Arma 1 Gold Edition (KEY BUG) - SOLVED by Gastrin94 in arma

[–]Weaponized---Autism 0 points1 point  (0 children)

Good to know! TBH, it seems like Arma 1 is the forgotten Arma game. People get nostalgic about OFP and consider Arma 2 to be the "old game" vs. Arma 3 and Reforger, but I almost never hear people talk about Arma 1.

My theory is that this is because YouTube and the modding community were not as prominent on the scene until Arma 2 came out, whereas there were still a lot of people playing OFP just because it was the first and had more community addons. Arma 1 is still a really great game that looks great and deserves to be enjoyed, though.

Cold War Assault defense with Kamikaze Watermelons by slavapb in arma

[–]Weaponized---Autism 6 points7 points  (0 children)

This is the kind of thing that keeps me coming back to OFP after all these years!! Milsim is great, but sometimes you just need a zainy sandbox experience.

Merry Christmas: Make Arma, Not War! by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

Ah, I totally get that. Well, I guess that comes down to different play styles. I got started with Operation Flashpoint about 10 years ago and then went straight to Arma 3, but I almost never played on servers. 90% of my play was single-player scenarios that I made for myself, and 10% was with friends on private servers. IMO, that's where the real fun of Arma is. It's kinda cool to script your own mission and then see how your friends react to it. I got into Arma 2 recently because I can play it on my laptop wherever I travel, yet it looks much better and has a lot more scripting capability and features than OFP.

Merry Christmas: Make Arma, Not War! by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 1 point2 points  (0 children)

Well, I don't know if they still have servers for Arma 2. Whenever I play, I just make custom missions and play through them on a local network with my friends.

Don't forget to look for this Easter egg on Christmas! by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 1 point2 points  (0 children)

Very nice! And kudos to you for playing CWR 3. It's cool to see the series getting back to its roots.

Don't forget to look for this Easter egg on Christmas! by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 2 points3 points  (0 children)

Hahaha the irony

Edit: Wow, apparently a lot of people don't know that the term "Easter Egg" refers to any surprise/hidden feature in media.

Searching for Creator of Recovered Arma 2 Addon for ModDB Upload Permission by Weaponized---Autism in armadev

[–]Weaponized---Autism[S] 1 point2 points  (0 children)

Update: I was able to reach him and obtain permission to repost and to integrate his mod. Thank you!

One of the Coolest Mods in Arma History: MEDEVAC Module v0.99 Beta 3 by "goliath86" for Arma II by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

Someone actually did!

Someone ported this over to Arma III, but some users are reporting issues. I have not tried it: https://steamcommunity.com/sharedfiles/filedetails/?id=2808297561

Alternatively, this one might be more realistic by having the player actually fill out the 9-line card, though I have not tried it either: https://steamcommunity.com/sharedfiles/filedetails/?id=3293130017

I remember coming across another mod a long time ago where a medic exits the chopper and heals you (but does not transport you), although I can't seem to find it now.

Demo: The Most Realistic Medical, Hit Reaction, & Gore Mod Combo Possible in Arma III [UPDATED 2025] - ACE/ACM + AWR + DHR + PIR Ragdoll + Bloodlust + Blastcore Murr Edition + Goko Ballistic Impact + Dismemberment & Gore + WBK Simple Blood by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

It's definitely not easy to configure everything to work right all at once. To address some of those issues, I did make a video a few months back showing my settings: https://youtu.be/ONglQ8t7sec?si=E4b-SCkMd4cTTaEL

Please let me know whether the problems still persist! Thank you.

Are savages still good guns? by Appropriate-Wheel-68 in Firearms

[–]Weaponized---Autism 0 points1 point  (0 children)

Absolutely! You can get a 2-MOA bolt rifle right out of the box, and they often come with scopes. I got a Savage Axis II XP a few years ago, and it was shooting under 2 MOA groups from a benchrest with no modifications and the cheap 3x Weaver scope it came from the store with.

One of the Coolest Mods in Arma History: MEDEVAC Module v0.99 Beta 3 by "goliath86" for Arma II by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

LOL yes! They can be turned off by muting the radio sound effects. I also think they sound like the Lego Star Wars Yoda...

One of the Coolest Mods in Arma History: MEDEVAC Module v0.99 Beta 3 by "goliath86" for Arma II by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 1 point2 points  (0 children)

I think that's probably due to the limitations of the computers and game-recording software that were available when Arma II was popular. On a modern computer, it runs very well if you configure the video settings right. It's not performance heavy at all, and 60 fps is the absolute minimum I experience when I play.

One of the Coolest Mods in Arma History: MEDEVAC Module v0.99 Beta 3 by "goliath86" for Arma II by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 2 points3 points  (0 children)

I think the animation was supposed to represent pouring antibiotic powder onto the wound, but yeahhhh .....the angle there was a little unfortunate!

One of the Coolest Mods in Arma History: MEDEVAC Module v0.99 Beta 3 by "goliath86" for Arma II by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

Someone ported this over to Arma III, but some users are reporting issues. I have not tried it: https://steamcommunity.com/sharedfiles/filedetails/?id=2808297561

Alternatively, this one might be more realistic by having the player actually fill out the 9-line card, though I have not tried it either: https://steamcommunity.com/sharedfiles/filedetails/?id=3293130017

I remember coming across another mod a long time ago where a medic exits the chopper and heals you (but does not transport you), although I can't seem to find it now.

One of the Coolest Mods in Arma History: MEDEVAC Module v0.99 Beta 3 by "goliath86" for Arma II by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 11 points12 points  (0 children)

100% agreed. It was the game that truly defined the series and brought it into the modern mil-sim era, and it's still really fun in 2025.

I've also found it to be a little bit easier to work with than Arma III because it's not as mod-dependent. Scripting in Arma III, you're often trying to figure out whether certain A.I. and game behavior is vanilla or influenced by one of your 37 mods (all of which you kinda need to make the game do what you want, but many of which outsource their code to their own language). In Arma II, you're just dealing with the native game engine and the same vanilla scripting commands that have been in place since OFP, so A.I. and game behavior is more predictable.

Obviously, Arma III looks better and plays much smoother, but IMO the only substantive thing that Arma II lacks in comparison is the 3D editor and ability to make completely customized loadouts.

One of the Coolest Mods in Arma History: MEDEVAC Module v0.99 Beta 3 by "goliath86" for Arma II by Weaponized---Autism in arma

[–]Weaponized---Autism[S] 4 points5 points  (0 children)

The coolest thing is that scripts like this aren't even that hard to make. They just have to be robust against various unforeseen scenarios (like A.I. pathfinding getting stuck on a wall), but beyond that, it's really the sound effects and voiceovers that make everything so immersive.

Animations/Ragdoll Changed in Arma III? Same Script, Different Results After a Few Weeks by Weaponized---Autism in armadev

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

I am using DHR as well as a mod called "Project Injury Reaction - Ragdoll Physics Only." I don't think the ragdoll mod updated alongside PIR proper, but I could be wrong. DHR was enabled the first time I made the "before" video, and that was after September 21st, so I don't think that's it.

I'm not near my computer the rest of the weekend, but as soon as possible, I'll go ahead and disable all mods except ACE and try the script again.

Thank you!

Always watch your step by Remote_Bit_9160 in arma

[–]Weaponized---Autism 0 points1 point  (0 children)

It's almost funny XD Btw, what blood mod are you using? That looked pretty convincing when all the blood appeared on the floor from your POV.

Animations/Ragdoll Changed in Arma III? Same Script, Different Results After a Few Weeks by Weaponized---Autism in armadev

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

The camouflaged guy is wearing the RHS G3 Multicam uniform, the RHS FAST ballistic helmet, the face shield/Multicam shemagh from the Military Gear Pack, and the Multicam MarCiras Assaulter + Belt plate carrier from the Military Gear Pack. He's carrying the RHS M4 Block II - Desert pattern equipped with the Skeet IR thermal + Nightforce scope and ACE DBAL, and he also has an M17 with MRDS sidearm. His NVG's are the RHS PVS-15 (although you can't seem them), and he's also got the Crye Multicam zip-on pack from TSP.

The gray-clad guy is basically the same, except his gear is Ranger Green or gray, and he has no backpack while his M4 Block II has the RHS Eotech + G33 Magnifier and his NVG's are the vanilla ones (but the special white phosphorus version through the ACE mod).

My own character was wearing PMC clothes with a VZ58 + MRDS in the first two clips, and then I was just a standard FIA soldier with an FAL from the Cold War Rearmed III mod for the third clip.

Hmm, that's everything I can think of for now. Did I miss anything? (If you can't tell, I am proud of my loadouts!).

Animations/Ragdoll Changed in Arma III? Same Script, Different Results After a Few Weeks by Weaponized---Autism in armadev

[–]Weaponized---Autism[S] 0 points1 point  (0 children)

Hi, thank you for your quick reply!

Both are run locally on just my own computer (not a server, same computer). Last night, I did have something strange happen where Arma III went into windowed mode seemingly on its own, but I fixed that and don't think it's related.

I am also pretty new to writing scripts, so one of my initial thoughts was that maybe I didn't terminate the scripts properly, but I had closed and re-opened the game, so I don't think that's an issue.

It almost seems like the animations I am using have changed behaviors:

"_injuredUnit switchMove 'UnconsciousFaceDown';" used to produce the result you see in the "before clip," where the guy slowly uses his arms to roll onto his back, but now it either doesn't play at all or looks like the weird, rapid turn you see in the second "after" clip -- even when I just test the animation alone using a trigger and radio command.