GordonWeedman
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Everything posted by GordonWeedman
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RHS Escalation (AFRF and USAF)
GordonWeedman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Except that breaks the wound overlay textures, which I don't want.- 16577 replies
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RHS Escalation (AFRF and USAF)
GordonWeedman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I understand you don't like requests and I am sorry for asking but if I may make a tiny one? May we please have variants of the M88 uniforms without the soviet star on the belt buckle? I very much like the uniform's look, and those of its variants (winter, sapogi), and would like to reskin them, but the soviet star clashes horribly with all the skin ideas I have, and just editing it out of the _co texture doesn't work as it's still in the _nohq and _smdi textures, so it shows through the shading. I suppose an easy solution would be to edit the star out of the _nohq and _smdi textures so it doesn't show through shading, but that would be entirely up to you of course, if you decide to do anything about it. Thanks for at least reading this.- 16577 replies
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
GordonWeedman replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Speaking of inheritance issues, when RHS added their RPK-74M they changed some base classes, so now the RHS AFRF compat breaks the RPK-74M and it uses PKM boxes instead of RPK/AK mags. I don't know if you were already aware so I figured I'd tell you to make sure. -
RHS Escalation (AFRF and USAF)
GordonWeedman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there by any chance a hiddenSelection for the camo fabric on the SVDM (Camo)? Looking in the config I can't find one, and I would like to reskin it.- 16577 replies
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RHS Escalation (AFRF and USAF)
GordonWeedman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS GREF isn't just for the CDF, it's for everything that could be GreenFor, so I'd say a Hind-A would be appropriate for RHS GREF- 16577 replies
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RHS Escalation (AFRF and USAF)
GordonWeedman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Count me out, I use blastcore and I don't care that the smoke is maybe weird.- 16577 replies
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
GordonWeedman replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Heya jarhead, I've recently noticed that the vanilla offroad with the .50 sounds amazing, but it's also the only .50 to sound like that. No other .50 in game has those sounds. Why is that? I personally think it's a shame as it's the best .50 sound I've heard in Arma so far. -
Are those images meant to be tiny? Still very nice to see though! Looks good from what I can see. EDIT: Nevermind, it was an issue on my side! 😅
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Regarding the Bren being able to use FAL (L1) magazines, that was only for the later Bren models that were converted from .303 British to 7.62 NATO and designated as the L4 LMG. You can tell the Bren and L4 apart pretty easily by looking at the flash hider, the L4 has a slotted cage style flash hider, similar to those of the L1 rifle and L7 GPMG, instead of the Bren's regular conical flash hider.
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
GordonWeedman replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quite sure that's intentional, judging by the changelogs on the workshop page. -
RHS Escalation (AFRF and USAF)
GordonWeedman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I hope you'll leave it in. Even if it's not 100% accurate, it's still nice to have.- 16577 replies
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wip [Terrain]: Archipelago
GordonWeedman replied to -ben-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looking good Ben! And don't worry too much about time between updates I'd say. Good things take time after all. 😉 -
Community Upgrade Project - CUP Maps 2.0
GordonWeedman replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice! That's one of the Sobors, right? Novy Sobor, I think? -
[IceBreakr/IBIS] Lingor & Dingor for A3
GordonWeedman replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well it's been knowingly bugged for nearly a year now so you tell me. I like to think I'm just reminding him it still exists. -
[IceBreakr/IBIS] Lingor & Dingor for A3
GordonWeedman replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry to bump and double post like this, but people are still waiting on that fix for the buildings. Can you pretty please fix the bug?🙏 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
GordonWeedman replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep. -
The new trenches are pretty neat, but the new small trench is a bit too small IMO. Also, removing trenches is broken and doesn't actually remove them, just removes the interaction point and leaves the trench itself behind. Also also, what happened to being able to camouflage trenches?
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Orshanets terrain 12.8x12.8km (Ukraine)
GordonWeedman replied to Shelestov's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks amazing! -
[IceBreakr/IBIS] Lingor & Dingor for A3
GordonWeedman replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I understand if you're more interested in working on newer stuff like Fapovo, but could that building bug please get a fix already? It's really starting to get annoying. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
GordonWeedman replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The NLAW doesn't lock on. What it does is it sees where the target is going and simply predicts where the missile should go so that, if the target keeps its speed and direction the same, the path of the two will intersect and the missile will hit. It's like automatically leading your aim. However this means you can also miss if the target changes speed or direction after the missile was fired. Anyway, to use the NLAW in Arma with ACE, simply point at and follow the target, press and hold tab for a second or three, then fire while still holding tab. You can release tab after firing. Also, vision mode doesn't matter. -
Vilas addons in A3 w.i.p.
GordonWeedman replied to vilas's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You don't usually need to define the model and hiddenSelections, that'll all be inherited, but you do need hiddenSelectionsTextures in the CfgVehicles entries with your new skin listed if you want to actually have the reskin visible. Sometimes however you do need to define hiddenSelections, if the texture you want to replace isn't the first in the list. Alternatively to this you could just list the default textures in hiddenSelectionsTextures, and replacing the one you want replaced. -
Vilas addons in A3 w.i.p.
GordonWeedman replied to vilas's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are you sure you also configured the author parameter for the rifles? In the pastebin there is only a pistol. -
Vilas addons in A3 w.i.p.
GordonWeedman replied to vilas's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
To the best of my knowledge, you do not absolutely need a CfgVehicles reference for weapons. The community I play in has a bunch of custom guns and none of them have a CfgVehicles reference, and all can be dropped and picked back up without an issue. As far as I can tell, it's only needed for when you want them placeable in the editor as props. -
Yeah Arma doesn't handle transparency well at all.
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Nice to see the trenches as standalone, but I was wondering, will there also be desert variants? Or maybe hiddenselections and/or the system GRAD uses that automatically applies the ground texture from the map.
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