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Everything posted by READTHESCROLL


    Disappointed with lack of Interactability on Tanoa

    Agreed. It reminds me of one of those brand new ghost-town-cities in China where no one works or lives. This.

    Disappointed with lack of Interactability on Tanoa

    I think Tanoa is fantastic but I would have really liked to see more enter-able buildings as well. I think that might be my only real disappointment. It has an Arma 2 kind of feel to it because of that. Even simple ladders going to the roofs of the bigger buildings would have been nice.
  3. Whew.. Glad I didn't play it yet. I was able to get a Steam Refund!


    Nice work. Would it be possible to do something like this but replace A2 buildings with JBAD versions?

    Saint Kapaulio Terrain [ W.IP]

    This is one of the maps I've been waiting for the most! Loved the screen shots, cant wait to see it in person!

    1.54 Fatigue is too Unrealistic

    QFT. Spot on. Of all the things they could try and make better they chose to mess with this lol. I dont mind some of the fatigue stuff but the over exaggerated weapon sway is just stupid. It was bad enough where it was before. I feel like an old grandma that can barely hold the weapon up now.
  7. Looking for some igihelp.. Using Sabre Dusts C130 Pack and RHS.. I'm trying to load 2 HMMWVs in the back of a Cargo C130 (no rear seats) but the first one doesnt go all the way in and when I try to load a second one it sticks out of the back :blink: . Does anyone know how to modify igiLoad to get them both to fit properly?

    RHS Escalation (AFRF and USAF)

    Sorry I should have clarified..I need to use a C130 as an AI patrol vehicle that flies around and drops paratroopers when a player is spotted or when another AI group calls for reinforcements. When I tried to use it for that purpose no AI would get added to the seats in the back. It was empty aside from main crew so I checked it out in the editor and the seats are not usable. I had to download another C130 mod to get that functionality. Not complaining just an observation. Would be great to not have to download another mod but it is not game-breaking or anything. I do like the auto-attach vehicles though because that means I dont need to set everything up in igiLoad =D. Maybe RHS would be inclined to have 2 C130 variants? Cargo and Troop Transport version?

    RHS Escalation (AFRF and USAF)

    Excellent mod so far. Does anyone know if the cargo seats in the C130J are usable? Didnt get an option to sit in the back when I tried in the editor.
  10. Is there any way to make this work when a player is in a vehicle? I saw you were able to make it happen in one vid and it seemed like it worked pretty decently.

    RH Pistol pack

    Having the same issue as tinboye up there. Trying to add this to my server but getting a "C:\Games\Steam\steamapps\common\Arma 3\@RHPistolpack\addons\rh_de_cfg.pbo" are not signed by a key accepted by this server" error.
  12. This is pretty interesting. Been looking for a framework like this... Does this support CBA and other 3rd party mods like RHS, ACE3, ALiVE etc? Mostly wondering about adding missions and what not. Also what is the idea for this? Usable in PvP, TvT, PvE engagements? Sorry for the 20 questions but I've been looking for something like this and would just like some more clarification on what server admins can do with this and what play styles can be supported. Thanks!
  13. This looks insanely good. I cant wait to get killed by one of those mutant dogs lol
  14. I want to learn about terrain creation so I started watching CAPTNCAPS terrain vids on youtube, but I cant get past the first step lol. Whenever I click on P: Drive (DevP) I get an error that says DevP was unable to find your P Drive path I have tried manually specifying the file paths in the settings.ini but always get the same error. Had this problem on both the regular A3Tools and the dev branch of A3Tools. Also tried using the ArmaWorkSwitcher.bat in the ATLAS tutorial but I get an error that says 'subst' is not recognized as an internal or external command, operable program or batch file. Created A3 P:\ Drive Press any key to continue... But I have no P: drive in my computer. Any help is appreciated. Thanks.

    Problems mounting P: drive

    Ok thanks, This is what I have. C:\Program Files (x86)\Mikero\DePboTools\bin

    Problems mounting P: drive

    I have actually. Just updated them a few days ago.The funny thing is I've never set up a P: Drive before so there are no paths to be corrupted..? Starting fresh. Til yesterday I just used Mikeros tools for Eliteness and CfgConvert.

    Problems mounting P: drive

    Thanks for the reply. I've tried that already though and it gives me the same error.
  18. Been having this problem for literally WEEKS. Keep trying to reinstall A2OA from Steam but every time it is almost done I keep getting "Disk Write Error". Anyone know what is going on? I know my HDD is good and has room. I've verified game cache, I created a profile in A2 and then tried downloading OA. I've googled the piss out of this and havent found anything to fix my issue. Thanks for reading and any help is appreciated.

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Weather -Proper weather system that supports snow and varying temperatures. -Temperatures used to create fog breath in the cold and heat distortion on terrain, weapons and vehicles when it is hot, slightly limiting/distorting long range visibility. Also adds to immersion for playing on different maps. AI -AI make better use of buildings as cover/garrisoning and dont stare at walls when placed in buildingPos. Similar to Zenophons Occupy House script. -Better AI pathfinding -AI throw hand grenades. Would love to see AI toss grenades in houses to flush people out. -AI know when to use smoke/flares as a defensive/offensive tactic.. They throw/launch smoke grenades (flares at night to mess with NVG users and to mark targets) around players to disorient them and move in closer and also throw smoke while retreating or finding new cover.

    Terrain : G.O.S Song Bin Tanh

    Reminds me of a less populated N'Ziwasogo! Love it!
  21. Hey guys, I was wondering if there is a script out there that can find all the buildings placed on the map and (sans doubles) relay the building positions back into the RPT or something similar. Thanks!
  22. I feel like a dummy for asking but it's been a long time since I've used this pack.. Is ASDGJR only needed for using with other mod scopes or is it needed to attach default A3 optics as well? Thanks lol.
  23. Noob mission editor here.. Is there a way to add an onKilled.sqf to AI spawned from a module? How would I got about doing something like that?
  24. Appreciate the replies. I think I might be able to overcome this by having a script that runs whenever a member of EAST is killed. I have my Zs set to Opfor so that was one idea I had. The other thing I'm thinking about is if I can call a variable from inside the zombie mod to apply a script to. The variable for zombies spawned by the mod is "_zombie". Then use a killed event handler to run the onKilled.sqf when it is killed.
  25. Thanks for the reply R3vo. I'm using Ryan's Zombies and Demons mod and placing modules down for the spawners. If possible I'd like to add an onZombieKilled.sqf that drops a piece of gear or a couple magazines from an array when the zombie is killed.