Page 40 of 45 FirstFirst ... 30363738394041424344 ... LastLast
Results 391 to 400 of 450

  Click here to go to the first Developer post in this thread.  

Thread: COOP 20 Takistan Force (OA)

  1. #391
    Gunnery Sergeant Bon's Avatar
    Join Date
    Jun 4 2009
    Location
    Germany
    Posts
    556
    Author of the Thread

    update ACE edition

    Hi all,

    updated the ACE editions and increased its version number to v1.071. It should fix the healing not working with ACE Wounds enabled.

    Also added the FHW edits for the standard maps.

    Last but not least Ports have been added to Thirsk, Thirsk Winter, Isla Duala and Everon 2010.

    Download


    hf.
    Last edited by Bon; Dec 16 2011 at 12:15.

  2. #392

    Thumbs up

    Quote Originally Posted by Bon View Post
    Hi all,

    updated the ACE editions and increased its version number to v1.071. It should fix the healing not working with ACE Wounds enabled.

    Also added the FHW edits for the standard maps.

    Last but not least Ports have been added to Thirks, Thirsk Winter, Isla Duala and Everon 2010.


    hf.
    thanks for the update Bon

  3. #393
    Thanks for the help with editing the files and the new map updates can't wait to give them a go!

  4. #394
    Bon, please make it on Lingor and Panthera2 too!

  5. #395
    Private First Class britishlegion's Avatar
    Join Date
    Dec 6 2011
    Location
    Lincolnshire, United Kingdom
    Posts
    19
    This was very epic mate, Great job :P

  6. #396
    small question in bon_ieds

    ied_defusion_handler has this:
    Make sure lines 3 to 7 in defuse.sqf are not commented out.

    however, they are commented out in defuse.sqf

  7. #397
    Gunnery Sergeant Bon's Avatar
    Join Date
    Jun 4 2009
    Location
    Germany
    Posts
    556
    Author of the Thread
    Imagine you want something to happen on the server machine when a player defuses an IED. Then you would have to uncomment the lines in defuse.sqf and extend the ied_defusion_handler.sqf with your code.
    For my mission I commented out these lines because I had no use for this feature and could save another publicvariable call.

    Btw, I updated the IED script available on dev-heaven.net. You may want to give it a look.

    hf.



    Quote Originally Posted by cuel View Post
    small question in bon_ieds

    ied_defusion_handler has this:
    Make sure lines 3 to 7 in defuse.sqf are not commented out.

    however, they are commented out in defuse.sqf

  8. #398
    Ah, how dumb of me. Thanks

    What did you change to the ieds? I think that's the one I'm using

  9. #399
    Sergeant Major JuggernautOfWar's Avatar
    Join Date
    Aug 25 2007
    Location
    Oregon, United States
    Posts
    1,452
    Glad to see it updated to 1.07! I've got a fairly sizable complaint though. Using the ACE version it seems medics, medical tents, ambulances, etc do not work as they used to. When you disable the ACE wounding system it works great, but then you lose the detailed ACE wounding system. Also I seem to be unable to drive any vehicles already existing in the game world. (Civilian Vehicles, UH-60, MTVRs at base for example)
    Last edited by JuggernautOfWar; Jan 7 2012 at 15:23.
    Phenom II X4 955 45 nm OC 3.6 GHz
    GeForce GTX 570 Classified
    12 GB Dual-Channel DDR3
    M4 Solid State Drive

  10. #400

    Mines still indestructible in ACE version?

    This is by far one of the best multi-stage "sandbox" coops out there and has been a favourite of our squad since its release. I have a short question regarding the "Clear the street of a location of AT mines." task in the ACE version of TFOR.
    Bon, you wrote earlier:
    There had been some incompatibilities to the ACE satchel charges. In other words, my "can only be destroyed by satchel charges" script made target objects indestructible instead (thanks to roy86 for pointing that out).
    Apparently the indestructibility of the AT mines still persists in the ACE version of the latest TFOR, or am I mistaken? We tried several explosives on them, to no avail. AA radars and the likes are fine.

    Thanks for sharing this mission with us, by the way! Especially together with ACE & ACRE we keep having a damn nice multiplayer experience - many, many thanks!
    Casual ArmA Players

    Interested in casual coops? Contact me via IM:
    ICQ: 119072550
    MSN:
    XFire: arma2coops

Page 40 of 45 FirstFirst ... 30363738394041424344 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •