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About soldier2390@hotmail.com

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    Private First Class

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    Maryland, USA
  • Interests
    Aviation, Fire Fighting, Military/Law Enforcement, History, Weapons, Outdoors

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  1. soldier2390@hotmail.com

    Project RACS

    Looking great! Love that PRAC’s is still going strong after all these years.
  2. soldier2390@hotmail.com


    Yes, thank you! Also I’m sure I’m not the only one thankful that you now work for BI! At least we all get to look forward to your work being included into vanilla terrains for whatever Arma game that may come in the future.
  3. soldier2390@hotmail.com

    [IceBreakr/IBIS] Pilania

    Sounds interesting what’s the cell size?
  4. soldier2390@hotmail.com

    What are the ARMA 2 Delta Vests/Chest Rigs?

    I believe it’s a type of vest associated with the ranger battalions as my cousin had something similar at one point, and a lot of delta comes from the rangers. Though I have seen some security force airman wear something like that too but my experience in the Air Force/military was limited and I’ve never really been those gear nut type of dudes, so I never cared enough to ask. However a lot of people on these forums know much more then I ever would so I’m sure someone will answer your question!
  5. soldier2390@hotmail.com

    General Discussion (dev branch)

    Wow thanks reyhard! Anyway you could add the neat little feature of ducking down on turrets as you did with the RHS turrets?
  6. That's a neat little trick. Didn’t know there was a Garrison waypoint though? When was that added to the base game?
  7. soldier2390@hotmail.com


    @Jezuro is there any chance in the future you could make the Garrison function more customizable? So that mission maker's can for example choose how many units will garrison a specific sector? Or specify what type of units will garrison that sector? Like how with the old Site Module's one can choose if that site will be a "Base" or a "Outpost", which alters the type and amount of units to spawn! Also, is there any chance you can make the Garrison script into a Stand-alone Module that could be used independently of the other Warlords Module's? Or update the old faulty Site Module's to the standards of your outstanding custom Warlords Module's? After all...you are a god of mission/mode making, so i was hoping for a Christmas miracle ;)
  8. soldier2390@hotmail.com


    @Jezuro Any chance you could make the Garrison function into a stand-alone Module? That way a simple editor placed Garrison Module can be used with other game modes/type of Missions without the need for third-party scripts? Currently any functionality of the various garrison scripts in game (i.e. ones used in several other modes and even the Site Module's) are ineffective and require other scripts or parts of other game modes to run properly.
  9. soldier2390@hotmail.com

    General Discussion (dev branch)

    @oukej I have a few questions In regards to this: First question is, will there be any a possibility of doing the same with other gear? Including a lot of content from the early Alpha release. Specially the MultiCam gear and uniform stuff that looks like it's made from different camo swatches/colors! For example a lot of the MultiCam stuff is too bright and looks bleached and faded. Second question, would it be possible to get a proper MultCam textured Helmet and Light Vest for the NATO Mediterranean units? Since the NATO Pacific units have proper Tropical MultCam patterns for their Helmets and Vests! Last question, can we get the extra textures in the game files to be usable in game without mods or setObjecttexture? Especially since Vests and Helmets can't use setObjecttexture. Plus I'd love to have NATO Vests in the Tan Colors that exists within the games files!
  10. soldier2390@hotmail.com

    General Discussion (dev branch)

    After searching config files and in-game tests lastnight, I don't think so! However myself and many others are still waiting for hidden selections to be usable on helmets and vests. And what I remember from a year or so ago one of the devs said it was unlikely to happen. But considering we got a few completely unexpected fixes since then, I was wondering if any devs @oukej can elaborate on the issue or give us a answer as to whether or not it may ever be possible in A3's life time?
  11. soldier2390@hotmail.com

    How to Spawn and Delete Functions from Trigger Init's?

    @Schatten Ah right...now that you mentioned that it brought back memories. Plus that makes sense as awhile ago I tried to use a Trigger to Spawn a Trigger, that once spawned would activate a script that I wrote. And that script called functions that once I deleted the Trigger still remained running/and or caused errors! Thanks very much for your response, I'm sure I will be back with more questions. But for the moment you fixed my current problem.
  12. I was wondering how one could go about using a Trigger to Spawn a Function once a player enters a Trigger's area. Then delete the Function once the player leaves the Trigger? While having that process repeatable. So far I have tried using the Trigger's Activation field to call the Function (BIS_fnc_Crows), and then the Trigger's Deativation field to delete that Function. However that's where my problem is. As everything I have tired..including searching the internet and using script commands such as deleteVehicle and other similar commands has all failed! I know it's possible as I have done similar things in the past but it dont help that I have not scripted anything since early A2 days, and A3 is seemingly more complex.
  13. soldier2390@hotmail.com

    [WIP] US Military Cargo Truck M35A2

    This is a treat to see! I miss them old things...i may just have to bust out my old M923 Tractor-Trailer series! I have lost a lot of the more progressed/updated source files of the M923 Trucks, but whatever I have left you are welcome to have? You may be able to see some old pics in one of my old threads if they still exist on these forums!
  14. I have noticed in one of the missions that the enemy shouts profanity when shot or in some cases upon spotting the player? I have not experienced this until now and I tried to replicate that in the editor with no success. Is that something scripted for the campaign? And if so how can I use it for my own missions?
  15. soldier2390@hotmail.com

    Laws of War DLC Assets

    A thanks for trying indeed! However if I may ask could that prototype be added anyways? Just not used or visible in the arsenal so those of us who wish to configure it ourselves can do so? I figured this could be valid as last time I had checked through the game files there were models unused in the game, also stuff hidden in the config. By the way, why has most of that stuff remained included with the games files despite not being used? (I.e textures for models that don't exist, or have any other parts used for other models) Now back on topic.. I do feel that this DLC, especially the campaign was a good step in a direction that I personally like and have been hoping for. And the atmosphere was a much better improvement compared to previous campaigns in my opinion! I hope you dev's take the feedback from this campaign/DLC and incorporate that style and sense of atmosphere into what's to become of that Tac-Ops DLC. Other then that most other issues I know of have already been reported, so thank you all for this outstanding DLC!