-20-09, 05:53 AM
No, its 22:00 my time when I go on Teamspeak.
and I live in a GMt +1 timezone.

HunterICX

Fincuan
05-20-09, 05:58 AM
Check again. We were meeting 20:00 GMT(I joined at about 20:40GMT) yesterday. You're mixing summer and winter times here, which GMT does not follow. It's the same year around.

edit: Easy way to check GMT: http://wwp.greenwichmeantime.com/

HunterICX
05-20-09, 06:10 AM
Dont pull a schroeder on me :D

ah, yes I see it now, my bad

HunterICX

Fincuan
05-20-09, 06:16 AM
A Schroeder? I got Dowly too with the same thing, and with the same reaction too. :haha:

It doesn't matter that much with the few of us because we all "know" what the meeting time is, but when new people start joining it'll result in confusion if the times aren't right. Just imagine an average TG event with 30-40 people from all around the world trying to meet at the same time...

Fincuan
05-20-09, 06:24 AM
Wow, I completely missed this one. Looks like Cold War Rearmed, which at one point was rumored to be delayed until Arma2, has now been released as a public beta for Arma. Thread at BI forums: http://forums.bistudio.com/showthread.php?t=72888

Download (http://www.armaholic.com/page.php?id=5668)

Key features:

Original OFP islands taking advantage of the new texture and vegetation enhancements
New vehicles from the Cold War era
New units textured in the Cold War era style
OFP-like UI design
The whole CWC and Resistance campaigns
All OFP single- and multiplayer missions from BI

Schroeder
05-20-09, 07:01 AM
@Fin
That looks good. Er, aren't their any legal issues for converting the original campaigns and making them available for free?

@Hunter and Arclight

Please don't tell me I will be outnumbered by Dutch soon.http://www.forosdelweb.com/images/smilies/chillando.gif

Fincuan
05-20-09, 07:10 AM
It's being done with BI's blessing. They did have to ditch the original CWC sounds and use those from Elite(console version) since Codemasters has copyright to those sounds. Resistance sounds should be just like in the PC-version. In that thread I linked it says a tutorial is inbound on how to use the sounds from your OFP copy, or even an unofficial pack with those sounds.

Dowly
05-20-09, 07:13 AM
@Schroeder

I was thinking the same thing. :hmmm:

Fincuan
05-20-09, 08:00 AM
Please don't tell me I will be outnumbered by Dutch soon.http://www.forosdelweb.com/images/smilies/chillando.gif

You should have heard TS yesterday when Arclight joined and the two started chatting: "Iiiek sweek fook Storm of War iig geek Arma swiik jook" :D

Dowly
05-20-09, 08:04 AM
:haha:

NeonSamurai
05-20-09, 08:42 AM
Unfortunately Tuesday and Thursday are no good for me, as I am on campus those days at those times. I am available friday-sunday though :)

Dowly
05-20-09, 08:47 AM
Unfortunately Tuesday and Thursday are no good for me, as I am on campus those days at those times. I am available friday-sunday though :)

Monday, Wednesday & Friday are IL2 nights. That's why we had to choose those days for ArmA. Pop to TS on Saturday at the usual time to check if someone's there as like Hunter said earlier, it's a 'maybe' night.

Fincuan
05-20-09, 09:00 AM
Oh man CWR almost brought tears to my eyes with all the familiar music, the dialogue and the crappy looking cardboard Cobra :haha:

I just completed "Ground attack I". Quite a nostalgy rush :up:

Dowly
05-20-09, 09:09 AM
Hehe, need to download it then. Cant wait to play some of the campaign missions. :yeah:

Ow, Fin. Did you have to replace the AK with the RK manually or was there an mod for it? I'm seeking some info on how the replacement of weapons work. Would really really really like to have Suomi KP replacing the mp5 or UMP45 in ACE. :D

Schroeder
05-20-09, 10:12 AM
Hm, I'm doing something wrong (what a surprise :roll:). I installed the mod and the required CWR_Infantry and CWR_resistance mods (put the pbos into one folder named "CWR" and there in a folder called "addons").
I can see the campaigns under the campaign options in ArmA but whenever I want to start one the computer locks up, or at least sort of. I can still move the mouse but nothing more responds.:damn:
What am I doing wrong?:-?

Schroeder
05-20-09, 10:13 AM
You should have heard TS yesterday when Arclight joined and the two started chatting: "Iiiek sweek fook Storm of War iig geek Arma swiik jook" :D
I didn't know they both speak Finnish.:o

HunterICX
05-20-09, 10:26 AM
@Hunter and Arclight

Please don't tell me I will be outnumbered by Dutch soon.http://www.forosdelweb.com/images/smilies/chillando.gif

We are going to make your ArmA nights a living hell!!!
not that we do anything to you*..but just because we are Dutch! http://img198.imageshack.us/img198/8924/dutchflag45.gif

*I'm such a bad liar.....:D

HunterICX

Fincuan
05-20-09, 11:06 AM
Ow, Fin. Did you have to replace the AK with the RK manually or was there an mod for it? I'm seeking some info on how the replacement of weapons work. Would really really really like to have Suomi KP replacing the mp5 or UMP45 in ACE. :D

I did it manually.

Tools needed
http://www.armaholic.com/page.php?id=411

CPbo - to unpack and pack .pbos. It adds "Unpack pbo" and "Create pbo" options to the right mouse-click menu
unrap - to "unpack" config.bin
A text editor - to edit the unpacked files


Let's say we want to replace the MP5 model and the name of the gun with our own. It would go like this:

Unpack ace_config_weapon.pbo somewhere. You'll get folder with the same name with the contents in it. Unrap the resulting config.bin to make it readable. When unrapping say yes when it asks "Make all root classes separate" or something like that
Open CfgWeapons.hpp from the above folder and look up the classname of the weapon you want to work on. It'll be something like "ACE_MP5" or similar. In that file you can also see what stuff you can change. Want to change the name displayed ingame? Just add "displayName=newname" to your config file under the weapons class you want to rename.
Create a folder called for example "Dowlys_mp5_replacement". This will be the name of your future addon .pbo.
In that folder create a file called config.cpp. For MP5s it might look like this:


class CfgPatches {
class Dowlys_mp5_replacement {
units[] = {};
weapons[] = {};
requiredAddons[] = {"CAWeapons3", "ace_config_weapon","classname_of_addon_where_our_new_mp5model_is"};
};
};

class cfgWeapons {
class Default;
class RifleCore;
class Rifle;

class MP5SD : Rifle {};

class MP5A5 : MP5SD {};

class ACE_MP5SD : MP5SD {};

class ACE_MP5A5 : MP5A5 {
displayName="Konepistooli M/31";
model = "\pathtonewmodel\nameofmodel.p3d";
};

class ACE_MP5A4 : MP5A5 {};
};


Note that the inheritance chain must be continuous, even if our weapon is far down the chain. You will need all the "Default; Riflecore; Rifle;" etc. If you don't want to change any attributes of a weapon and only need to it for inheritance, no problem, just leave it at {};. Note that the above config would change not only the model of "ACE_MP5A5", but also every weapon inheriting from it(in this case ACE_MP5A4), unless ace_config_weapon or another file specifies a model for them. Your config needs to include only the things you want to change, and it will override anything in ace_config_weapon. The classname at the beginning should normally be the same as the name of your directory, and as a result the same as that of your resulting .pbo.
Right click the directory where your config.cpp is and select "Create pbo"
Copy the pbo to some active modfolder together with the addon where you have the new model
Play!


The above procedure works for pretty much all replacements, also units. You'd just need to unpbo "ace_config_men" to see the classnames. If you have trouble just give me a link to the addon with the replacement model, and I'll make the config for you. Something like unpacking the ace configs of course needs to be done only once, and after that only when a new version is released. Once you get the idea of the process it'll be a few minutes job to make a replacement.

Dowly
05-20-09, 11:09 AM
Hm, I'm doing something wrong (what a surprise :roll:). I installed the mod and the required CWR_Infantry and CWR_resistance mods (put the pbos into one folder named "CWR" and there in a folder called "addons").
I can see the campaigns under the campaign options in ArmA but whenever I want to start one the computer locks up, or at least sort of. I can still move the mouse but nothing more responds.:damn:
What am I doing wrong?:-?

I have similar problem with the Finnish Defence Forces mod. It loads awhile, going to the main menu, and it locks up. Tho, in my case it was solved by removing few addons it uses from the shortcut. For example, the FDF version I have uses the Queens Gambit addon if it's available, so the shortcut target line has the -mod=DBE1 first, before the FDF mod is loaded. Anywho, I removed that and it seems to work now.

Fincuan
05-20-09, 11:19 AM
available, so the shortcut target line has the -mod=DBE1 first, before the FDF mod is loaded. Anywho, I removed that and it seems to work now.

Afaik this is a myth. The order of mods in the shortcut line shouldn't matter, because the true loading order is determined by the mods "requiredAddons="-field(see above). All the addons specified in that field must be loaded before the mod itself can be loaded, so the game will load them in the order that fullfills the requirements best.

Dowly
05-20-09, 11:28 AM
Afaik this is a myth. The order of mods in the shortcut line shouldn't matter, because the true loading order is determined by the mods "requiredAddons="-field(see above). All the addons specified in that field must be loaded before the mod itself can be loaded, so the game will load them in the order that fullfills the requirements best.

Ya ya ya, I didnt exlaing myself clearly. But anywho, getting rid of FDF loading the QG made it work.


PS. Thanks for the instructions to replace the mp5, I'll see if I can manage to do it. Already ripped a more unique (The FDF's sound sucked sweaty 'havent-changed-my-underwear-in-a-week' balls) M31 sound from 'Talvisota' to go with it. :yeah:

Fincuan
05-20-09, 11:30 AM
Re: CWR installation, I did the following:

Use the automatic installer to install it to D:\CWR_temp
Go to that folder and copy the CWR-folder(That would be D:\CWR_temp\CWR) to Arma\. Then I renamed it to @CWR to remind me that it's a modfolder. This contains all the new units, splash-screens etc.
Copied the Missions, MPMissions and Campaigns-folders from D:\CWR_temp to Arma\JSGME_MODS\CWR\
Used JSGME to enable the mod called CWR(which now contains just the missions and campaigns)
Used Armalauncher to launch Arma with the @CWR-modfolder enabled. Alternatively just add the modfolder to your Arma-shortcut.


There's nothing preventing you from enabling the whole thing with JSGME, but I decided not to since the CWR\Addons is a bit over 1gb, while the missions and campaigns are only a few hundred megabytes.

Fincuan
05-20-09, 11:43 AM
Ok I looked at the FDF-config. Here's something that'll replace all unsuppressed ACE MP5s with SuomiKp. FDFMod needs to be enabled(or at least fdf_weapons.pbo) for this to work.


class Dowlys_mp5_replacement {
units[] = {};
weapons[] = {};
requiredAddons[] = {"CAWeapons3", "ace_config_weapon","fdf_weapons"};
};
};

class cfgWeapons {
class Default;
class RifleCore;
class Rifle;

class MP5SD : Rifle {};

class MP5A5 : MP5SD {
displayName="Konepistooli M/31";
model = "\fdfmod\fdf_weapons\m31\FDF_m31";
};

class ACE_MP5SD : MP5SD {};

class ACE_MP5A5 : MP5A5 {
displayName="Konepistooli M/31";
model = "\fdfmod\fdf_weapons\m31\FDF_m31";
};

class ACE_MP5A4 : MP5A5 {
displayName="Konepistooli M/31";
model = "\fdfmod\fdf_weapons\m31\FDF_m31";
};
};

Dowly
05-20-09, 11:43 AM
Ow, forgot. Here's the new sound. :rock:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/th_M31SoundTest.jpg (http://s230.photobucket.com/albums/ee274/Finnish_Ferret/?action=view&current=M31SoundTest.flv)

Fincuan
05-20-09, 11:46 AM
Nice :yeah:

So I take it you got it fully working then, eh?

Dowly
05-20-09, 11:54 AM
So I take it you got it fully working then, eh?

Nah, havent tried it yet. That's just replacement for the FDF M31. I'm going to pub in a sec, so need to try it tomorrow... well... prolly on Sunday... :()1:

Arclight
05-20-09, 12:06 PM
We are going to make your ArmA nights a living hell!!!
not that we do anything to you*..but just because we are Dutch! http://img198.imageshack.us/img198/8924/dutchflag45.gif

*I'm such a bad liar.....:D

HunterICX
Well, we don't rule the seas anymore, and our country is tiny. We need to rule somewhere. :D

Won't be long till they stuff us in a seperate channel. :rotfl:

mengle
05-20-09, 12:15 PM
not that we do anything to you*..but just because we are Dutch! http://img198.imageshack.us/img198/8924/dutchflag45.gif

*I'm such a bad liar.....:D

HunterICX
[/quote]


what are you going to do than play Frans Bauer and Andre Haezes songs,
" heb je even voor mij" Schroeder would love it :har:

HunterICX
05-20-09, 12:28 PM
not that we do anything to you*..but just because we are Dutch! http://img198.imageshack.us/img198/8924/dutchflag45.gif

*I'm such a bad liar.....:D

HunterICX



what are you going to do than play Frans Bauer and Andre Haezes songs,
" heb je even voor mij" Schroeder would love it :har:

I can hear him yelling ''DONT GIVE HIM ANY IDEA'S!!!'' :D

HunterICX

Arclight
05-20-09, 12:37 PM
Spam his inbox with pictures of Sugar Lee Hooper (http://images.google.co.uk/images?hl=en&q=sugar+lee+hooper&um=1&ie=UTF-8&ei=dz8USvapE8Kg-Abr3qXaCQ&sa=X&oi=image_result_group&resnum=4&ct=title). :arrgh!:

Schroeder
05-20-09, 01:29 PM
Be careful or I'll use the ultimate German weapon:http://www.nits.nl/lists/div/modern_talking.jpg

They would kill even your ears for sure:yep:.

(God, after looking at that picture my stomach feels funny now....)

Arclight
05-20-09, 05:45 PM
:o

Nooo, not the ears, I surrender. :dead:



Would it be a problem to throw the Queen's Gambit content into the mod-mix? Like "-mod=beta;DBE1;@ACE;@aceip;@OPX"

(and is that line correct without the "DBE1" or did I forget something?)

Fincuan
05-20-09, 05:57 PM
Go ahead, but it won't be much use when playing with us because I'm probably the only one besides you who has it :haha:

Arclight
05-20-09, 06:05 PM
That's alright, it's just that I have 12 different shortcuts at the moment. Would be nice to have just 1 with the beta patch stuff, QG and mod content so I don't need to think about which one to click for each individual session. :doh:

Fincuan
05-20-09, 06:50 PM
Arma Launcher :up:

One shortcut, any mod combination one likes with a few mouse clicks.

Arclight
05-21-09, 05:01 AM
Excellent, thank you very much. :salute:

Kegetys... that name sounds familiar for some reason. :hmmm:

Dowly
05-21-09, 05:07 AM
Kegetys... that name sounds familiar for some reason. :hmmm:

Famous from addons to OFP, ArmA and few other games. I believe he was the first one to build 6DOF TrackIR support for IL2 1946. A very talented chap... then again, what else would you except from a Finn? :O:

Arclight
05-21-09, 05:15 AM
:rotfl: :yeah:

That must be it then, I know the name from messing with OFP for years. :yep:

Arclight
05-22-09, 04:06 PM
Had some fun yesterday, too bad my PC fell flat on its face. :rotfl:

I find myself sinking a lot of time in the editor and scripting, but it lacks focus. Any suggestions/requests for an interesting mission? Hunter, you had a thought for some interesting deathmatch? :06:

Fincuan
05-22-09, 06:11 PM
I find myself sinking a lot of time in the editor and scripting, but it lacks focus. Any suggestions/requests for an interesting mission? Hunter, you had a thought for some interesting deathmatch? :06:

You'd better find some free time, that stuff takes as much of it as you allow it :haha:

Hunter's idea was a limited area deathmatch or team deathmatch on Avgani, with limited weapons and some other factors. The mission is made in a way that makes it easy to move it to another location on Avgani, or another island.

I worked on it a few hours tonight, and it's basically ready for playtesting.
Features:

4 vs. 4 team deathmatch(US Special Forces vs. Insurgents). Player count is easy to change should the need arise, but I figured 4 vs. 4 is ok for our games. No AI.
Everyone starts with a pistol and a few mags. Weapons and gear are scattered around the playing area in ammo crates. Crates can contain pretty much any combination of weapons, ammo, medical supplies, explosives, night vision equipment, etc, but good luck finding more than a few of those in the same crate :)
Currently weapons are limited to submachine-guns and a few stanag-rifles, but it's very easy to add more.
The contents and locations of the weapons crates are randomized at mission start.
ACE Map logic is implemented, ie. you won't have a map unless you find one in the crates.
Players start close to their mates, but not within sight. Getting the team together is one element in the mission
Mission starting time and weather can be selected from the slot selection screen. Something like night and heavy fog should usually make quite a spectacle.
Several respawn locations. Blue and red respawns aren't mixed with each other, but still close.
You die a horrible death if you leave the playing area :fff:


To do:

Add possibility to select either deathmatch or team deathmatch at slot selection screen
More variations in weapons and gear

Arclight
05-22-09, 07:03 PM
That's pretty much what I had in mind too, but far more complete. (my scripting is "amateur" at best) :yeah:

Only difference is I was thinking of spawning weapons and mags instead of crates, but crates would work better in a team-deathmatch. That and flashbangs only; would have a nice effect at night against enemy with NVG. :yep:

You move fast. :salute:

Arclight
05-23-09, 03:06 AM
Dug up my old artillery and airstrike scripts, I'm having a blast! :arrgh!: :rotfl:

I'm just a sucker for a good display of power, those artillery shells really are devastating. ACE sounds are great too. :yep: :D

HunterICX
05-23-09, 03:15 AM
That's pretty much what I had in mind too, but far more complete. (my scripting is "amateur" at best) :yeah:

Only difference is I was thinking of spawning weapons and mags instead of crates, but crates would work better in a team-deathmatch. That and flashbangs only; would have a nice effect at night against enemy with NVG. :yep:

You move fast. :salute:

Well, I think it would be nice too to hid the NVG's in crates scattered on the map as well.

HunterICX

Arclight
05-23-09, 03:30 AM
Then it would be best (I guess) if a crate contains 4 of them (keeping which crate there in random), considering the team-based aspect. Wouldn't want team-members squabling over NVG. :D

On the other hand, it would force the team to work together if only 1 has a pair. :hmmm:



(Found my carpet-bomb script. :rotfl::rotfl::rotfl::yeah:)

Fincuan
05-23-09, 04:50 AM
I first had all the gear placed randomly on the ground, but there was so much of it that(10-15 locations around the area, some gear at each) I thought it's best to put them in crates for lag reasons. Currently the only thing you get at the beginning is a pistol and a few mags. No nvgs, maps or anything else. Those you'll have to hunt from the crates, and the possibility of finding NVGs is such that a four man team would be EXTREMELY lucky to find NVGs for everyone. If it's even possible, remember that everything is randomized at start. One time some special weapon might be in one of the crates, the next time it isn't in the mission at all. Same goes for other gear, like claymores and mines :D

HunterICX
05-23-09, 04:59 AM
Great stuff Fin, can't wait to give it a try :D

could be fun for a change, shooting eachother.

HunterICX

Arclight
05-23-09, 05:47 AM
Jolly good show, old chap. :D :salute:

Dowly
05-23-09, 10:46 AM
Sounds good. :up: How big of an area are we talking about?

Fincuan
05-23-09, 01:18 PM
At the moment it's this area(the green square):

http://lh3.ggpht.com/_GHuMVhWWQPc/Shg9cSjNf9I/AAAAAAAAAKY/vqU6RlHSr4c/s800/clowns_area.jpg

I found that to offer a good choice of alleys to sneak around and also some multiple floor buidlings, while not being overly compled for just a few players. Playtesting will of course reveal if the size is good or not. Moving the area is only a matter of dragging things to their new places and making sure the spawns and such aren't on top of buildings, so not a big deal.

Dowly
05-23-09, 02:31 PM
Okie, looks good. :yeah:

As for the M/31, frack it, cant get the thing to work. :nope:

Fincuan
05-23-09, 02:53 PM
As for the M/31, frack it, cant get the thing to work. :nope:

What's the problem?

Dowly
05-23-09, 02:57 PM
Well... obviously, the front fell off. :O:

Fincuan
05-23-09, 02:59 PM
ROFL :haha: You're making it out of cardboard are you?

Dowly
05-23-09, 03:00 PM
Yes... :oops:

HunterICX
05-23-09, 03:15 PM
Currently on TS, so anyone up for a Clown's deathmatch?

HunterICX

Arclight
05-23-09, 05:21 PM
Now I'm getting an error right from the get go when starting TS. Getting closer and closer to just reïnstalling XP. :nope:

Arclight
05-24-09, 09:52 AM
Anyone know where to find a list of sorts containing ammo classnames? I've been going through the docs and PBOs, searching online but it continues to elude me. :doh:

Fincuan
05-24-09, 10:00 AM
Arma\@ACE\Docs\Dev Docs\ACE_Class_List.pdf contains, among other classes, all ACE weapons and mags. If you need the classnames of the projectiles themselves then I'm afraid it's time to unPbo some ACE config files and take a look.

Meanwhile I'm back to school bench on the subject of "How to script for a dedicated server" :) The deathmatch mission worked completely fine when testing with one of the players as server, but it was a bit less than succesful on a dedicated server.

Janus
05-24-09, 10:08 AM
Ah yeah. Good old MP scripting. It causes headaches and provokes foul language when testing :)

Maybe the CoC Network Services addon is for you Fincuan. It's a bit hard to get used to and come to grips with it but once you got the hang of it, it will make your life as a MP mission designer and scripter easier.

Arclight
05-24-09, 10:19 AM
Unfortunately, I do indeed need projectile names. Looking through all the bins is driving me nuts. Why these aren't in those lists is a mystery. :damn:

I never had any succes with dedicated servers. I'm already pleased if I can get something to run client-side. :rotfl:

Really would have liked "helping" to test your map, but the sound keeps screwing up. Think I'll be disabling that damn Creative POS and try it with onboard chip. Anyway, from what I glanced on TS there was no shortage of players. :DL

Glad to hear the mission worked out and I'm sure you can get it working on a dedicated server too. :yep: ;)

Fincuan
05-24-09, 10:28 AM
Yeah if you need the projectiles themselves then it's pbo and Unrap time. cfgAmmo.hpp ace_config_weapon.pbo contains most or all infantry weapons' projectiles, while cfgAmmo.hpp in ace_config_vehicle.pbo contains the vehicle based ones.

If your sound problems are mostly related to Arma then disabling EAX(in Arma) and running TS as admin might help. If not then it can be pretty much anything.

Arclight
05-24-09, 11:42 AM
I had thought about disabling EAX, but not running TS as admin, thanks for the tip. :salute:

Found what I was looking for (mk82/83/84), but it's not behaving like I hoped. All bombs "fly", so they don't drop where I want them. Tried using setvectordir to manipulate orientation, but I either don't understand the command or it's impossible to place a bomb in a "straight down" position. Everytime you make some progress it throws you a curve-ball, quite puzzling. :hmmm:

HunterICX
05-24-09, 11:51 AM
was great fun last night,

I loved the teamdeathmatch :yeah:thought the crates wherent working properly yet.

great laugh at my misidentification...Fin and Dowly managed to shot eachother at the same time and where both down (not death)

me comes around the corner armed with a RPG.
see 2 silhouettes of bodies lying on the ground...1 with what I though was a helmet and other with a hat...Mmmmm.

I targeted the hat wearing one shouting GOT YOU NOW FINCUAN!
*Pffuuuush BAM!* Dowly was killed by HunterICX (friendly fire)
:rotfl:

and second after Fin stood up again and shot me....

HunterICX

Fincuan
05-24-09, 11:57 AM
Aye it was fun yesterday :yeah:

Another case of misidentification was when I spotted mr.chris, who was on the same team with me, just kneeling there some distance away. I started running towards him, and of course just at that moment he decided to turn around and PRRT, I'm full of lead :haha:

@Arclight:
try:

_bomb setVectorDir [0,0,-1];
_bomb setVelocity [0,0,-300];

That should make the bomb go straight down at 300 meters per second.

Fincuan
05-24-09, 12:03 PM
One shot from yesterday's last mission.

Hunter taking aim:

http://lh6.ggpht.com/_GHuMVhWWQPc/Shl9UQX7m3I/AAAAAAAAALU/Vj4ROKsKXwI/s800/hunter_taking_aim.jpg (http://picasaweb.google.com/lh/photo/yjTJKj3gpiOCDy2psKnuNA?feat=embedwebsite)

Arclight
05-24-09, 12:20 PM
Great shot. :salute:

Manipulating that bomb just doesn't work. Pitch won't change, giving it velocity does make it fall somewhat closer though. Think it's because of the physics interacting with it, and it being programmed/intended to be dropped from a plane.

Tried camcreate instead of createvehicle, but then nothing appears. Camcreate seems incapable of spawning weapons and ammunition. :hmmm:

Fincuan
05-24-09, 12:32 PM
You could try something else first, like tank shells. I know for a fact that setVectorDir and setVelocity work for them just fine, since my arty addon uses just that. It spawns the shells a few kilometers away from the target and sets the vector and speed so that the shells fly to the target. Get your script working withtank shells(like "sh_105_he") first, then change to bombs to see if the problem is really in the ordnance(which is highly possible).

Arclight
05-24-09, 01:09 PM
We think alike. :haha:

Used the arti shells for my artillery too, spawned them 1km above the target and let them fee-fall to the targetzone; seems kinda weird spawning them on the ground. But this is for the carpet bombing script. It works with the shells, but now I have ACE it would make sense to replace the shells with actual bombs, and there it hits a snag. For the moment, I just spawn the things at 0 height, which solves the problem but takes away "realism". Since the string of bombs falls in a preset direction, it's possible to determine an offset, which is what I'll do once I'm happy with the precision artillery strike I'm working on right now. :D

mr chris
05-24-09, 01:12 PM
Had a great time last night.
What with Hunters dead rat helmet. And the mad man who kept shouting GAS GAS GAS.
Sorry for shooting you Fin.
Everyone seemed to look the same with the fog and night conditions.

Dowly
05-24-09, 02:00 PM
Few clips from here and there :up:
http://www.youtube.com/watch?v=9E7hf32GYZc

Fincuan
05-24-09, 02:09 PM
It's interesting how a tent with two roofs causes several minutes of conversation. It almost sounds like a comedy series :)

Dowly
05-24-09, 02:12 PM
It's interesting how a tent with two roofs causes several minutes of conversation. It almost sounds like a comedy series :)

Lol, I was laughing my ass off back then at Hunter.

I think we should promote Hunter to the status of Head Clown. If I would've recorded last night from the beginning, there would've been a whole separate video of Hunter either whispering to me with the area/directional chat thing or just acting like an arse. :har:

mr chris
05-24-09, 02:14 PM
Aye i remember hearing Hunters voice fading in and out singing to himself.
:har:

HunterICX
05-24-09, 03:10 PM
Lol, I was laughing my ass off back then at Hunter.

I think we should promote Hunter to the status of Head Clown. If I would've recorded last night from the beginning, there would've been a whole separate video of Hunter either whispering to me with the area/directional chat thing or just acting like an arse. :har:

:salute:I'm just beeing me :D

HunterICX

Fincuan
05-26-09, 11:25 AM
ACEMod v1.09 has been released

Changelog (http://dev-heaven.net/versions/show/126)
Download (http://community.bistudio.com/wiki/ACE#Patch_9_Release_1.09)

mr chris
05-26-09, 01:39 PM
Cheers for the heads up Fin:up:
Downloading now.

Fincuan
11-05-09, 06:38 AM
BIS CEO posted some information on their forums about the plans for "finalizing" Arma1, as well as a new beta patch 1.17:
http://forums.bistudio.com/showthread.php?p=1480845#post1480845

BarnesBL0278
11-09-09, 07:19 AM
Holy crap. I know some of you people! Here I was feeling all out of place, and then I start seeing names I recognize. WTF.

You guys play on TG ever?

EDIT:

ARCLIGHT. Man, I haven't seen you since the TFA days. I know you got into WWIIOL, and ryke told me you tried to look me up in it. What servers you frequent, nowadays?

Arclight
11-09-09, 11:10 AM
Ha, sorry, wrong Arclight. ;)

Fin mentioned this as well, but alas, t'is not me. :lol:

Played a bit of Arma and Vietcong with 6th Sense, as "EZ", but that was long ago. :hmmm:

* Not Arma, OFP. I meant OFP.

Oberon
12-28-09, 09:18 AM
Ok, I now have ARMA I patched up to the latest patch. Where do I go from here? :up:

Fincuan
12-28-09, 01:14 PM
ACE-mod is highly recommended(just make sure you get the Arma1 version, not Arma2), maps/islands that you like, then something to play aka missions :)

www.armaholic.com is a pretty good source for all of those.

edit: Here you go, list with links and all. Sakakah-al-Jawf link didn't work anymore but the others should
http://www.subsim.com/radioroom/showpost.php?p=1188377&postcount=2