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11-17-2008, 02:11 PM #16
Re: ArmA MODs (Full pack)
Is there any maps up now?

My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D

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11-17-2008, 05:20 PM #17
Re: ArmA MODs (Full pack)
Uhao and Avgani are the two new ones, more possibly coming in phase 2!
BlackDog1





"What we do in life... echoes in eternity!"
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11-17-2008, 05:23 PM #18
Re: ArmA MODs (Full pack)
Here is the link for all the mods Jorge!
http://www.tacticalgamer.com/armed-a...phase-1-a.html
It's about 600MB in total. Dslyexci put them all in a single file which was great.
BD1BlackDog1





"What we do in life... echoes in eternity!"
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11-17-2008, 05:28 PM #19
Re: ArmA MODs (Full pack)
Oh, goody goody goody!
Thank you Blackdog... This will save my soul from Domination...
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11-17-2008, 06:39 PM #20
Re: ArmA MODs (Full pack)
Just tested out one of the missions on the server (find a ammo truck) was ok but had it's problems so it's about time all you mission making people made some real missions
I would do it myself but I fail at it lol

My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D

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11-17-2008, 06:43 PM #21
Re: ArmA MODs (Full pack)
Good to know I can keep working on my airborne mission just have to find a suitable plane at some point.
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11-17-2008, 06:55 PM #22
Re: ArmA MODs (Full pack)
What were the issues? I assume this is Operation Stingray?Just tested out one of the missions on the server (find a ammo truck) was ok but had it's problems so it's about time all you mission making people made some real missions
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11-17-2008, 07:08 PM #23
Re: ArmA MODs (Full pack)
I was there for most of it. One issue was that when the truck was destroyed, the mission didn't end.
Also, it needs more insurgents and IEDs :P
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11-17-2008, 07:18 PM #24
Re: ArmA MODs (Full pack)
yea truck was destroyed but the mission continued, also the insurgents didnt see to really do anything not really a problem just they sat there until someone attacked them. Having them set up hidden in ambush with ieds etc would make it alot better. Also have to say the FFAR on that map is too easy, was able to just fly around picking off any targets I seen without trouble. Maybe a normal BH with 2 gunners would work better, or AH6 with limited or no rockets

My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D

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11-17-2008, 07:33 PM #25
Re: ArmA MODs (Full pack)
End trigger fixed in latest version.
Insurgents are intermingled with unarmed targets to prevent a FFAR from strafing without guidance from the ground.
Insurgent difficulty may be increased somewhat, but their quantity is probably too much currently if anything.
Insurgents are placed by IEDs and Roadblocks semi-randomly.
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11-18-2008, 07:52 AM #26
Re: ArmA MODs (Full pack)
When I was flying the FFAR yesterday I was able to just fly around firing at targets without guidance, even if I hit civs it didnt make a difference to gameplay Is it meant to end if enough civs are killed?? (later in the game I shot a few civs with also no effect except for score) Also the FFAR doesnt need to straf one missile can be fired and kill a large group of eneimes.
The mission is good as is but I just think the FFAR is abit easy without the insurgents having more than just one uaz to fight it, which is a very easy target. Also i was using the BH as more of a recon role guiding the ground troops to target and point out insurgents. This would work better with a LB
My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D

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11-18-2008, 04:44 PM #27
Re: ArmA MODs (Full pack)
I think Adept is right, we could maybe have an M134 BH, I don't see why any army would have any sense to deply a rocket armed helicopter to a small shanty town :P
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11-21-2008, 04:57 PM #28
- Join Date
- Aug 2008
- Posts
- 60
Re: ArmA MODs (Full pack)
I've been away from the servers for a while now, due to a move to uni. Having settled into something of a routine I should now be able to make some more time for being on the servers, and it would seem I have chose the right time to do that!
However, I cannot get the mod to work. I right click on the icon and choose poperties but every attempt I've made to add @TGMods_Phase 1 (because i downloaded the complete pack) nothing has happened. I enter the game and load the editor to check and nothing has been added.
I haven't got any other mods so putting ";" after an exisitng one isn't an option. Can anyone tell me exactly what i need to type after "C:\Program Files\Bohemia Interactive\ArmA\arma.exe" to get the mod to run properly?
Any help is greatly appreciated.
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11-21-2008, 05:17 PM #29
Re: ArmA MODs (Full pack)
Davies,
I think you may be missing -mod= at the beginning of the @TGMods.
Line should read something like -mod=@TGMods_Phase1 or whatever you have.
http://community.bistudio.com/wiki/A...tup_Parameters
-BoD
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11-21-2008, 07:52 PM #30
Re: ArmA MODs (Full pack)
Everyone please ensure you also download the iraqi police and artillery mod!
BlackDog1





"What we do in life... echoes in eternity!"
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