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#131
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Hi,
I cannot download from rapidshare, it is blocked by my ISP. Could someone please help? ![]() I also believe that the link is dead. |
#132
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Sorry about the delayed reply, been terribly busy. Here's the MediaFire link, it's an updated version that includes all fixes I made so far, enjoy:
Blue Sun Mod 1.02 Don't forget to install the patch before you install the mod ![]() |
#133
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How will v. 1.02 interact with the Class Mod beta 6?
If there's no issues with build 6 of the Class Mod, then do I need to start a whole new game, or can I continue on from the last save? Thanks in advance! Kyle July 15, 2010 ![]() |
#134
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Many thanks R@S!
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#135
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Just to check, does BSM v1.02 require that I uninstall-clean install-clean patch-then-apply-BSM, or do I just let it overwrite my existing v1.01 installation? (Ditto for wondering re: the class system v6 beta.)
Part of my wondering is because of ARMA II's "Six Updater Suite," which in contrast pretty much allows automated incremental patching of the ACE mod and of official Bohemia Interactive beta patches. |
#136
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The 1.02 version is the same as the 1.01 with the fix #3. Since it includes a few source code fixes a new game is required if you dont have fix #3. The major differences are that the fix files have been packed into the BSM.AZP archive. If you already installed the fix, you should ignore the 1.02 version. A new version will be available in a few weeks/months which will require a new game. I recommend waiting with a clean install until then.
If you have used the Class System v6 it'll be completely compatible, no need to start a new game. You don't even have to install the 1.02 version since everything is included in the Class System files. |
#137
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#138
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Setup (note: It's deep into the night): ![]() Result: ![]() OH HAY GUYZ WATS GOING ON HERE O LOOK TRIPWIURS? A sapper skill of 20 allows you to walk over a lot of traps you've set yourself. It also has some kind of hivemind connection between everyone in the group of the guy who planted the mine, and the rest. For instance, a guy comes across a tripwire. He "rolls the dice" (i guess) and spots it. He then "informs" the rest of the group, even though they are on the other side of the map. Everyone can walk over the tripwire without it going off. He can, in fact, stand right on top of it. Now the interesting thing is here, as soon as the guy who spotted the tripwire dies .. it goes off, because the guy standing on top of it didn't pass his check. At least, those were my conclusions. Really, don't bother. It's a very flawed system, and you're better off just using remote det charges that can't be "disabled" by "spotting" them. |
#139
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I'm starting to suspect the the type of ground you put the mines on also plays a part in how "easy" it is for the enemies to spot them. When I put down mines in the random encounter maps thay usually goes off without the enemies seeing them, while when I put it on roads, in cities and similar flat ground they spot them right away.
Since the maps have a camo "bonus" feature on some surfaces for the characters, I think the same goes for the mines. But this should be tested more to see if my suspicion is warranted ![]() EDIT: It would also explain why the Hidden value in the mineinfo file make them work better when set to 0, I think that disables the environment check. They should've added a camo entry in that ini file instead of using a global value for all the mines, that would make fixing it a bit easier. Last edited by R@S; 07-18-2010 at 07:40 AM. |
#140
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I'm still not convinced. Yesterday, I hid a few things and mines in foilage, off the roads. The first one was triggered, but nothing afterwards. During the fighting, enemies were standing right on top of everything.
With 7.62's stability as is, I had to reload. When I reloaded, at least two more traps triggered. Pretty awkward. |
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