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| Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods. |
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#1 (permalink) |
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Join Date: Apr 2008
Location: Quebec, Canada
Posts: 43
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Quick question on mods...
Aight aight...i just installed the TG modpack and its working all right.
But i see that its lacking a sound mod...and im wondering what I must add to my shortcut's Target Path. I'll install my sound mod the same way I did with the TG one (making a @*modname* folder in my ArmA directory). Right now my path is the following: Code:
"C:\Program Files\Atari\ArmA\beta\arma.exe" -mod=beta -nosplash -mod=@TG
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![]() PR Ingame Name: -=**Xm4st3r**=-[Qc] ArmA Ingame Name: |TG|Xmaster
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#2 (permalink) |
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Join Date: May 2007
Posts: 48
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Re: Quick question on mods...
That way won't work. Try it like this:
"C:\Program Files\Atari\ArmA\beta\arma.exe" -mod=beta; -mod@TG -nosplash If you want to install the soundmod, make a new folder in the ArmA directory, @BPARealSound, and place the modfiles in there. Any server keys go into the Keys folder in the base ArmA directory. "C:\Program Files\Atari\ArmA\beta\arma.exe" -mod=beta; -mod@TG; -mod=@BPARealSound -nosplash That would be your new shortcut after installing the mod/addon the way I told you to. Alternately, you can just drop the .pbo files into the ArmA/@TG/AddOns folder and use the shortcut indicated earlier.
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#3 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,703
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Re: Quick question on mods...
NKato's command line isn't correct either. Do it like this:
ArmA\beta\ArmA.exe -nosplash -mod=beta;@mod1;@mod2;...;@modn So you might end up with -mod=beta;@TG;@BPARealSound for your mod line.
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#4 (permalink) |
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Join Date: Apr 2008
Location: Quebec, Canada
Posts: 43
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Re: Quick question on mods...
So it would be like this?
Code:
"C:\Program Files\Atari\ArmA\beta\arma.exe" -mod=beta;@TG;@BPARealSound -nosplash
__________________
![]() PR Ingame Name: -=**Xm4st3r**=-[Qc] ArmA Ingame Name: |TG|Xmaster
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#5 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,703
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Re: Quick question on mods...
Precisely.
__________________
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#6 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 27
Posts: 1,921
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Re: Quick question on mods...
Thanks Ednos. I need to update the pack. I've tested the latest version of most of the mods included and all seems to work well. The reason there is no sound pack included is that most people cannot agree on which one sounds better. The closest thing was Chammy's, but until that pack is complete our TG pack will not include a sound pack. I use BPA because I like the environmental sounds, also sometimes I use Chammy's beta for weapon sounds and a rip of ModWar for other sounds.
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#7 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,703
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Re: Quick question on mods...
I've got my own set of mods I compile into @ednos; I wrote a quick script for adjusting my current set, and it's a lot easier to deal with them all in the same directory. Then Atomic Dog went off and copied me, except he put his in @AtomicDog not because he has a 1337 script, but because he wants to hide all of his cheats. What a loser.
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#8 (permalink) |
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Join Date: Jun 2007
Posts: 50
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Re: Quick question on mods...
I thought the Beta needed to be at the back of all the addons. So like this
"C:\Program Files\Atari\ArmA\beta\arma.exe" -mod=@HiFi;@ArmAEffects;@TG;@3rd_party;@DBE1;@DMSmo keEffects;beta -nosplash this works fine for me. and I think it works better. How I dont know but I was told by someone smarter thatn me LOL!!! |
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#9 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,703
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Re: Quick question on mods...
It can be anywhere. I have it at the front or sometimes sandwiched between @Bread1 and @Bread2.
__________________
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#10 (permalink) | |
![]() Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: Quick question on mods...
Quote:
Thread moved to Mod discussion sub-forum. |
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#11 (permalink) |
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Join Date: Apr 2008
Posts: 27
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Re: Quick question on mods...
and this is why they need to pull a littl more code for the next OFP/ArmA2 and have an in-game screen (as some other games do) where you can enable/disable mods. install them all into a central folder and let the software figure it out from there...i'm still trying to get half of the things to work, only to have the only pvp server that's up and running at the time not allow mods of any kind. grr
<end_rant> |
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