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Author Topic: Missions requiring large mods  (Read 1099 times)

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Offline savedbygrace

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Missions requiring large mods
« on: 20 Sep 2009, 06:15:00 »
Could I have a show of posts identifying who is willing to play SP missions that require mods like ACE or CWR? I would love to create some simple projects for Arma but not if there is no longer interest.

Offline Krieg

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Re: Missions requiring large mods
« Reply #1 on: 20 Sep 2009, 07:22:55 »
I have nothing against large mods. Large modifications usually give new feeling to OFP/ARMA :good: and add to gameplay a lot (Liberation 41-45 example for OFP).
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline savedbygrace

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Re: Missions requiring large mods
« Reply #2 on: 20 Sep 2009, 16:50:19 »
I'm speaking exclusively of the above two mods for Arma. Ace brings alot of effects to the game in regards to particles, explosions and lighting and It's taking me a while to decipher their scripts for use without folks downloading the mod. I am not proficient in sqf and understanding it is slowgoing. CWR on the other hand is just not playable without the actual mod.

Offline mathias_eichinger

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Re: Missions requiring large mods
« Reply #3 on: 20 Sep 2009, 21:11:55 »
You can count me in on playing missions requiring large mods.

Offline CH

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Re: Missions requiring large mods
« Reply #4 on: 29 Sep 2009, 00:26:38 »
Sure, I'm interested...

If you decide to move forward, when do you think the first mission will be ready for beta test?

Offline savedbygrace

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Re: Missions requiring large mods
« Reply #5 on: 29 Sep 2009, 12:47:14 »
The way I move with production? Who knows. I am still trying to work out kinks in my ofp mission so I can re-release it before Thanksgiving. I've got one scenario half finished and several ideas ready for production in Arma but am placing most of my attention toward ofp for now.