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Ghost_Warden

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Everything posted by Ghost_Warden

  1. Ghost_Warden

    RHS Escalation (AFRF and USAF)

    Hi Team, There is an error still here even with the last update, and present since the first time we have the M576 Buckshot Round, the " No entry 'bin\config.bin.hitArmor' " error pop when hiting an entity with this ammunition. There is absolutely no error using the M590 shotguns, if that can help. Thanks for the work !
  2. Ghost_Warden

    (SMA) Specialist Military Arms

    Hey, I've always think that the SMA Weapons Pack is one of those which actually contain the better models quality. Some other mods are great too, and some completely bad (kind of Minecraft weapons you know) and I think that it's better to let the AN-PEQ/SureFire combos for SMA Weapons like that and don't try to adapt them to other weapons. I'm doing my own configuration files, with autorizations of course, to have the better rendering ingame, for accessories and specifically for muzzle accessories. I've already see so many clipping here and there, for example, the suppressor that completely passing through the canon or the front hand guard, and so I highly recommend to avoid that for not having the same issue with the combos on other weapons. But if you still want to try, you still can make your own configuration file, like I do, and adapt each accessories for the weapons you want.
  3. Ghost_Warden

    RH Acc pack

    Hi RobertHammer, Is it normal that since the last update for the pack, the accessories with the classnames "RH_peq15b" and "RH_peq15b_top", so the two AN-PEQ 15 BLACK was not visible anymore in Arsenal ? I can see the TAN one, and not the TAN Top one. So, I'm asking myself if you don't do anything that can cause this ? EDIT : My issue, the problem comes from some bad parent class in some configuration files. Solved ! All works good ! I've never ever have any error message using RH M4/M16 Pack. In the previous or the actual game version. You should check from your side, surely a conflicting mod or anything else.
  4. Ghost_Warden

    (SMA) Specialist Military Arms

    I don't read everything, and if he said something bad, maybe it's to the author of the mod to ask something, or if he don't say anything, just don't answer and ignore. I don't patronize anybody, there is already enough members and modders that think they are gods here, that's enought. That's not patronizing to said someone to avoid to have a bad attitude, so, there's not anything like that in my answer. If someone that said something real about a situation is a person that patronize others, maybe you should check the definition of this word ? Anyway, I don't have time for that and don't want to go off topic more. Sorry for this off topic to the author. To the author, concerning the mod, just for information of course, I don't need any precise answer, it's just because I like the mod, do you planning actually to add more content ? The overall quality is great, more variants should be really welcome, and of course, that's just for speaking about the mod. Thanks !
  5. Ghost_Warden

    (SMA) Specialist Military Arms

    Hey, Why are you answering to a member that way ? Why being like that ? He just reporting an issue, that's all, he's not spamming. Why are you all like that, seriously ? Patronizing and attacking those who just help by reporting issues, that's a really bad attitude. About the mod, the quality upgrade on the SCAR rifles and variants are really nice. The SMA Weapons Pack is really great, I use it since the first release, a really nice and well made addon. The quality is here, in all details of each rifles. That's really a pleasure to use this addon with the ArmA III Engine. Thanks for the work you done on this pack.
  6. Ghost_Warden

    (SMA) Specialist Military Arms

    Hi, That's great, thanks for this latest update, this is one of my favorites weapons packs and they all give an error message when loading the game. Thanks for still working on and updating this pack !
  7. Hi, Thanks for theses answers. I think that it's not a real problem. Just a little reflexion and you should know that you can edit the SQM file, and delete the concerned content. If the file is binarized, just save it again without binarization, then edit the "mission.sqm" file with Notepad++ to remove the content, save it, load the mission and check for deleting the vehicles that are already present. You still can see them, even without the icons and with the listing window, you can identify and delete them on the mission, and replace them with something else. That request a little organisation and patience, but nothing that can really lead to any anger I think ;)
  8. Ghost_Warden

    Advanced Rappelling

    Hi, Yes, it's exactly that kind of animation. But I don't say anything bad about your mod of course, it's a nice and need one. I just try to speak about things I see here and there to you if I can find some elements you want/can add or modify. I just find that the rope down animation from FRIES is really adapted. I've read and understand what you said about the actual animation of course. Again, it's just a suggestion, but if you have a way to get the same animation, that can be nice. But that's really a detail, the mod is already great ! Thanks again for this work.
  9. Ghost_Warden

    Advanced Rappelling

    Hi, Thanks for the answer. I just asked because I see ropes support being attached out of modded choppers. I will test again, and post a screenshot if you want. I refering to the animation of the position when the character go down in the rope with the FRIES. The one in the mod you make is good too, just that the one used by the FRIES is more realistic. But I still prefer this mod to the FRIES, we can go down longer. Thanks for the info about the buildings/rocks version. I'll check that.
  10. Ghost_Warden

    Advanced Rappelling

    Hi duda123, That's a really good mod, and a nice work. Thanks for the effort you make to give us a such ysefull mod. I have some questions : 1/: If I understand that well : That mean that if we want to use the mod with modded choppers, we must define personnal values to make the ropes correctly placed on the model ? Normally yes, because I've just tested with a modded chopper and the ropes supports are not on the model but at some meters in the back left. We must define particular position for that or we just have to add the choppers classnames in the Override section and that will automatically applied ? 2/: Why don't you use the animation used with the FRIES from ACE ? Your mod is better because with the FRIES, there's always a moment when the character fall and die... But with yours, we can really go lower than with FRIES. 3/: [EDIT : I see that you already answered, sorry] Do you think it's possible to have a variant of this mod for being able to create this kind of mod for rappelling from roofs, or even rocks ? That should be really great if we can be inserted in area by chopper and rappelling, then engage hostiles from rooftops then deploy ropes and go down from the roof with a similar method. That's a just a question, do you think it's possible ?
  11. Hi CUP Team, Are still in the process of porting and adapt the stuff or did you start to visual upgrade for the weapons and vehicles ? I've already read the changelogs and the site, but don't see anything about that. Thanks !
  12. Sorry, I'm here since not long, I just can't read absolutely all the threads and questions. And I asked because I don't find anything anywhere before of course. I'll search and find by myself and don't asking any question anymore ;)
  13. Hi Team, I repost my question, it's not easy to answer to everybody at each time, but if you have an answer or something planed for that, that can be really a nice feature :) Thanks ;)
  14. Thanks for the answer. But I think that we should still have the choice to don't get the compatibility between ACE and RHS even if we use the two mods. But that's not a real problem, thanks for the answer, I already know how to use an optional file, I'll add these two PBO in ACE folder and the message will be gone. I have a question. maybe it's related to something I don't see until there. I know that in the medical system, we can grab a body of an AI or other player to drag it under cover when injured. But can you adapt this system to the dead ones ? That can be really great and helpful in stealth missions. Maybe it's already implemented, and I don't find the way to use it.
  15. Hi ACE Team, I've updated to the last version of the mod. I use all the RHS mods too. Then, after launching the game and a personnal mission, I have some warning messages concerning the optional files in the "Optional" folder. As I understand, optional mean not an obligation. Or maybe it's a reference to another mod ? But I don't see it mentioned in the dependencies when downloading it. Why did I have this message if the specified file is an optional or another mod that is not listed in the dependencies ? Thanks for your answer and the mod :) I let you a screen capture to see the warning message :
  16. I've already said that we surely can help more easily and faster if you send us the original file, but visibly, you don't take care of my advices and propositions for help. I let you between the hands of Jackal326. Good chance for solving your issue, don't desesperate, there's always a solution and oftenly, it's a little detail ;) EDIT : Create a new magazine class is fully functionnal on my side, I don't encounter any problem and all is good ingame.
  17. Ghost_Warden

    Zee Identity Pack

    Considering this screen : And the content in this mod : => http://www.armaholic.com/page.php?id=25411 The two looking very similar, I can said (50% sure) that the beard is used from Tactical Beards. Maybe Zee retake the Tactical Beards mod after being abandoned or by asking to the author and optimize and integrate it inside the Zee Identity Pack. But they looks really similar. So, what do you think I'm talking about ? It's clear enought.
  18. Ghost_Warden

    Zee Identity Pack

    Yes, it's a nice attempt that make those who can do better having the idea to do it. That's the problem. We don't need elements that can't be seen from distance. But when you make a dialogue for any reason, then you can see that the beards are really weird. So, we're ok to say that it's not really a problem for distance, but for close situations and screenshots, it's not good at all. The face you see in the Zee Identity Pack that wear a beard using a beard model from Tactical Beards mod. If I'm right of course, I've neve used this mod after seeing the rendering in screenshots. But it clearly looks like it's a model from this mod.
  19. Ghost_Warden

    Zee Identity Pack

    I don't speak about replacing the original files, just adding new ones and defined them to be used for some faces. It's like pieces of carpet sticked on the faces. You just can't say they looks natural. Look at real beards in real life, then compare, it's really not the case for the Tactical Beards mod. I know that everybody can have different opinion, but here it's a fact that the quality and realism of these beards are really poor. The quality of the mod is great, but the beards from Tactical Beards, not at all. If nothing can't be done to improve them, no problem of course, but if something can be done, for a better quality, that only can be better while looking at the quality already done with the new faces.
  20. Ghost_Warden

    Zee Identity Pack

    Exactly ! Really a bad choice to let Hayden Christensen played Anakin Skywalker. Yeah, we know it and we can see it with the last version released. After that, if you can't, just do what you planned. It's just a question with a little suggestion of course, that's your mod, you do what you want with it. I have a sound editor software that I surely can use to modify the original audio voice files to give them a female alternative. But I need the original sounds files for that, I don't really know how to find them. I've already explore the original files, but not so deep. If somebody can send me all the files to modify, I can make examples, then send them to checking and if it's good, keep them to the mod. I have a Skype contact in my profile if needed.
  21. Hey, If you already done the PBO file, can you send it to me for I can extract it and see exactly what's going bad please ? I'll don't use it or keep it, don't worry, I respect the work from other authors, I've already been confronted to disrespect of mods distribution and use so I'm not the one that will do the same. Like that, I can see your config' file and have all the elements you included to really identify and fix the issue. After that, I'll send you back the corrected one. Keep me informed if you want. I have a Skype info in my profil if you want. That will be easier than here.
  22. No problem for the reply. What did you try to do exactly ? Do you want to make a new magazine class to define your own parameters for this new class ? Because it's surely a content from a DLC, and you need to buy this DLC to get this object available. I own all DLC (ArmA III + DLC Bundle and pro-order APEX Expansion) and I've never ever get this kind of item. If you don't own all the content for ArmA III, don't search anymore.
  23. Hey, Do you try to look at this page ? => https://community.bistudio.com/wiki/CfgMagazines_Config_Reference Maybe there's what you search ;)
  24. Ghost_Warden

    Zee Identity Pack

    Nice joke. I've laught like all other fans I know and that following STAR WARS and the extended universe since the beginning :) The last film is not a STAR WARS one just because J.J Abrams comes and kick all the real universe created all around STAR WARS since many years. He just destroy all the facts already placed and validated by Georges Lucas. Only Daisy Ridley is usefull in this film. John Boyega is a dead load and needs to be rescued and motivated all along, it's really a waste of time, the kind of character we drop out at the first occasion. And I don't want to spoil anybody, but Han Solo never ever has this kind of destiny, it's for Chewbacca and not during this conflict, those who have seen the film understand what I'm talking about. Here is my opinion and I don't understand how we can considerer this film as a good STAR WARS and spit on the new trilogy from Lucas. There's something we can feel when we look at a STAR WARS film, a thing that Georges Lucas give to the fans by doing the films and we don't feel this at all with The Force Awakens. But here, again, it's just my opinion and shared by many fans I know. The real STAR WARS are the original trilogy and the new trilogy, the films realised by Georges Lucas. That's a nice idea, but I don't think that pony tail is the kind of haircut that have his place in ArmA III. And that can really cause a problem when wearing head accessories. But in the same time, and in the same type, can you see if you can make real and nice beards ? The actual ones are not great at all, really strange. That not looking at a beard at all. I guess you integrate the Tactical Beards mod for the one available in the mod. But really not good looking. Even if we can't add them as an accessory (that is strange too I mean, and take an accessory slot that can be used for something else) and adding them directly on the models with a beard variant of each one and why not of each vanilla too. Maybe by adding a geometry model on the new faces that add a beard to give some consistence like a real beard instead of kind of piece of carpet spread on the face ? I'm not able to make this kind of mod, I just give some suggestions. Reworked beards for more realistic models would be really great.
  25. Ghost_Warden

    Zee Identity Pack

    That's great to know. I already see important mods stopped or just never go out. I'm making some mods, but not like this one. The quality and the purpose of this mod is really important for ArmA III. Yes, STAR WARS fan, absolutely. I just regret that the last episode from Disney wear this name. It's a good sci-fi movie, but not a STAR WARS one. I've already created an armpatches mod and adding this one in. The shirt is a good idea, civilian clothes missed variety.
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