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keIIy

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Everything posted by keIIy

  1. Mods: RHSUSAF, Aspis Gear, Nikoaton and Direone's animation packs, Lythium (terrain used)
  2. Joint US-HI special operations patrol deep in the jungles of the Tanoan archipelago during Operation Palmetto. Mods: RHSUSAF, Spec4Gear, Aspis Gear, IBLE Assault Pack, Project Zenith, Nikoaton and Direone's animation packs, ReColor Edit: forgot I used recolor in this so I added it in
  3. This is the wrong place for this. You would want to go to the mission thread or the task force radio thread and post the issue there.
  4. Asking for an update on a, most likely, abandoned project isn't something you want to do as your first post on this forum. Go and read the rules.
  5. This thread hasn't been touched in 2 years now. I doubt it is currently still being developed.
  6. The download seems to be down right now. It says that it has been downloaded too many times today?
  7. keIIy

    Zero Dark Zero

    Don't ask for release dates. It is done when it's done.
  8. Didn't you guys say you were going to overhaul the medical system this update?
  9. This is definitely not game breaking, but when I go into the VQI menu via SHIFT + H, I select the attach smoke and/or light on boot option and it says "unattachable" even when I have one in my inventory. Am I doing something wrong?
  10. keIIy

    Zero Dark Zero

    Did you set up your modules correctly? It worked fine for me.
  11. keIIy

    Zero Dark Zero

    You've done it again, Von! I'll be testing once I get home!
  12. keIIy

    Zero Dark Zero

    I've been following this mod for a long time and it is really nice that you're able to keep working on it for so long, even with the small amount of time you have. You're truly an outstanding person!
  13. Once every planned ship is finished and released, do you have any plans of adding any type of submarine to the mod, such as an Ohio or Virginia class?
  14. Oh god, please go through with this! Don't give up like a lot of the other guys out there. This place looks amazing!!
  15. keIIy

    Zero Dark Zero

    Any possibility you would be able to make the diving experience a lot more realistic like your HALO mod? Scuba tanks, different kinds of gasses, the bends, pressure, etc?
  16. Why not add a submarine pack into ArmA 3? I'm not talking about those small SEAL Delivery Vehicles that ArmA 3 added in by default. I"m talking about Virginia, Delta IV, and Los Angeles type submarines being added into the game via addon. It was done in ArmA 2 via this mod: Submarine Pack. I mean, it even had working, launchable cruise missiles added into it with an amazing launching effect. I was able to download the pack, put it into ArmA 3, and play with it, but it uses old ArmA 2 controls and is not functional weapons wise. It is only for looks to scare the crap out of your guys *imagine seeing a massive submarine just pop out of the ocean when you're on the coast.) Am I the only one who thinks it would be an amazing idea to have a working, functional submarine(s) that is able to launch torpedoes and cruise missiles, or is it just me here?
  17. I'm not talking about those small SEAL Delivery Vehicles that ArmA 3 added in by default. I"m talking about Virginia, Delta IV, and Los Angeles type submarines being added into the game via addon. It was done in ArmA 2 via this mod: Submarine Pack. I mean, it even had working, launchable cruise missiles added into it with an amazing launching effect. I was able to download the pack, put it into ArmA 3, and play with it, but it uses old ArmA 2 controls and is not functional weapons wise. It is only for looks to scare the crap out of your guys *imagine seeing a massive submarine just pop out of the ocean when you're on the coast.) Am I the only one who thinks it would be an amazing idea to have a working, functional submarine(s) that is able to launch torpedoes and cruise missiles, or is it just me here?
  18. keIIy

    Zero Dark Zero

    Yes, I do mean after. Will be patient this time :) Will green light come over voice or will that little black bar where is says O2 Supply NORM be replaced by green light? Sorry if these are dumb questions!
  19. keIIy

    Zero Dark Zero

    Will do! ---------- Post added at 15:59 ---------- Previous post was at 15:55 ---------- Question: how do I prevent me teleporting 10 km away from my jump target when I jump out of the Vampyre? Is that a 'feature' or a bug? It used to happen all the time int he old versions and I was hoping it would be patched.
  20. keIIy

    Zero Dark Zero

    I won't complain either, but I'll pay you seven hundred thousand dollars for you to release this mod today. I'll have to rob a bank first. ---------- Post added at 13:12 ---------- Previous post was at 11:41 ---------- I'll just be sitting here with a bowl of popcorn and wait until the update gets released :)
  21. keIIy

    Zero Dark Zero

    It isn't really that big of a downside, really. I have all my divers automatically surface and then work out a plan before submerging again so they don't have to communicate underwater. Would be nice, though, even as a separate thing.
  22. keIIy

    Zero Dark Zero

    The stingray rebreather also acts as an underwater rebretaher. In TFR, the underwater rebreather acts as an underwater radio, and it does not work with SpookWarCom. It would be a nice addition to this already cool mod.
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