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sryan 1st Lieutenant
Posts : 1364 Join date : 2010-08-24 Age : 33 Location : The Netherlands
| Subject: mods for arma2 Fri Jan 04, 2013 12:10 pm | |
| use this topic to discuss any cool or good mods you found to start off, I heard a lot of you are having issues. launch parameters, error mesages and unpleasant things like this. therefor I recomend using SIXupdater ( it has pretty much all mods ) and read this and apply it. Simply do what is told in the screenshot, hit accept a couple of times and you never have to worry about version mismatches or anything stupid anymore You can make more presets for things like missions me, deathdealerr or anyone else is making and not have to worry about that too! If you still have any questions you can post them here You can ignore all the ACRE stuff for now, as we don't have a server that runs ACRE and our teamspeak doesn't allow the use of plugins at the moment, but is useful for the future or if you plan on playing public servers that support ACRE. Be sure to check the bottom of the post tho! some protips to increase your framerates! |
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Saphixcore Sergeant
Posts : 67 Join date : 2012-05-25
| Subject: Re: mods for arma2 Fri Jan 04, 2013 12:57 pm | |
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C_KiLaSpEeD_G Staff Sergeant
Posts : 1765 Join date : 2011-12-31 Age : 26 Location : Pismo Beach, California
| Subject: Re: mods for arma2 Fri Jan 04, 2013 1:12 pm | |
| -konyo's MH-47E -Reezo's EOD Mod (you can place modules in the editor for ambient IED's, Ambient Suicide bombers and so on. Even comes with an IED Detector) -Civilian Interaction module -ExA Humvees -ASR AI, if someone has a better one in mind please do tell -A. Duke's Helos -Daveygary's US Rangers -Massi's US Navy seals -all of Robert Hammers weapon packs -UKF Weapons - and finally , TPWC AI Suppression System |
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skya297 Gunnery Sergeant
Posts : 805 Join date : 2012-03-25 Age : 59 Location : Fresno, CA
| Subject: Re: mods for arma2 Mon Jan 07, 2013 8:07 pm | |
| Key Killa, are these all mods we need to play? |
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Kizton Staff Sergeant
Posts : 426 Join date : 2010-05-15 Age : 35 Location : Frome, United Kingdom
| Subject: Re: mods for arma2 Mon Jan 07, 2013 9:17 pm | |
| - skya297 wrote:
- Key Killa, are these all mods we need to play?
No, it depends on what mission we're playing. So if we got a mission up, like deathdealers Operation Spear 1, it'll say what is needed. |
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skya297 Gunnery Sergeant
Posts : 805 Join date : 2012-03-25 Age : 59 Location : Fresno, CA
| Subject: Re: mods for arma2 Tue Jan 08, 2013 12:13 am | |
| So we just keep adding mod after mod after mod?
Disregard me....I read some more posts and am downloading ACE now! |
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sryan 1st Lieutenant
Posts : 1364 Join date : 2010-08-24 Age : 33 Location : The Netherlands
| Subject: Re: mods for arma2 Tue Jan 08, 2013 7:14 am | |
| well we're not playing with them all simultaneously it just depends on the mission or the mission maker really. par example deathdealerr is making a series set in afghanistan, so he uses mods to simulate the afghan country and the afghan national army and police, as well as taliban soldiers and things. I don't use afghanistan for my maps nor do I use any forces from there, so you won't need those mods for my missions If we post a mission here we'll clearly state what version you need to have. From now on we'll be always using the latest version of everything tho. we had a lot of desyncs with operation spear cos one half had version 1.14 and the other one 1.13 you can get the latest versions with six |
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sryan 1st Lieutenant
Posts : 1364 Join date : 2010-08-24 Age : 33 Location : The Netherlands
| Subject: Re: mods for arma2 Fri Jan 11, 2013 1:20 pm | |
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AWulle 1st Lieutenant
Posts : 2218 Join date : 2011-11-26 Age : 40 Location : the Netherlands
| Subject: Re: mods for arma2 Tue Mar 12, 2013 5:25 am | |
| is that a dutch leopard? |
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sryan 1st Lieutenant
Posts : 1364 Join date : 2010-08-24 Age : 33 Location : The Netherlands
| Subject: Re: mods for arma2 Fri Mar 15, 2013 6:52 am | |
| yes it is. as well as a dutch F16 |
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| Subject: Re: mods for arma2 | |
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