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duckmeister

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About duckmeister

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    Sergeant
  1. duckmeister

    ACE for OA 1.13

    Ah, that might be it, I had changed it to to Shift+Alt+R I think. Is that bad?
  2. duckmeister

    ACE for OA 1.13

    Anyone know of a solution to the above problem?
  3. duckmeister

    ACE for OA 1.13

    I can't seem to reproduce it reliably, but I find that occasionally when using ACE mod whenever I press "R" to reload, it plays the animation, but does not actually reload the gun, and says "empty" for the roundcount. I have to scroll wheel and choose the "Load 30Rd Whatever" action in order to actually reload the gun. Am I doing something wrong or is this a bug?
  4. duckmeister

    ASR AI Skills

    I know you didn't say that, I was being self-deprecating. My thanks are genuine. Thanks Robalo for the extra info.
  5. duckmeister

    ACE for OA 1.13

    Okay, I'm back. I didn't fix the issue, I only looked up the documentation and realized that I wasn't pressing Shift+L. So I go into the game, press Shift+L, nothing. Now I'm sitting there in ACE Demo trying out a bunch of different scoped weapons and pressing Shift+L like an idiot and they're all blank. Animated reticles option is being turned off for now, as I'm fairly certain that I'm not doing anything wrong.
  6. duckmeister

    ASR AI Skills

    Okay, I'm stupid. Thanks for pointing that out.
  7. duckmeister

    ACE for OA 1.13

    Anyone know why I can't see a reticle on some weapon scopes even though I have crosshair's enabled in both the ACE options and in ArmA 2 options? Is it something to do with that "animated reticle" option or whatever it is, do I have to press a button to turn it on or some such? EDIT: Nevermind, I'm stupid. Just read the documentation.
  8. duckmeister

    ASR AI Skills

    What's this new "reactions" setting in the userconfig with the new update? Any other changes you'd like to comment on, Robalo?
  9. Thanks a lot for answering my questions, and thanks for your work on this project and MSO.
  10. One more question: in the manual, it speaks about "registering the factions with the game engine" by placing units and setting their probability to 0. Is it necessary to do this for every faction (e.g. USMC, US Army, BAF) or can I simply place a unit for each side (BLUFOR)?
  11. I've simply been taking the MSO code and stripping out everything except the module improvements and a few functions, in the interest of getting a more up-to-date version of the MIP basic idea. Is that necessary? Can I just use this? Do you mind if I frankenstein MSO's stuff for my own personal use?
  12. I'm just curious as to what it signifies, what the game does if it's changed, etc.
  13. duckmeister

    Celle 2

    My favorite part of this map, walking into a town to find a lovely, fully-enterable house that allows me to ring the doorbell before I answer. Great job!
  14. duckmeister

    ACE for OA 1.13

    I think the whole system is pretty straightforward, and more intuitive than before. You simply start with @CBA, and add in whatever extras you have, whether that's A2, OA, TOH, or any combination of them. Not difficult at all.
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