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| ArmA 2 & OA - ADDONS & MODS: COMPLETE This forum is for the release and subsequent discussion of addons/mods. Only addons/mods which have content freely available for download should have threads in here. Addons that are released in alpha/beta/final state are covered by this "Complete" forum. |
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#381 |
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Private First Class
Join Date: Mar 2010
Location: Australia, Victoria
Posts: 25
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this mod rocks!, how much am I going to have to change in my mission when 1.4 comes out to implement it? or will it be the same just updated files? - Not that I'm worried, the tutorial last time was easy too
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Vista Home Premium. Core 2 Duo E8400 @ 3.0ghz (2 CPU's). 3070MB RAM. Nvidia Geforce 8600 GT (512mb Ram - 1777MB Shared) |
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#382 |
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Corporal
Join Date: Mar 2007
Posts: 96
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Awsome work again on the new comming update. But please dont bring it out before the MLRS and the GRAD are working. Oww and don't forget the Striker with the big gun. If you could have those 3 vehicels to work... It will be heaven.
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#383 |
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Private
Join Date: Jul 2010
Posts: 10
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The mgs stryker is not an artillery piece....
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#384 |
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Staff Sergeant
Join Date: Apr 2009
Location: Napa, Ca
Posts: 289
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Probably referring to the mortar carrier.
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#385 |
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Corporal
Join Date: Mar 2007
Posts: 96
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Hmm it isn't?? Than what is it for.. cause i could find no other application than shooting buildings with it. It's totally useless against tanks and gets shot really quick by RPG fire. I rather don't have this thing close where the battle is. And its pretty weird that it can put it's gun almost 80% up if it ain't some kind of arty piece?
But if it's not a arty piece than forget about it. |
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#386 | |||
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Master Gunnery Sergeant
Join Date: Apr 2009
Location: SoCal, but from Texas.
Posts: 1,378
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Quote:
Quote:
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![]() "Dulce et decorum est pro patria mori, sed dulcius pro patria vivere, et dulcissimum pro patria bibere. Ergo, bibamus pro salute patriae" Task Force Lion - The Official Clan and Beta Testers of Project RACS |
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#387 |
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Gunnery Sergeant
Join Date: Jul 2001
Location: Australia
Posts: 493
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Fantasic mod.... .. thanks for the hard work..
Question... is it possible to easily turn logistic off and leave arty fully functioning ? I commented out #include "R3F_LOG\init.sqf"... and the arty controls did not work.... will check again.. maybe a typo Last edited by gonk; Today at 02:42 AM. |
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