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About revolverocelotkjb

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  1. A2/A2:OA beta CorePatch 01.03.2016

    In addition to this the JSRS 1.5 Final sound issue with the following weapons: Fn FAL (All firing modes) M14 (Full firing mode only) G36A (All firing modes) G36K (All firing modes) These weapon sounds in the reported firing modes are the vanilla game sounds and not the modded JSRS Final sounds for these weapons. I reverted to an earlier version of the game to test and can confirm these firing sounds after corepatch are not correct. These issues were fixed in a prior version of corepatch but either the current version of corepatch does not include these fixes or they were reverted back for some reason???
  2. A2/A2:OA beta CorePatch 01.03.2016

    The latest corepatch causes a graphical glitch with the AK-107. The AK-107 GL, PSO, and GL+PSO versions are fine and do not have the graphical glitch. Just the AK-107 While firing the AK-107 the bolt graphically extends back towards the buttstock. The graphical glitch on the AK-107 is more pronounced while reloading a completely empty clip of the AK-107. Please confirm. This is with no mods and the prior corepatch version did not have this graphical glitch with the AK-107. Thanks
  3. RHS Escalation (AFRF and USAF)

    Quick question concerning the latest patch version of RHS AFRF and USAF. I'm getting sound distortions during infantry firefights with quite honestly not a whole lot of units on the map (2-4 infantry groups). Not having any issues with the Vanilla Game Units of ARMA 3 with substantially more infantry on the map (12 infantry groups). Haven't noticed any sound distortions in previous versions of RHS so my question is has anyone else experienced any sound distortions in the current version? Thanks
  4. A2/A2:OA beta CorePatch 01.03.2016

    JSRS 1.5 Final sound issue with the following weapons: Fn FAL (All firing modes) M14 (Full firing mode only) These two weapon sounds in the reported firing modes are the vanilla game sounds and not the modded JSRS Final sounds for these weapons. I reverted to an earlier version of the game to test and can confirm these firing sounds after corepatch are not correct. Thank you for your continued support.
  5. A2/A2:OA beta CorePatch 01.03.2016

    Any chance that corepatch will improve the AI to a limited degree without the need for mods using Pizzadox's efforts as an exemplary example? Such as AI smoke grenade utilization and rearming from backpacks / bodies etc.? :)
  6. A2/A2:OA Patch 18.12.2015

    Hosted locally on my own computer. Upon immediately completing a Warfare mission the Blufor / Opfor Win message appears along with an end game graph of multiple team categories such as Soldiers Recruited / Killed etc.and in addition to this graph an end game camera angle will pan out while calculating the stats. However the end game graph will upon completion of its team calculations restart multiple times along with the camera angle zooming back in and panning back out multiple times. My apologies for misstating before as the end game loop is not perpetual it does end to where I can view my personal statistics for the mission but the multiple recycling of the team stats graph and camera angle just didn't seem right. A very minor detail compared to all the massive fixes you compiled for the Warfare Module which by the way a huge thank you for that work! Quick question eggbeast on one item you mentioned in your post. You specifically mentioned adding backpack function to a2 units from oa. Is it in the core patch agenda to eventually do this? To where the backpacks will actually show on the Arma 2 unit models? That would be awesome along with maybe proper AI function for the AI units to actually rearm themselves from their backpacks? :) These features were in ACE 2 and also your released mod eggbeast and I'm all for mods that add content and revisions to ARMA 2 and OA but at the same time there are features that should be inherently native aspects of the core game that currently are not and honestly should not have to be scripted or modded. For example: Having OA backpacks ported to ARMA 2 unit models Having AI units actually be able to rearm themselves from their backpacks Maybe even perhaps finally having AI actually be able to use smoke grenades which is a long overdue feature in my opinion :)
  7. A2/A2:OA Patch 18.12.2015

    To Opusfmspol, the Warfare missions upon completion are in a perpetual loop with the camera and the stats. This loop lasts only a few seconds and then continuously repeats. I don't recall that happening before. I tested this with Civil War CTI several times today. Minor I know but I figured it best to mention it just in case. On a side note concerning Civil War I thought it interesting that the Insurgents recruit Russian soldiers for base defense and the CDF recruit USMC for base defense oh and the CDF playable units start off with American weapons instead of Russian variants. I figured for that CTI mission it would be exclusively Insurgents vs CDF but it probably has always been like that. Easy enough to modify on my end to be honest. :) To anybody, as far as tweaking weapons and vehicles are concerned does anyone else think the bicycles in ARMA 2 are a tad on the fast side? I always thought they were too fast in Dayz and doesn't appear to me much if any slower after the patch?
  8. A2/A2:OA Patch 18.12.2015

    Thank you to the ARMA 2 CorePatch team on their hard work! It is good to see ARMA 2 still being worked on by a dedicated community! :)
  9. Nice information. Followed your instructions and everything works as intended with a custom warfare map. Thanks!
  10. I cannot respawn in Arma2 (any DLC)

    This is not a Description.ext issue. Respawn does not work as intended with the Warfare module after the 1.63 patch update with Combined Operations. The player's unit respawns however the actual player does not respawn with control of the unit and are stuck in a perpetual limbo view as if waiting for respawn. This is the case for player made warfare module missions as well as the warfare module missions provided with the actual game that was made by Bohemia Interactive (the ones that I have tested that is). As stated in the original post of this thread the warfare module missions that comes with Bohemia Interactive's game are not working as intended with Combined Operations as his problem did not involve a custom warfare module mission. The original post was updated to state that this problem does not exist with ARMA 2 and I tried the "When Diplomacy Fails" warfare module mission on ARMA 2 and respawn did indeed work as intended. However, playing "When Diplomacy Fails" on Combined Operations the respawn feature does not work as intended. Can we get a Dev's response on the respawn feature for the warfare module after the 1.63 patch as this feature worked as intended before this update? In addition I am still noticing that the AI are not engaging units through glass and other penetrable surfaces despite the 1.63 patch notes saying otherwise: [83759] Fixed: AI not engaging through glass and other penetrable surfaces (http://dev-heaven.net/issues/4438). Thank you
  11. I have one quick question concerning the Extended Armor option under the various Difficulty Options. Is it possible to apply the Extended Armor option to the AI units as well through the Init field or some other method? I’ve already searched the forums and with ingame time spent in Arma 2 it is apparent that the Extended Armor option applies to only players and not AI units. So is there a way to give existing AI units and Spawned in AI units the Extended Aromor protection as well? Thanks, THE Rev Tube
  12. Missing xAudio2 file(s) & sound issues

    I have the Creative Audigy 2 ZS and have experienced the *snap* crackle* *pop* ingame as well. All drivers are up to date and sound has been reduced to default. I have noticed that the sound distortions are actually worse since patch 1.03. Very frustrating. Any other Creative Audigy 2 ZS users that have been able to fix this issue?
  13. Editor Suggestion for Unit Skill

    Actually all I had ever tested with this setSkill x is this setSkill 1 and this setSkill 0. So just to be thorough I gave this setSkill 0.2 a try and I have to say that I agree with you Big Dawg KS that this setSkill 0.2 is the exact same as having the Editor Skill Sliding Bar moved all the way to the left. I assumed that the Editor Skill Sliding Bar moved all the way to the left was the same as having this setSkill 0 and when I witnessed the poor performance of the AI at this setSkill 0 I assumed that this was true. So apparently this setSkill x does indeed weigh into the equation of increasing the AI's Skill and Precision the same as the Editor Skill Sliding Bar. So my apologies. Hell I don't know the specific in's and out's of how the AI works...Just wanted a thread concerning adding a Numerical box beside the Editor Skill Slider. That's all.
  14. Editor Suggestion for Unit Skill

    LOL!!! I created this thread to specifically see if a Small Numerical Box could be created next to the Editor Skill Slider. YOU hijacked this thread and turned it into an AI discussion.
  15. Editor Suggestion for Unit Skill

    Nothing you said in this post is accurate at all. Reread and understand what the dev’s have said and look at your understanding of how the AI works and you will see that you are incorrect. According to you: Which isn’t even remotely close to what the dev said or what I’ve been trying to get thru your thick fucking head. It’s all a mathematical equation that can affect 4 categories: SkillFriendly- #; SkillEnemy- #; PrecisionFriendly- #; PrecisionEnemy- #; The maximum Skill & Precision that a unit can have is 1. The AI equation is: Difficulty Setting Skill/Precision # + (Remaining Difficulty Setting Skill/Precision x Editor Skill Sliding Bar %) So using the equation with Difficulty settings of: SkillFriendly- 0.5; SkillEnemy- 0.5; PrecisionFriendly- 0.5; PrecisionEnemy- 0.5; If the Editor Skill Sliding Bar is moved all the way to the left (Absolute zero skill) on a unit, well say a USMC Rifleman (Ally), then that USMC Rifleman (Ally) is set at the respective Difficulty Setting Skill/Precision…which at the Difficulty settings above would be: SkillFriendly- 0.5; PrecisionFriendly- 0.5; The respective Difficulty Setting Skill and Precision is not affected at all with the Editor Skill Sliding Bar moved all the way to the left because: Difficulty Setting Skill/Precision is 0.5 + (Remaining Difficulty Setting Skill/Precision of 0.5 x Editor Skill Sliding Bar % of 0%) which = 0.5 So 0.5+ (0.5 x 0%) = 0.5 As the Editor Skill Sliding Bar is moved to the right the AI’s Skill and Precision is increased. So for example lets say the Editor Skill Sliding Bar is moved to the right to say 25% at the Difficulty settings above. 0.5 + (0.5 x 25%) = 0.625 So both Skill and Precision are increased from 0.5 to 0.625. Eventually when the Editor Skill Sliding Bar is moved 100 % to the right the respective AI unit will have the max Skill and Precision of 1. 0.5 + (0.5 x 100%) = 1.0 I have tested this extensively and seen this ingame and it supports exactly what the dev’s have said: That's why: this setSkill x isn't the same as the Editor Skill Sliding Bar because if you were to use this setSkill 0.25 on a unit (Ally) it would give that unit (Ally) a Skill & Precision of: SkillFriendly- 0.25; PrecisionFriendly- 0.25; Whatever. The only troll in this thread has been you.