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Messages - ArmchairCoward

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General Discussion / Re: Scum Loot map
« on: October 13, 2018, 09:47:25 AM »
interactive map you can edit and share

General Discussion / Steam Link - £14.49 delivered
« on: October 21, 2017, 09:18:03 AM »
Hey guys,

It's been a while!  Just thought I'd let you know there's currently a sale on Steamlink (RRP £39.99) which ends 10am PDT 21st Oct (6pm UK?).
Comes bundled with a game called ICEY for £7.09, with £7.40 delivery.

That's £14.49 for a Steamlink, Delivery & a Game. :o

DayZ Mod / Re: A2 PvE in its final days???
« on: March 14, 2017, 10:30:30 AM »

Ensure you have Epoch & Overwatch (0.2.5).  These should be placed in your Operation Arrowhead folder;
C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch1051
C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\@DayzOverwatch

Open the Arma 2 launcher and it should ask you to locate these paths the first time you run it.  if not, you can add them later in steps 11 & 12.
I missed this step, so the following instructions and attached screenshots show the full how-to.  if you already have the paths located, then skip steps 11 & 12.

As always, ensure you run A2 and then A2OA once after re-install from steam. If you're simply swapping launchers, you can skip this.

Within A II Launcher;

1. 'Addon Options' Tab
2. Add search directory
3. Located directory which contains addons (not each addon folder) [C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead]
4. Ensure Overwatch is at top of list or you will encounter an error on joining server
5. 'Addons' Tab
6. Select Overwatch and Epoch addons - drag to Group 1
7. Ensure 'play online' is ticked
8. Ensure Arma II - CO is selected or you will encounter an error on joining server
9. Tick addons to run (including the group)
10. 'Launch Options' tab
11. Select the Arma 2 .exe
12. Select the A2OA .exe
13. (OPTIONAL) select any launch options - User profile/no splash etc.
14. 'Online' tab
15. (OPTIONAL) add step 16. to favourites - then double click to select
16. Add the server IP( and Port (2302)
17. Start Game

Good Luck,


DayZ Mod / Re: A2 PvE in its final days???
« on: March 12, 2017, 10:36:31 PM »
I used this to get in since day 1;

On the first run through it'll ask you to point it to the .exe locations, and then you can add the mod locations once that's done.  Last time I was in, I only needed the following;
@dayz_epoch (

You can add the server details in the 'online' tab;

And you can set the no-splash/window mode/ preferred profile etc. in the 'launch options' tab.

Should be good from there.
I've not got it all installed since a rebuild so can't take screenshots, but it's simple enough and google is your friend.


DayZ Mod / Re: Dayz admin
« on: May 02, 2016, 10:22:42 AM »
Just thought I'd let you know the server's running and I CAN access. 

I use Arma II Launcher from

Think one too look out for is to make sure you've got the right add-ons/mods running.  I've only got 2 running;
@dayz_epoch (1.0.5)

And just check it's running as "Combine Operations" OR "Operation Arrowhead" not just A2 vanilla.

When you launch and get kicked form server, you should have a list of mods running in the top right corner, and the game version in the bottom right

Mine's connecting with;

Hope this helps


General Discussion / Re: World At War Zombie Maps
« on: March 13, 2016, 08:20:44 PM »
Bit the bullet and bought WAW on CJs for £10.50.  Well worth it!

Might have to book some time off work now..

Game/Server General / Re: New game - Dying light
« on: December 29, 2015, 08:40:41 AM »
1. Apologies for reviving an old thread.

2. Dying light is currently in the Winter Sale at £13.59 on steam

3. Merry Christmas!

Guest Articles / Re: [DMR]DeadMenRising Lingor Exilemod Missions, NPC, AI
« on: September 27, 2015, 08:08:35 PM »

Am I the only one who thinks Esseker is rather sparse?  Or is that the appeal?
It's a nice looking map alright, I like the thought gone into the town’s layout and boundaries are properly walled off etc., get the feel of it being lived in.  Trouble is it's got a population of about 50. 

I prefer maps with forests or large cities you can get lost in, I think it sets the right atmosphere for struggling to survive.

Tavi was a nice map but unless they've replaced all the closed off buildings with enterable ones, it just won't work.  For large city maps like that the loot spawn could just be lowered to next to nowt to make up for the increased spawn locations.  We’ll have to take each low value item we happen to find behind toilets and under kitchen sinks!  Let your inner Womble out!


Guest Articles / Re: [DMR]DeadMenRising Lingor Exilemod Missions, NPC, AI
« on: September 20, 2015, 09:04:15 AM »
There goes my job!

and quite possibly my missus too!

I'd still be happy now I've got Lingor back,  haha!


General Discussion / Re: Can't join Server
« on: August 26, 2015, 08:18:13 PM »
Server's back up.  People connecting. 

Can you try again.

ExileMod / Re: Arma 3 Exile Server Problem
« on: August 26, 2015, 08:08:03 PM »
Not sure the error you received is connected as the same issue has been reported by others.  Appears to be an exile issue.

when the below thread gets a fix you should be good;,480.msg2525/topicseen.html

General Discussion / Re: Can't join Server
« on: August 26, 2015, 08:03:15 PM »
Same thing happened to me a couple of days back and i could get in after server restart.  Not sure if it's something that Dwarfer fixed or just because the server was overloaded (there was about 55/70 on with ~30 minutes left when it happened to me).

It's been posted o the exile forums too so the devs should be looking into the issue.  I'm sure one of the techies here will be more helpful, but just wanted to let you know you're not alone!


DayZ Mod / Re: DAYZ A2 Cherno = Mission Locations
« on: June 21, 2015, 09:59:55 AM »
I head talk of possibly porting some of the new Amra 3 Missions to Arma 2.  Is that still the case?

I think we should have a mission spawn in no-mans land/out to sea and have a chopper take willing troops out to a base to wade in and clear it out, then defend a wave or two.  Would definitely be out of the way and would add risk of losing your gear.  Deninitely need a billboard disclaimer saying no help from admin - loss of life = loss of gear etc.  If you want to be generous, add a second chopper transport after first assault so those that died can come back and join in.

Maybe we could have a town map similar to the sappers with boiler suit zeds and attack dogs? 

I'd definietely like a search and destroy / evade mission!  Could go as follows;
Start the mission as primary, you then get told there's a target you've got to get to by a certain time, and you can't use vehicles without it spawning a chopper.  Roaming AI switch off but specific groups spawn in to hunt you down/road blocks at major towns, annoucements on server for your progress and time/distance remaining etc.
Maybe a twist would be to allow players to hunt you down (No loss of humanity for mission kills?) rather than the AI. 


A specific AI spawns in and roams the map heading for target location (end of the map past balota or Debug airport etc).  he has a price on his head and you've got to hunt him down.  When you get close, ai could spawn in groups nearby to help protect him, and hints given over radio for his location.  He would have a gant wallet on him or some top kit etc.

Game/Server General / Re: A3 Epoch: Roaming AI ? Yes or No ?
« on: June 09, 2015, 07:54:03 PM »
This ones always difficult to get right.  Can only out my opinion across so that's what I'll do.

Quite happy for there to be AI roaming so long at they play by the rules as XylotoWolf says. PvP only or friendly AI in PvE zones.

Also, I would love it if they were painfully dumb. Roaming ones should be noobs and mission AI should be whatever the mission is. The map is HUGE and it takes a long time to get back to your body after dying from crack shot AI in a PvE zone miles away from anywhere.  Kind of demoralising if you only get an hour to play and spend 45 minutes running back to your kit.

I for one would be happy if they were roaming in groups with the odd gunfire when they see a sheep as a warning or something on the map/radio, but I don't think they should spawn every time you near a building/town.  I feel they should be used more to make numbers up on an empty server. So if we say there are 10 public on, then 30 AI total, and 30 public, 20 AI total  etc.

What are the chances of some bigger groups with no guns? Quiet stealthy ones with hatchets and homemade clubs to swarm you? Similar to braindead savages after the epoch and adds some environmental survival. Bit of a challenge but doable without needing admin to intervene.

In summary, I think there's enough gunfire to look out for in epoch with missions and players without adding a constant threat if you dare try to chop a hedge.

Again, just my opinion but I'm finding my interest waning as its just PvP and no environment to survive against. One thing I miss about the zeds.

(Edit for typos from having fat thumbs and a small phone screen)

Game/Server General / Re: Anyone up for a a bit of fun?!
« on: June 07, 2015, 10:57:18 AM »

i can see how that sort of information might help..

Walk in the Dark (Horror Mission 1-4 Coop)

Arma 3 Scenario through steam, just connect to whoever is hosting. (not sure about setting a dedicated server up).

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