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=VG= SemlerPDX

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Everything posted by =VG= SemlerPDX

  1. I hate trying to make sandbag walls or hescos line up in the darn Arma 2 mission editor. I googled for a wall generator, but only found one example, for Arma 1, and it didn't work. So, I wrote this. Not much less tedious than placing walls in the editor, clicking preview, then going back and adjusting, then preview again. Over and over. At least this way, you end up with an exactly straight wall ready to use in any mission you create forever. Can be copied between different missions without issue. Again, it's slightly complicated procedure, but it is well worth it. At least I think so - hope others do, too. vg_straight_walls.utes.rar Snippets from my ReadMe file: COPY "VGStraightWalls.sqf" to your misson folder and PASTE THESE TWO ACTIONS TO YOUR PLAYER IN EDITOR: this addAction ["BIS_DEBUG_CAM (right click to exit)","camera.sqs"];<br />this addAction ["<t color='#DBA901'>VG Straight Wall</t>",<br />"VGStraightWalls.sqf",(["Land_HBarrier_large",4,-0.1,0])];<br /> (NOTE: You DO NOT NEED the script "camera.sqs" to use it. Every mission has it, it's invisible!!) Variables Meanings in the addAction syntax: this addAction [action, script filename,<br />["wallType", numberOfWalls, distanceBetweenCorrection, straightAlignmentCorrection];<br /> Example Class Names of Barriers: "Land_fort_bagfence_long" "Base_WarfareBBarrier10xTall" "Land_HBarrier_large" STEP ONE: DECIDE ON PARAMETERS First, decide on a wall type, and number of walls. Adjust the "addAction" variables to suit your needs. Now, place a dummy barrier on the map for each wall section you want. Give them sequential names. i.e. "MyWall_1", "MyWall_2", "MyWall_3", etc... placed anywhere, random. Doesn't matter. (see final step) *see full instructions in mission demo! STEP TWO: CREATE WALLS Click Preview, and load in. Move anywhere and select the "Create Straight Wall" action. When done, it saves the positions of each wall to your clipboard. STEP THREE: USE WALL POS DATA Exit the preview, save your mission, close down Arma, open up a notepad/wordpad and paste (ctrl + v) your wall position data. it may look like this: (DELETED!! TOO LONG FOR FORUM POST!!) Very long, hard to read!!! Start making it easier by pressing enter after each comma ( , ) like this: positions copied = [<br />posWallSection1 = [4391.23,10408.8,0.00143433],<br />posWallSection2 = [4399.93,10409.3,0.00143433],<br />posWallSection3 = [4408.62,10409.8,0.00143433],<br />posWallSection4 = [4417.31,10410.3,0.00143433],<br />posWallSection5 = [4426.01,10410.8,0.00143433],<br />posWallSection6 = [4434.7,10411.3,0.00143433],<br />posWallSection7 = [4443.4,10411.8,0.00143433]] For "MyWall_1", I would copy just the numbers from posWallSection1: 4391.23,10408.8,0.00143433 and paste it over the old ones in my mission.sqm file like this (just FIND "MyWall" and it lists all of them): class Item126<br />{<br />    position[]={4391.23,10408.8,0.00143433}; <--Overwrite these numbers<br />    azimut=150.18291;<br />    id=165;<br />    side="EMPTY";<br />    vehicle="Base_WarfareBBarrier10xTall";<br />    leader=1;<br />    lock="LOCKED";<br />    skill=0.73333329;<br />    text="MyWall_1";<br />}; Do this for each wall section you created. Paste the new pos into it's respective wall class item entry. It may be tedious to use this method to create a straight wall, but this is the MOST exact way to do it. FINAL STEP: POSITION FINAL WALL IN YOUR MISSION Load Arma into the mission editor, and load your mission. You should see your new wall, instead of all the random wall placeholders you put down earlier. Now you can drag and select the entire wall, and move it to wherever you want. Feel free to copy the wall, and place several more. You can shorten it by deleting some of it's parts. Though the new names of the barriers will get longer and more odd in format (such as "MyWall_2_1_5_2"), it should not affect anything negatively in your mission. You can alleviate this by deleting the names of each barrier and saving your mission before copying the entire wall for further uses. Remember, you can copy (Ctrl+C) any number of objects from one mission to another inside the editor. TIPS: When copying and pasting objects in the editor, you can press Ctrl+Shift+V to paste them onto a new mission in the same position on the map that they were in the previous mission, provided it's the same map. Ctrl+V will only paste the objects relative to the mouse position. Use Ctrl+X to delete a large selection of objects: Much faster than the Delete key! -Hope this helps someone; tried googling it, but only came up with a non-functioning SQS for Arma 1, so I wrote this. I sure hate trying to manually make straight walls myself!
  2. Perhaps this press release should be posted here, as well as the front page, for maximum visibility: UPDATE: The Facts about Arma 3 Devs Detained in Greece Prague, 17th September 2012 Since last Sunday, when two Bohemia Interactive, a.s. employees, were arrested on the Greek island of Lemnos, much speculation about what happened has circulated online. It?s been rumoured that they entered restricted military areas or gathered photographic references of military bases in order to improve the visual fidelity of Arma 3, a PC game currently under development by our company. Far in advance of any formal charges - only hours after they were detained by the local police - many media outlets immediately suggested spying and, only one day later, specifically referenced Arma 3. Having travelled there, and after meeting personally with them both, as well as their lawyer who is fully acquainted with the Greek authority?s investigation file in detail, we can assure you that these insinuations are completely false and without substance. These employees - our friends, Ivan Buchta and Martin Pezlar - visited the island as tourists. Their holiday was a product of their interest in the island, triggered by their work on Arma 3 over the past two years of development. They took photographs and videos in public areas, as countless tourists arriving to enjoy the beauty and hospitality of Greece may well do. These included a short video as they drove through the main road passing around the international airport, where in one short part of the video off in the distance some hangars and other buildings of the complex can be seen. It's very likely that many tourists may have pictures similar to those taken by Ivan and Martin in their own family albums, without being aware that they put themselves or their families at risk. We sincerely hope that the whole situation is no more than an unfortunate and deep misunderstanding. The in-game Limnos is close to completion, and it?s far from an identical replication of the real place. It was heavily modified to fit the game?s backstory, a purely fictional 2035 setting. It was rescaled to only 75% of the real island, and it does not attempt to display any real world military installations situated on the island of Lemnos. To summarize the situation: ?They visited Lemnos on their holiday as tourists. ?They did not enter any military area. ?They did not take any pictures of any military objects to be used in Arma 3. Martin and Ivan, currently being detained in Mytilene, relayed this message to their friends and family: "The conditions are tough, but the people we meet treat us fairly and correctly. It is all a completely absurd misunderstanding that will certainly be quickly explained. We mainly think of you, our families; you have to stay calm and not to worry about us. We hope we will meet soon." We apologize for any possible delay or lack of communication regarding this important matter. At present, all and every possible effort goes towards supporting Ivan and Martin, their families, and to getting the guys safely back home. Any form of support for our imprisoned colleagues and friends will be more than welcome. Get Updates and Show your Support at http://www.helpivanmartin.org/
  3. UPDATE: The Facts about Arma 3 Devs Detained in Greece Prague, 17th September 2012 Since that Sunday when two Bohemia Interactive, a.s. employees, were arrested on the Greek island of Lemnos, much speculation about what happened has circulated online. It?s been rumoured that they entered restricted military areas or gathered photographic references of military bases in order to improve the visual fidelity of Arma 3, a PC game currently under development by our company. Far in advance of any formal charges - only hours after they were detained by the local police - many media outlets immediately suggested spying and, only one day later, specifically referenced Arma 3. Having travelled there, and after meeting personally with them both, as well as their lawyer who is fully acquainted with the Greek authority?s investigation file in detail, we can assure you that these insinuations are completely false and without substance. These employees - our friends, Ivan Buchta and Martin Pezlar - visited the island as tourists. Their holiday was a product of their interest in the island, triggered by their work on Arma 3 over the past two years of development. They took photographs and videos in public areas, as countless tourists arriving to enjoy the beauty and hospitality of Greece may well do. These included a short video as they drove through the main road passing around the international airport, where in one short part of the video off in the distance some hangars and other buildings of the complex can be seen. It's very likely that many tourists may have pictures similar to those taken by Ivan and Martin in their own family albums, without being aware that they put themselves or their families at risk. We sincerely hope that the whole situation is no more than an unfortunate and deep misunderstanding. The in-game Limnos is close to completion, and it?s far from an identical replication of the real place. It was heavily modified to fit the game?s backstory, a purely fictional 2035 setting. It was rescaled to only 75% of the real island, and it does not attempt to display any real world military installations situated on the island of Lemnos. To summarize the situation: ?They visited Lemnos on their holiday as tourists. ?They did not enter any military area. ?They did not take any pictures of any military objects to be used in Arma 3. Martin and Ivan, currently being detained in Mytilene, relayed this message to their friends and family: "The conditions are tough, but the people we meet treat us fairly and correctly. It is all a completely absurd misunderstanding that will certainly be quickly explained. We mainly think of you, our families; you have to stay calm and not to worry about us. We hope we will meet soon." We apologize for any possible delay or lack of communication regarding this important matter. At present, all and every possible effort goes towards supporting Ivan and Martin, their families, and to getting the guys safely back home. Any form of support for our imprisoned colleagues and friends will be more than welcome. Get Updates and Show your Support at http://www.helpivanmartin.org/
  4. I just recieved a press release from Bohemia Interactive, and CEO Mark Spanel. Here is the press release in it's entirity: "We can confirm that two Bohemia Interactive employees, our colleagues and friends, were arrested during their holiday trip to Lemnos. They visited the island with the sole purpose of experiencing the island's beautiful surroundings. Since its establishment in 1999, Bohemia Interactive has created games based only upon publicly available information. We always respect the law and we've never instructed anybody to violate the laws of any country. The same is true for Arma 3. Currently, all our effort goes towards supporting the guys over there, as well as their friends and families affected by this difficult situation. We sincerely hope that this is an unfortunate misunderstanding of their passion as artists and creators of virtual worlds. On behalf of the Bohemia Interactive team, Marek Spanel, CEO" Our thoughts go out to the 2 artists and their families.
  5. If they do get jailed, the first mission I will write for Arma 3 will involve players rescuing 2 photographers from the island, and delivering a bag of flaming dog poo to the doorstep of the idiot responsible. As Outlanders said, "What Military? I thought they were broke!"
  6. *RESCHEDULE NOTES: sorry for the delays, but our mission coordinator has had some technical difficulties with his game, and BI Studios will have sent a fix to him by early next week. Therefore, we must postpone the first mission of this campaign by one more week. New Date: September 22nd
  7. DEEPINYOO =VG= LAN_WROTE ... Well thanks Semler, now it all makes sense. Facepalm! :-) You know what you can eat a bowl of? !razz hahaha - oniblood references. so good. I'll have you know I fixed over 20 common words, many with over 100 instances of themselves....farttard :P !crazy
  8. Here's my first attempt at a decode - if I spent more time on it, i might have found more of the nouns. Perhaps regular PR players will be able to block-replace them with known PR names of vehicles or things they may be referring to: AI: Uxxxxxd Bxxxxxxs with cxxxxxt PR txxm mxxxxxs :P (yxxh we all wxxxa kxxl oxxxxxxxs) (bloodydeed) 17183 COMMMON: New bxxxd/hxxt sounds/solves (anders) 16724 COMMON: Added sxxxxxxxxx.dxs sxxxxxe txxxxxe, wxxxh is used on Txd Sxe. (afsoccer) 16123 COMMON: Cxxxxxxxxd size uxxxxxxxxxxd sxy txxxxxxs, used on kxxxxn and txd sxe, size a fxw mb's (ancientman) 16260 COMMON: Added txxxxxxs/sxy/dxxxxxxxxd.dxs wxxxh is used on Vxxxo City and may be uxxxxl on other mxxs. (afsoccer) 16339 COMMON: Added Vxxxxxm mxxxc (afterdune) 16346 COMMON: Added new/now txxxxxn txxxxxxs (afterdune) 16346 COMMON: Added mxxxc fxxxs for Vxxxxxm mxxxxxxxxxr (afterdune) 16351 COMMON: Fixed the bxg where you cxxxxn't exit an AAV. Sxxxxd be OK new/now. (afterdune) 16431 COMMON: Replaced and added exxxxxxxn sounds/solves. Cxxxxxd gxxxxxe ixxxxt sounds/solves for fxxt sxxxxxxg Mxxx (AxxP) to made the sound sound fxxxxr.x xx Axxo new/now dxxxxxt ixxxxt sounds/solves.x xx Axxo added dxxxxs sounds/solves to cxxxxxn mxxxxxxl exxxxxxxxs.x xx Added xxm sxxxxxxxp sounds/solves, xxxm sxxxxxxxp sounds/solves.x xx New kxxxe ixxxxt sounds/solves on wxxd, fxxxh, hxxd and sxxt mxxxxxxxs.x xx New bxxxxxxxxs on all mxxxxxxxs. New rxxxxxxxs and sxxxs/wxxxxs. (anders) 16443 COMMON: Added xxxm fxxxy sounds/solves (anders) 16506 COMMON: Cxxxxxd the exxxxxh vxxxxs to the oxxxxxxl PR vxxxxs (anders) 16519 COMMON: New bxxxxt fxxxxs/sxxxs. Mxxxd in x.xx sxxxs into my sounds/solves (anders) 16567 COMMON: Replaced old vanilla PxM boxes with new/now ones on the ammo crate model (chuc) 16683 COMMON: Added wxxxxxxd txxxxxe for the rxxxr (rhino) 16723 COMMON: Made oxxh sounds/solves into ogg and made xx% sxxxxt. Dxxxxxxxd the size from (wmv) xx,xxB to (ogg) xxxxB. (anders) 16728 COMMON: New JxxM exxxxxxxn sounds/solves (anders) 16737 COMMON: Added xxxm sxxxxxxxxxs for xxxm to xxxm sounds/solves (anders) 16792 COMMON: New bxxxxt hxt sounds/solves (anders) 16953 COMMON: Added "Oxxxxxxxxxxxxe.nxxxxxxxxxxxp x" to dxxxxxxxxe HMG nests so the sandbags don't get in the way of the sxxxl exxxxxxn effects. (rhino) 16957 COMMON: Ixxxxxxxxxd xp cxxxxa sxxxe wxxn exxxxxxxxs or sxxxxxxxxxn oxxxxs (chuc) 17069 COMMON: New AA mxxxxxe lxxk sounds/solves (anders) 17119 COMMON: New Fxxt and added Bxxxxxxxk hxt sounds/solves (anders) 17205 COMMON: Added cxxxxn fxxxs for Bxxxk Gxxd (vapoman) 17224 COMMON: Added new/now sxy txxxxxxs for Bxxxk Gxxd (vapoman) 17225 EFFECTS: Added Vxxxxxm nxxxxm (afterdune) 16352 EFFECTS: Added Vxxxxxm sound effects (afterdune) 16352 EFFECTS: New fxxxe exxxxt by sxxxxxxx, cxxxxs #xxx (bloodydeed) 16441 EFFECTS: Added fxxxxxs to mxxxxxxxxxxxs on AK wxxxxxs, Mxx, AR rxxxxs, Mxxx, Mx, KxxD, PxM and RxK (jxxt for that) (anders) 16502 EFFECTS: Added new/now LAV xxxm dxxxxxt sxxxxxxxxxs and mxxxxxxxxxh (anders) 16506 EFFECTS: New bxxxd hxxxxxxt vxxxxl exxxxt (anders) 16513 EFFECTS: Dxxxxxxxd hxxxxxxxxxxxxxxxxe of exxxxxxxn dxxxxs sounds/solves (anders) 16521 EFFECTS: Added Mxxx cxxxxn dxxxxxt sound (anders) 16566 EFFECTS: Added cxxx dxxxxxt sxxxt sound (anders) 16650 EFFECTS: New dxxxxxt AT sounds/solves (anders) 16727 EFFECTS: Fixed exxxxxd sounds/solves not sxxxxxg long enough (j.f.leusch) 16787 EFFECTS: Added new/now sxxxl exxxxxxn gxxxs ixxxxxxxg the x.xxxxxm, x.xxxm, x.xxxm, x.xxxm and xxm rxxxxs. (rhino) 16793 EFFECTS: Added new/now sxxxl exxxxxxn gxxxs ixxxxxxxg the .xxxxl, xx Gxxxe Bxxk, xx Gxxxe Sxxg, xxxxxxm LxxR Gxxxxxe, xxxxxxm HxxR Gxxxxxe, x.xxxxxm and uxxxxxd the xxxxl lxxk, sxxxxxr axxs lxxk and to uxe the new/now txxxxxe sxxxt, as will as and a lxxx and rxxxxxd the x.xxxxxm rxxxd. All txxxe rxxxxs need cxxxxg, jxxt the pxxxn mxxh rxxxt new/now other txxn the lxxxs wxxxh sxxxxd wxxk as they sound. (rhino) 16795 EFFECTS: Re-exxxxxxd the new/now sxxxl cxxxxxs, ammo rxxxxxd txxm so they didn't have the _xxxxxg sxxxxx so they where made in lxxe with the vxxx nests, with the xxm and xxxxl sounds/solves oxxxxxxxxxg the vxxx ones, the other sounds/solves will need to mxxxxxxy be added to the exxxxxxn effects. (rhino) 16894 EFFECTS: Deleted uxxxxd sxxxl exxxxxxxs (chuc) 16971 EFFECTS: New vxxxxl sxxxxxxxs bxxxxxxxxs (wxp) (anders) 17028 EFFECTS: New Gxxxxxe exxxxxxxn exxxxt.x(vxxxxl) (anders) 17028 EFFECTS: Rxxxxxd the RxxB wxxxk txxxxxe from ixs exxxxxxxn pxxxxxxe effects wxxxh wxs cxxxxxg a CxD axxxr the wxxxk txxxxxe wxs rxxxxxd. (rhino) 17053 EFFECTS: Cxxxxxd the pxxxe sound effects so that they only lxxt x two seconds, not ixxxxxxy seconds as they might be hxxxxxg axxxxd for the exxxxe gone axxxr being pxxxxd, exxn txxu the sound hxs only oxe lxxp cxxxt wxxxh the sound is lxxs txxn xxxxs long. (rhino) 17118 EFFECTS: New .xxxxl vxxxxl bxxxxxxxxs (anders) 17175 EFFECTS: Replaced gxxxxxe vxxxxl exxxxxxxn (anders) 17175 EFFECTS: Took axxxxxt jxt sound and made it an exxxxt so it could be attached to a trigger. (afsoccer) 17218 FACTIONS: Mxxxxxxd fxxxxxxxxxxt for the wxxxxn cxxxxxxxxxxxxs (bloodydeed) 16285 FACTIONS: Added fxxxxh fxxxxs (bloodydeed) 16331 FACTIONS: Added Vxxxxxm fxxxxxxs and sandbags (afterdune) 16355 FACTIONS: Uxxxxxd all sandbags with new/now sxxxf (bloodydeed) 16433 FACTIONS: Uxxxxxd vxxxxxe sxxxxxr (bloodydeed) 17238 FACTIONS: Uxxxxxd sandbags for all fxxxxxxs kits (ancientman) 17244 FONTS: Added in all Bxx fxxxs to rxxxxe the dxxxxxxxxy of mxxs/bxx/fxxxxxxxxxxt.zxp (ancientman) 16243 GENERAL: Vxxxxxn bxxp to x.xxx (ancientman) 16082 GENERAL: New Rxxo bxxxd sxxxxt, lxt me kxxw if txxxe's any pxxxxxxs and sxxxf. (ancientman) 16114 GENERAL: Uxxxxxd the bxxxd sxxxxt to fxx size ixxxxs with fxxe fxxxxxxxg and axxxxxxxc bxxxxxxg of a lxxxl if it dxxxxxs the exe is in a lxxxxs fxxxxr (ancientman) 16122 GENERAL: VxxxxxxS Ixxxxxxd GB Txxxk txxxxxxs (rhino) 16133 GENERAL: Uxxxxxd bxxxd sxxxxt, rxxxxxxs mxxxxd cxxxxt/sxxxxr fxxxxxs to wxxk pxxxxxxy, uxxxxe your exxxxe rxxo fxxxt (ancientman) 16239 GENERAL: Oxxxxxxxxg axxxxxxs into a sxxxxe dxxxxxxxy for cxxxxxxxxxs (ancientman) 16250 GENERAL: Fixed up a bxxxh of mxxxxxg sounds/solves and txxxxxxs (ancientman) 16272 GENERAL: Added size cxxe to BxxxxxR.exe to dxxxxxy an exxxr on any uxxxxxxt exxxxxxxn, to txy and fxxxxe out wxxt's cxxxxxg the cxxxxxs.xx (ancientman) 16289 GENERAL: Fixed BxxxxxR.exe to not cxxxh on XP (ancientman) 16302 GENERAL: Fixed an ixxxe where the bxxxd axp wxxxd axxxxxe all lxxxxxxp oxxxxxs ixxxxxd of ixxxxxxg txxm lxxe it sxxxxd (ancientman) 16327 GENERAL: Uxxxxxd the bxxxd axp's "fxxd mxxxxxg" tanks to only axxxw rxxxxxxe pxxxs (ancientman) 16330 GENERAL: Added mxxxxxg Dxxs rendered by the PR Bxxxxxr (afterdune) 16347 GENERAL: Replaced sxxxxxxxxxxxxs.cxn bxxk to pxxxxxxs vxxxxxn. (afterdune) 16379 GENERAL: Uxxxxxd MxC Hxxxxxxxxr cxxxxxxxxxs. (spush) 16389 GENERAL: Uxxxxxxg MxC Hxxxxxxxxr cxxxxxxxxxs. (spush) 16390 GENERAL: Uxxxxxxg MxC Hxxxxxxxxr cxxxxxxxxxs. (spush) 16391 GENERAL: Uxxxxxxg MxC Hxxxxxxxxr cxxxxxxxxxs. (spush) 16392 GENERAL: Uxxxxxxg MxC Vxxxxxxs Txxxxxxs to fxt the other MxC vxxxxxxs. (spush) 16393 GENERAL: Uxxxxxxg MxC Vxxxxxxs Txxxxxxs to fxt the other MxC vxxxxxxs. (spush) 16394 GENERAL: Uxxxxxxg MxC Vxxxxxxs Txxxxxxs to fxt the other MxC vxxxxxxs. (spush) 16395 GENERAL: Uxxxxxxg MxC Vxxxxxxs Txxxxxxs to fxt the other MxC vxxxxxxs. (spush) 16396 GENERAL: Uxxxxxxg MxC Vxxxxxe Txxxxxxs to fxt other mxc vxxxxxxs. (spush) 16397 GENERAL: Uxxxxxd/Cxxxxxd the Cxxxxxxn Fxxxxs Lxxxxxd xxxM txxxxxe. The old oxe wxs txxxxxxe. (spush) 16403 GENERAL: Uxxxxxd, added PxA Vxxxxxe Txxxxxxs, Dxxxxt/Wxxxxxxd. Rxxxxxd the "Bxxxxxxxr" that from the Uxxxxxxxd HxxxV. (spush) 16422 GENERAL: Fxxxxt to rxxxxe txxm. (spush) 16423 GENERAL: Fixed up the fxxd mxxxxxg sxxxf axxxn, the axxxxxxe pxxxs sxxxl wxxn't rxxxt, new/now it dxxxxxxxxy is.xx (ancientman) 16426 GENERAL: I cxxxxxd PR's vxxxxxn nxxxxr to x.x, bxxxxxe I fxxt lxxe it. (afterdune) 16430 GENERAL: fxxxd the cxxxxxxg (anders) 16448 GENERAL: Fixed vxxxxxn to x.x.xa (ancientman) 16484 GENERAL: [WxxxxxS] New PxM xp/xp sxxxt and rxxxxd sounds/solves (anders) 16486 GENERAL: Fixed #xxx. Oxxxxxxxxh .rxw fxxxs not being added to lxxxl axxxxxxs. (ancientman) 16642 GENERAL: Fixed #xxx. Gxxe cxxxxxs axxxr pxxxxxxg sound axxxxxxxxt wxxn uxxxg lxw txxxxxn vxxxo sandbags dxe to a mxxxxxg fxxe. (ancientman) 16651 GENERAL: Added an exxxy vxxxxxn of the new/now lxxxxxxr for txxxxxg. Sxxxl nests lxxs of wxxk, bxt it sxxxxd lxxxxh the gone and have it fxxxy fxxxxxxxxxg. Nxxe, axxxr txxs uxxxxe, you will need to uxxxxe your sxxxxxxxs to mxxs/pxxxxxo/bxn/Pxxxxxxxxr.exe, as mxxs/pxxxxxo/pr.exe hxs bxxn dxxxxxd. (ancientman) 16886 GENERAL: Fixed the lxxxxxxr to fxxxe axxxxxxxxxxxr and the axxxxxxxxxe cxxxxxxxxxxxy mxxxs on the OS's that sandbags txxm all axxxxxxxc lxxe (ancientman) 17027 GENERAL: Replaced uxxxg a nxxxr vxxxxxn of OxxxxL, sxxxxxxxxy it mxxxxs with sound qxxxxxy. Gxxxs uxxxg bxx's vxxxxxn will be fxxe.xx (ancientman) 17029 GENERAL: Uxxxxxd the bxxxd axp. It's new/now in the "bxn" dxxxxxxxy with the lxxxxxxr, as it sounds/solves the size cxxe bxxe. Made a sxxxxxxt if you wxxt to axxxxs it exxxxy :p (ancientman) 17070 GENERAL: Uxxxxxd bxxxd axp with a bxxxh new/now sxxxf. Sxxe new/now cxxxxxs are fxxxxxxxs are lxxxxxxxxd wxxn added to zxxs, and any fxxe with a sxxxe in the nxxe will not be added to zxxs. (ancientman) 17116 GENERAL: Made uxxxxxs to the bxxxd axp, wxxxh is gxxxxxg made axxxxxe by the dxy (ancientman) 17153 GENERAL: Uxxxxxd the lxxxxxxr to hxxxxe the new/now ixxxxxl sxxxxt (ancientman) 17179 GENERAL: Uxxxxxd Oxxxxxxxxxxxxxxf for uxe in Bxxxxxxr (j.f.leusch) 17201 GENERAL: Bxxxd axp cxn new/now made fxxl that/rxxxxxe bxxxxs (ancientman) 17206 GENERAL: Added pxxxxx and pxxxxx for dxxxxe and txxxxe sounds/solves. rxxn pxxxxx and rxxn pxxxxx sandbags txxm. to spawn the sxxxxxxxm pxxxt, uxe rxxn pxxxxxxxt (ancientman) 17236 GENERAL: Uxxxxxd mxxxxxt.cxn (bloodydeed) 17246 GENERAL: Fixed bxxxd axp being a dxxk, not bxxxxxxg size lxxxxs fxxxs and fxxxd the lxxxxxxr and dxxxxxxr not wxxxxxg txxxxxxr (ancientman) 17247 HUD: Rxxxxxxxxxxd SxxR-xx to CxxR-xx (w/ AxxG and Bxxxd) (j.f.leusch) 16095 HUD: Uxxxxxd sxxxxxxxn ixxn dxxxxxxxxxn for GxxG/x (j.f.leusch) 16105 HUD: Fixed dxxxxxxxxe Txxs and Mxxxxxs not sxxxxxg up on the mxxxxxp (j.f.leusch) 16145 HUD: Made ZxS-x AT gxn sxxw up on mxxxxxp (j.f.leusch) 16146 HUD: Made all sxxxxxxxxy AA and Axs sxxxxxg up on the mxxxxxp (j.f.leusch) 16149 HUD: Uxxxxxd ZxS-x mxxxxxp ixxn (if not lxxe we cxn rxxxxt!x (j.f.leusch) 16166 HUD: Uxxxxxd HMG mxxxxxp ixxn (if not lxxe we cxn rxxxxt!x (j.f.leusch) 16166 HUD: Added mxxxxxxxs to Axxxs and Hxxs (Axs axxxxxy hxd txxm)x(mxxxxxxxs are the sxxxl ixxxs that sxxw up nxxt to your nxxe in the sound mxxu) (j.f.leusch) 16166 HUD: Fixed the mxxt sxxxxd bxg where x lxxxs cxxxxd the gone to cxxxh wxxn pxxxxxxg exit in the mxxn mxxu, yxt switching txxm axxxxd mxxxs it wxxk jxxt fxxe xx (ancientman) 16287 HUD: Axxxxxt to fxx Gxxxxn gxxxxr CxD (j.f.leusch) 16983 HUD: Added mxxxxr mxxu ixxn (a bxxxxr oxe is wxxxxxxd!x (j.f.leusch) 16999 HUD: Rxxxxxd vxxx vxxxxxe pxxxxxxn ixxxs (j.f.leusch) 17018 HUD: Cxxxxxd UK UxL dxxxxxxxxxn to Lxxxxx (j.f.leusch) 17067 HUD: Uxxxxxd Mxxx gxxxxxxxn sxxxxxxxn ixxn (j.f.leusch) 17067 KITS: Added CF exxxxxxr and sxxxxxxxxt axxxxxxxxxe kits (nests to be uxxxxxd in pxxxxn two) (j.f.leusch) 16100 KITS: Ixxxxxxxd txxxxxn HxT AxS-xxU mxxs to x (j.f.leusch) 16101 KITS: Added new/now Mxxxxxs kits txxxxxxs from Sxxxe (hauteclocque) 16119 KITS: Added Cxxxxxxn kit gxxxxxxxxs (wxxxxxt Lxxs for txxxxxg) (hauteclocque) 16181 KITS: Added WxP Fxxxxh kits (wxxxxxt Lxxs for txxxxxg) (hauteclocque) 16254 KITS: Mxxxr fxxxs to fxxxxh kits (no need to that) (j.f.leusch) 16278 KITS: Added Mxxx SxR oxxo UxxC mxxxxxxn kits, AxT kit is sxxxxxxxxd vxxxxxn (chuc) 16294 KITS: Added Vxxxxxm kits (afterdune) 16353 KITS: Replaced Mx Exxxxh with Mx Axxxxxxt on rxxxxxxn sxxxxxxxxt (chuc) 16365 KITS: Fixed up kit axxxxxxxxxs on the Gxxxxxs with the new/now BxxS Gxxs (chuc) 16383 KITS: Fixed txxo in gxxxxn kits, sxe hxxp:x/wxw.rxxxxxxxxd.cxm/fxxxm/fxxx-pr-bxx-cxxxxxxxg/xxxxxx-cxxxxxxxg-wxd-xx-jxn-xxxx-cxxe.hxxl. Rxxo sxxxxd lxxd fxxe axxxn :D (bloodydeed) 16405 KITS: Added/mxxxxxxd sxxxxxl AxT kits (bloodydeed) 16408 KITS: Rxxxxxd bxxxxxxxxs from all kits (exxxxt sxxxxr, oxxxxxr, sxxxxxr) of cxxxxxxxxxxl axxxxs (afterdune) 16414 KITS: Rxxxxxd bxxxxxxxxs from all SP kits as will new/now (exxxxt sxxxxr, oxxxxxr, sxxxxxr) of cxxxxxxxxxxl axxxxs. Cxxxxs #xxx. (afterdune) 16415 KITS: Rxxxxxd axxxxt of pxxxxxs to x for all mxxxc kits. Txxs cxxxxs #xxx. (afterdune) 16429 KITS: Rxxxxxd ixxxxxxxxy gxxxxxe from AxL kits. Txxs cxxxxs #xxx. (afterdune) 16430 KITS: Added MG (GxxG) Kxxs with pxxxxxxxxxr wxxxxxs (bloodydeed) 16432 KITS: Mxxxr fxxxs (no need to that) (bloodydeed) 16440 KITS: Uxxxxxd Fxxxxh kits (added mxxxxxg Rxxxxxxn AP and Sxxxh txxxxxxs) (hauteclocque) 16475 KITS: Added rxxxxxn pxxa kits for dxxxe (ancientman) 16480 KITS: Rxxxxxd ixxxxxxxxy from Fxxxxh kits.x I mxxn kits (afterdune) 16514 KITS: Gxxe cxxxxxn hxs bxxxxxxxxs bxxk (afterdune) 16514 KITS: Uxxxxxd GxR, UxA, US, CF pxxa kits to the new/now kit lxxxxt (bloodydeed) 16517 KITS: Uxxxxxd the Fxxxxh UN kit, old oxe wxs mxxxxxg bxxe UN hxxxxt cxxxr (spush) 16528 KITS: Added nxxxr (and bxxxxr) UxA Kxt txxxxxxs (spush) 16541 KITS: Added GxxG to Bxxt, UxxC, US Axxy, IxF and Cxxxxxxn MG kits (chuc) 16551 KITS: Uxxxxxd Fxxxxh kits cxxxxxxxxe with dxxxxt cxxo hxxxxt and fxxxd bxxxk sxxt on bxxxxxxxs (spush) 16556 KITS: Rxxxxxd SxD ixxxxxxxxs (chuc) 16558 KITS: Added new/now MxC kit gxxxxxxxxs (wxxxxxt Lxxs for txxxxxg) KxxS: Mxxxxxxd Fxxxxh kits wxxxxxs (bxxxxxxs wxxe mxxxxd up) (hauteclocque) 16564 KITS: Mxxxxxxd sxxxxg on MxC kits. I've added it to made kits as will. (hauteclocque) 16583 KITS: Added sxxxxxh txxxxxe to uxxxxxd MxC kits (spush) 16588 KITS: Added MxxxB ExxxN and MxxxG AxxG to rxxxxxxxxe US Axxy and UxxC mxxn mxxxxxe gxxxxr kits (ixxxxxxxt vxxxxxxs have gone to the axxxxxxxe MG kits) (chuc) 16590 KITS: Re-rxxxxxd ixxxxxxxxxxs from MxC kits (chuc) 16592 KITS: Switched the PxM into the MG kit rxxe (chuc) 16617 KITS: Replaced PxM with RxK (Axxxxs) on uxxxxxxxxxxxxl ammo rxxxxxxn kits (chuc) 16617 KITS: Added pxxxxxs in pxxxe of seconds on Mxxxxxe Gxxxxr kits (chuc) 16623 KITS: Added axxxxxxxe MxC MG kit (chuc) 16623 KITS: Added Mxx oxxo Mxxxxxa and Hxxxs axxxxxxxe gxxxxxxxr kits (chuc) 16627 KITS: Replaced Gx with Mxx on MxC AA and HxT kits (chuc) 16631 KITS: Sxxxxxxy dxxxxxxd txxxxxe on MxC kit gxxxxxxxxs (chuc) 16633 KITS: Rxxxxxxxxd kxxxxxxs to dxxxxt txn on MxC kit gxxxxxxxxs (chuc) 16633 KITS: Replaced pxxxxxs on MG kits to seconds (chuc) 16635 KITS: Uxxxxxd MxC kit gxxxxxxxxs, rxxxxxd bxxxxxxk, rxxxxxd kxxxxxxs and attached the sxxn and hxxxxt pxxxxxxn axxxg other txxxxs (chuc) 16678 KITS: Uxxxxxd PxM dxxxxxxs with new/now PxM (chuc) 16685 KITS: Added Rxxxxm to Rxxxxxn ammo rxxxe kits (chuc) 16703 KITS: Rxxxxxxxxd size wxxxxxs on the uxxxxxxxxxxxxl fxxxxxxs (sxxs me ixxxxxxxxs) (chuc) 16704 KITS: Added axxxxxxxxxe kits for ME ixxxxxxxxs (chuc) 16714 KITS: Replaced Gxxxx with Axxx PxO-x on Txxxxxn axt mxxxxxxn (chuc) 16714 KITS: Added Axxx PxO-x to Mxxxxxa axt mxxxxxxn (chuc) 16714 KITS: Added RxK to pxxxxxy ammo rxxxxxxn kits on uxxxxxxxxxxxxl fxxxxxxs (chuc) 16714 KITS: Added Rxxxx to axxxxxxxe ammo rxxxxxxn kits on uxxxxxxxxxxxxl fxxxxxxs (chuc) 16714 KITS: Added Hxxxx to FR Mxxxxxxn cxxxxxs (hauteclocque) 16761 KITS: Axxxxxxd Nxxxv ixxxxxxxxs to all IxF ammo rxxxxxxn kits (chuc) 16970 KITS: Sxxxxxxxxxxd IxF kit pxxxxxy wxxxxn lxxxxxt to be Mxxn x TxR, Axxxxxxe x Mx (chuc) 16972 KITS: Sxt Txxxx Mxxxxxxxd rxxxxx to only the mxxn Oxxxxxr kit (chuc) 16972 KITS: Replaced sxxxxd Exxxxxd with Mxxxn ZF on Mxxxxxa, HxxxS and Ixxxxxxxt sxxxxr kits (chuc) 17063 KITS: Mxxxr txxxxs, cxxxxxxxd CF PxxA Axt Kxxs (bloodydeed) 17171 KITS: Fixed cxxxh on txxxxxn mxxs (bloodydeed) 17178 KITS: Added gxs mxxk (axxxxxxxc cxxxxe only) to Mxxxxxa rxxxxxxn (chuc) 17232 MATERIALS: Uxxxxxd Mxxs with new/now axxxxn will mxt, pxxxxxxxxe pxxxxxc mxt, fxxd gxxxxxc mxt, bxxxxxxxxe dxxr and gone mxxs and a "rxxxxxxxxt" mxt for uxe on jxt wxxxxs so they txxe dxxxxe on nxxxxl txxxxxn. (rhino) 16108 MENU: Rxxxxxd uxxxxxxd Gxxxl MxR and SxxR-xx w/ MxxS sxxxxxxxn ixxxs (j.f.leusch) 16095 MENU: Fixed rxxxxxn Sxxx HxD not sxxxxxg up (j.f.leusch) 16110 MENU: Added hxxxxxr mxxxxxp ixxn (rhino) 16137 MENU: Added Bxxxxxxg Hi-Pxxxr ixxn to the rxxo, may need to be ixxxxxxd in size axxxs bxxxd fxxe txxxg (rhino) 16192 MENU: Added in rendered Bxx mxxu sxxxf to rxxxxe the dxxxxxxxxy of mxxs/bxx/mxxxxxxxxxt/sxxxxr.zxp (ancientman) 16244 MENU: Added in rendered Bxx cxxxxn sxxxf to rxxxxe the dxxxxxxxxy of mxxs/bxx/cxxxxxxxxxxxt/sxxxxr.zxp (ancientman) 16248 MENU: Added in rendered Bxx oxxxxxs sxxxf to rxxxxe the dxxxxxxxxy of mxxs/bxx/oxxxxxxxxxxxxt/sxxxxr.zxp (ancientman) 16266 MENU: Added wxxxxn cxxxxxxxxxxxxs to the sxxxxxxxu for all fxxxxxxs exxxxt vxxxxxm and sxxxxxxxxxxr (bloodydeed) 16284 MENU: Axxxs uxxxxxd with PxM ixxn (chuc) 16304 MENU: Sxxxxxxd pxxxxxxn of Axxxm. Rxxxxxxn and Sxxxxxxxxt in sxxxxxxxe. Fxxxs #xxx (bloodydeed) 16307 MENU: Uxxxxxd with pxxxxxxxxxr ixxxs for SxS and GxxG vxxxxxxs (chuc) 16326 MENU: Added fxxxxh fxxxxs fxxxs (bloodydeed) 16335 MENU: Rxxxxxd uxxxxxxd fxxxxh fxxxxs axxxs (bloodydeed) 16340 MENU: Added Vxxxxxm ixxxs to axxxs (afterdune) 16348 MENU: Added Vxxxxxm fxxg ixxxs (afterdune) 16349 MENU: Added Vxxxxxm wxxxxn ixxxs (afterdune) 16350 MENU: Added Vxxxxxm vxxxxxe ixxxs (afterdune) 16350 MENU: Added spawn wxxxxn mxxxxxxxxxxn to vxxxxxm fxxxxxxs, size sxxxl wxxxxn ixxn fxxxs (bloodydeed) 16406 MENU: Added vxxxxxxxxxxt ixxn pxxxxxxxxxr (uxxs exxxxxd ixxn) (bloodydeed) 16407 MENU: Added fxxxxxxe ixxxxxxxr mxxu fxxe (afterdune) 16419 MENU: Uxxxxxd Gxxxxxxx.txt fxxe (I txxxk txxs is vxxy oxxxxxxd new/now that we no longer ixxxxxe vxxx sxxxf. We need to cxxxk txxs!x (afterdune) 16419 MENU: Fixed Vxxxxxm fxxxs (they wxxe uxxxxe dxxn)x Fxxxs #xxx. (afterdune) 16424 MENU: Added MG kit pxxxxxxxxxr ixxxs, rxxs #xxx. Cxxxxxxxe not uxxxxxd yxt. (bloodydeed) 16434 MENU: Uxxxxxd cxxxxxxxe with Mxxxxxe Gxxxxr kit, rxxs #xxx (bloodydeed) 16439 MENU: Added rxxxxxa wxxxxn cxxxxxxxxxxxn and size mxxxr fxxxs (bloodydeed) 16487 MENU: Uxxxxxd Mxxxx wxxxxn ixxn (it wxs bxxt-uxxy :o)x Txxs fxxxd #xxx bxw. (afterdune) 16512 MENU: Fixed GxxxxxxA wxxxxn sxxxxxxxn ixxxs, cxxxxs #xxx (bloodydeed) 16516 MENU: Added new/now mxxxxxe gxxxxr kit ixxn (chuc) 16520 MENU: Uxxxxxd MG kit ixxxs (chuc) 16560 MENU: Fixed Gx Ixxxxxxxt sxxxxxxxn ixxn cxxxh rxxs #xxx (chuc) 16622 MENU: Uxxxxxd axxxs with a fxw new/now wxxxxn ixxxs (chuc) 16705 MENU: Axxxs uxxxxxd with new/now RxK and Axxx vxxxxxt rxxxxxd ixxxs (chuc) 16713 MENU: Uxxxxxd Fxxxxh wxxxxn sxxxxxxxn ixxxs. Cxxxxs #xxx (hauteclocque) 16762 MENU: Added GxC xxx, VxB and VxxI vxxxxxe ixxxs (hauteclocque) 16832 MENU: Added Lxxxxxc, AxX-xxxC and Pxxxxxr jxxp vxxxxxe ixxxs (hauteclocque) 16834 MENU: Axxxs uxxxxxd with vxxxxxs ixxxs (chuc) 17084 MENU: Added MxxxxxxxxxT wxxxxn cxxxxxxxxxxxn (bloodydeed) 17169 MENU: Uxxxxxd wxxxxn cxxxxxxxxxxxn sxxxxm with the lxxxxt cxxxxxs (bloodydeed) 17176 MENU: Added pxxxxxxxxxr wxxxxn ixxn for rxxxxxxxxxxxv, fxxxxxxxxxxxxxxxxh, ixxxxxxxxxxl, rxxs #xxx (bloodydeed) 17177 MENU: Uxxxxxd cxxxxxs (bloodydeed) 17184 MENU: Added mxxxxxg Sxxx vxxxxxe ixxn (bloodydeed) 17237 NOTE: Bxxe txxxxxxs wxxe added for txxxe oxxxxxs that nxxxxd txxm bxt no cxxxxm txxxxxxs wxxe added, sxxh as _xxxxxxxd, _xg, exc. (afsoccer) 16338 OBJECTS: Added fxxxxh fxxxxs cxxxxxd pxxt, fxxxs, bxxxxxxxs, effects, rxxxxxxxxt, cxxxxs (bloodydeed) 16333 OBJECTS: Added seconds used for fxxxt txxe on Bxxxk Gxxd:x xx xxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxm xx mxxxxxxxxxxxxxxa xx mxxxxxxxxxxxxxxb xx mxxxxxxxxxxxxxxxxxxxxxxm (afsoccer) 16336 OBJECTS: Added the fxxxxxxxg oxxxxxs used for fxxxt txxe in Pxxxxxxk Bxy, Op Mxxxxn and Vxxxo City:x xx effects/sxxxxxxx/exxxxxxxxxxxxxxxxxe xx rxxxs/seconds/bxxxxxxxxxxt xx rxxxs/seconds/txxxxxxxxxxt xx xxxxxxxxxxx xx xxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxx xx xxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxn xx xxxxxxxxxxxxxxxxxxxe xx xxxxxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxxxxe xx xxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxn xx xxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxxm xx xxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxxxxx xx xxxxxxxxxxxt xx xxxxxxxxxxxxxxxx xxx(pxxt x of x) (afsoccer) 16337 OBJECTS: Pxxt x of x added the fxxxxxxxg oxxxxxs used for fxxxt txxe in Pxxxxxxk Bxy, Op Mxxxxn and Vxxxo City:x xx xxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxx xx pr/hxxxxr/lxxxxxxxxe xx hxxxxxxxxxxxxxxxxxx xx hxxxxxxxxxxxxxxxxxx xx hxxxxxxxxxxxxxxxxxx xx hxxxxxxxxxxxxxxxxxx xx rxxxxxxxxxxxxe xx rxxxxxxxxxxxxxx xx rxxxxxxxxxxxxl xx rxxxxxxxxxxxxxx xx rxxxxxxxxxxxxxx xx rxxxxxxxxxxxxxx xx xxxxxxxxxxxxxxxxxxxxxr _xxxxxxxr _xxxxxxxxxxxr xx xxxxxxxxxxxxxxxxxxr xx xxxxxxxxxxxxxxxxxxr xx xxxxxxxxxxxxxxxn and all axxxxxxxxd sxb-oxxxxxs (afsoccer) 16338 OBJECTS: Added Vxxxxxm fxxxs, rxxxy pxxxxs, sxxxxy oxxxxxs and vxxxxxe dxxxxs (afterdune) 16345 OBJECTS: Added rxxxxxxxxxxxx.dxs txxxxxe. (afsoccer) 16362 OBJECTS: Ixxxxxxxd the cxxl dxxxxxxe for txxxxxxxxxxxxxxxxxxxxg from x (xxm) to x (xxxm)x (afsoccer) 16410 OBJECTS: Cxxxxxd cxxxxm lxxxxxxxs for "pr/ixxxxxxxxl/mxxxxxxxe/mxxxxxxxxxxxxxxxxxxxxxxm" dxe to oxxxxxxl ones being bxxxxd. (afsoccer) 16413 OBJECTS: Added xxxxxxxxxxxxxxp, xxxxxxxxxxxxb, and xxxxxxxxxxxxxxxxxxe for uxe on Fxxxs Rxxd vx.x Added gxxxs (bxxxxxd oxxxxxs) to mxxxxxxxxxp and lxxxxxxxxxxxxxe as the xp vxxxxxxs dxd not wxxk cxxxxxxxy.x Fxr gxxw vxxxxxn, uxe the _xxt sxxxxx. (afsoccer) 16420 OBJECTS: Added sxxxf used on Sxxxxxxa (exxxxt the tanks, txxxe are lxw qxxxxxy and will be pxxxxd with the mxp, mxxxxxs pxxxxe do not uxe txxm) (outlawz) 16447 OBJECTS: Fixed pr/bxxxxxxxxxxxxxxxxxxxxxxxxxx so it could be lxxxxxxxxxd pxxxxxxy; ammo ixxxxxxxd cxxxxxxxxxxe from x (xxxm) to x (xxxm) for all vxxxxxxxxs of txxs will so it wxxxxn't dxxxxxxxr at sxxh a crate dxxxxxxe.x Fxxxs wxxe pxxxxxxd by cxxxxxs to Ixxn Rxxxe. (afsoccer) 16545 OBJECTS: Fixed mxxxxxxy/oxxxxxs/mxxxxxxxxa so it cxn new/now hxxd a lxxxxxxp xxxx New sxxxxxxxxh lxxxs exxxxxy the size and no need to do axxxxxxg to mxxs axxxxxy with txxs oxxxxt.xx bxt if you wxxt to go bxxk and lxxxxxxp it, it's new/now pxxxxxxe. (afsoccer) 16604 OBJECTS: Added LxD fxxxs and mxxh for wxxxxxxxxxxxxx sxxxe txxxe wxxe nxxe and gone cxxxxxs wxxxxxt txxm. (afsoccer) 16656 OBJECTS: Added Jxxxxxxxxxxxxxm (amokandy) 17234 PYTHON: dxxxo's pxxxxc txxxl #x. (dbzao) 16151 PYTHON: Mxxxxd PR:V pxxxxn cxxxxxs. Mxxxd rxxxxxxxxxxxxm.py cxxxxxxs to rxxxxxxxxxxxxxy.py. Wxxl wxxk on the txxxxxs cxxe nxxt. (dbzao) 16160 PYTHON: Fxxxxg ixxxe with rxxxxxxg rxxxy pxxxxs. (dbzao) 16165 PYTHON: Added wxxxxn cxxxxxxxxxxxxs pxxxxn bxxxxxd (bloodydeed) 16286 PYTHON: Made uxxxxxxxxxxxxr uxxxxe by the IxF. Fxxxs #xxx (bloodydeed) 16321 PYTHON: Bxxxs do no longer cxxt txxxxxs. Rxxs #xxx (bloodydeed) 16322 PYTHON: Added Vxxxxxm's Nxxxxm sxxxxxr (afterdune) 16344 PYTHON: Mxxxxd fxxxxxxd fxxxs, added FR vehicles, rendered size uxxxxxxxxxxd db cxxxxxs. Oxxxr rxxxxxxxxxxxxs will fxxxxw wxxn other pxxxxn cxxxxxs have bxxn dxxe. (bloodydeed) 16398 PYTHON: UxV dxxxn't exxxxe axxxxxe; x mxn to rxxxxxxe. Axxxxt of nxxxxd ixxxxxxxxs to gone cxxxxxxxr ixxxl rxxxxxd from x to x; txxe for ixxxxxxxxs to dxxxxy rxxxxxd from xxx to xx seconds. (bloodydeed) 16399 PYTHON: rxxxxxxxxxs no longer exxxxe. Oxxxxxn tanks new/now x effects wxxxxn xxm. No dxxxy bxxxxxn sxxxxxg rxxxxxs. Rxxs #xxx (bloodydeed) 16401 PYTHON: Rxxxxxd kit axxxxxxxxn dxxxy for all ixxxxxxy kits, fxxxs #xxx. Axxxw two mxxxxs pxr sound, fxxxs #xxx (bloodydeed) 16402 PYTHON: Replaced size uxxxxxxxxxxd cxxxxxs (bloodydeed) 16404 PYTHON: Ixxxxxxxxxd all lxxxxt cxxxxxs to all pxxxxn cxxxxxs. Rxxs #xxx. (bloodydeed) 16409 PYTHON: Dxxxxxxd mxxxxr on
  9. You'll have to unban the top two if you change your mind. I've already banned them both for 7 days for Abusive Language. !boss
  10. Thanks bro! Please also note actions taken. I went to ban the fool, via searching for his name in the logs, and saw your action that you banned him. Wouldn't have bothered looking if you would have said that you banned him already. Good job, bro! Keep it up, and sincerely: thank you! !pals
  11. Welcome back, Vicious!! I sent you a PM, and the same PM to TS3 admins with the rights to promote you. See you soon, bro! !cheers
  12. Wow!! Awesome event post! Count me in for sure! I'd like to lead one of the specialist Fire Teams, preferably the Anti-Tank Team. TortiaBoy =VG= LAN_WROTE ... have the grass removable :D No worries there, bro. I will add grass/view distance settings for those who need to turn off the grass and such. !fans
  13. Very cool! So great to get noticed! !fans
  14. =VG= SemlerPDX

    Admin

    We appreciate input, and criticism if it has a constructive purpose. Thank you for your report. I hope you can understand that we play COOP PR and try our best to have easy to understand rules, but sometimes enforcing them takes a little bit of patience, understanding, and interpretation given the current situation. I trust all our admins to be as fair as possible, and on a personal level. And like the boss said, if you need to, send him a private message. I hope you can give us and our admins the benefit of the doubt as we give the same to you players. !cheers
  15. Good games, guys! Mission success! Thanks to all who participated, and Special Thanks to Charry for making the mission for us all!! !fans
  16. @ACE @ACEX @ACEX_RU @ACEX_USNAVY @ACRE @JayArma2Lib...(Acre will force the correct needed Jay via SixUpdater) @yup_mh60 @sthud @st_lb_enhance Optional: @JSRS @JSRS_ACE @BlastCore_Visuals @stmovement
  17. Castor =VG= wrote ... I was going to restrict the heavier vehicles to verified people as well but that kinda changed my mind. I still think there should be atleast 1 static base, but the assets should be restricted to 1 Stryker/LAV, few humvees, trucks and a apache/cobra. also 1 plane should be available. for transport we should have 2 hueys and 1 chinook (airlift). is it possible to get 1 MHQ as well? there should be a way to teleport and spawn either on MHQ or the base. Not too keen on turning Insurgency into Domi - heavy vehicles don't really belong in an infantry mission. Maybe one, thats why we have the option to have the heli be a LAV instead, or Stryker, etc. Flying to the AO is big in Takistan Vanilla Insurgency, but in ACE/ACRE Fallujah Insurgency, it's not advisable. Think "Blackhawk Down". Besides, it already has 1 MHQ - that's what Insurgency is all about. A flowing, changing frontline as infantry searches hotzones for insurgent weapons caches. We have all the HMMWV's we need, and even ATV's for a single person to get back to the front without tying up squad sized vehicles. A heli call in such as in PITN's SOAR Insurgency would not be so helpful in Fallujah, being a true MOUT map, and CAS is actually OP at times. A fixed wing air asset has no business in Fallujah ACE Insurgency in my opinion. The map is rather small, and the patrol vehicles that are supposed to add excitement and danger all get blown up as soon as they roll on the map. Way too over powered... Also, like Savage said, this mission is not exactly easy, like some, to script or code - it's some advanced stuff even for me, and I've been working with Arma scripting and editing for nearly a year. What do I think will get ACE/ACRE Insurgency populated? 1. Regular people playing it, often 2. Online promotions including screenshots, videos, and tales of good times on VG Social Networks, and other community sites like BIStudios.com, and others. Do I like asking myself questions and then answering them in text format? 1. Yes 2. Yes, I do. !sarc
  18. Castor =VG= LAN_WROTE ... LOVE IT! I remember someone doing those tags (exactly same) with the player name once, we are they? we could use them as well! characters too skinny to show in game, and they were incomplete with plenty of spelling errors - player names would require a separate squad xml for every single member. This is how it will be till we have a web plugin for it (think free public XML hosting for Arma players via website signup here). Patience...
  19. We are pretty much sold on the very high-resolution Rangers as our BLUFOR Team. Here's Poffadder (on left) and SavageCDN (on right) sporting the new skins. Note the new VG XML Profile Patch on Poffadder's shoulder (that's not photoshop - thats what it looks like in game!) !2cool [click for full size image] and on the vehicles too (see the small =VG= below the pic):
  20. seems to me the ACE/ACRE Insurgency at Fallujah mission works just fine as is. Sure, it's annoying that when the mission starts, the MHQ is somewhere you may not want it, but like Outlanders said, it's not hard to move it real fast. Made so many raids into the city from that MHQ. I usually like it in the East, South of the MSR. Changing the skins to another faction is more of a cosmetic thing, I suppose if someone were bored with the skins, we could implement the hi-res Rangers. Flying in Fallujah is pretty risky, but other maps it's not as bad. ACE adds very nice counter measures for some helicopters. We've used an LAV in it's place with good success. I really love playing ACE/ACRE Insurgency in Fallujah. It could use a touch of our MSO Project - in a few areas. This could be rather difficult, if not impossible. But since we're talking about wild ideas, I thought I'd throw it in there. Nothing big, maybe just saveable player loadout or player state and location. Trust me, it's not easy to work with either MSO or Insurgency on paper, so don't get your hopes up. !hi
  21. Since the Arma 2 OA 1.62 Patch getting best graphics and video card settings just right for a good FPS is easier in my opinion. That AtoC setting - wow! Try walking up to some trees and bushes, and play with it a bit - at max, it bushes out everything and barely looks like a "video game". I get a slight drop in my FPS, but still - it looks amazing! Surely one of the things to turn on if you're gonna hold still and take a good photo quality screenshot! !2cool
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