Jump to content

NikkoJT

Member
  • Content Count

    47
  • Joined

  • Last visited

  • Medals

Community Reputation

58 Excellent

About NikkoJT

Profile Information

  • Gender
    Male
  • Location
    United Kingdom

Contact Methods

  • Steam url id
    nikkothebrave

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. NikkoJT

    LAMBS Improved Danger.fsm

    This is a really good mod for improving the AI's active behaviours such as searching and CQB. It's unfortunate that development seems to have stalled; the current stable version is only one or two fixes away from being perfect and the next update was supposed to fix those. Hopefully we'll at least get that in-progress update finished at some point, even if it stops there.
  2. Given that the mod won't be updated any more, would it be possible to give some insight on the config for a weapon in DS2? That way users can make their own config-only patches to make the existing sounds also apply to other weapons. That would really help to unify things, e.g. making the CSLA M2 also use the Dynasound M2 sounds, and it wouldn't require any new sounds or updates on your part. Edit: never mind, I figured out how to do it myself
  3. Is there any possibility of the Light Placer tool being updated to add the new scriptable directional/spot lights (#lightreflector)? The Light Placer is super useful for point lights and it'd be nice if it could be used for spot lights too, now that that's an option.
  4. Change the vertical mode to "above sea level" and turn off surface snapping. If you lower the platform the legs will automatically adjust. The platform will still sometimes return to its default height if you move it horizontally, though. I expect by "a lift for cargo platforms" they mean...a lift. So you can get from the ground to an elevated platform. I don't think Arma would handle that very well though - a platform variant with stairs or a ladder would be better.
  5. ED-1E causes a script error for other players if you fire the biopsy lance in multiplayer:
  6. Everyone's saying it's been like that since Tanks DLC, which came out...oh, about 1.5 years ago. It's just being brought up again now because it also affects the new Mora reskin.
  7. The railway at the station in Grabin doesn't seem to be...properly supported. There are other instances of this in most other locations where the flat gravel object is used, but this is the worst one I've found. The sloped gravel object is fine since it accounts for terrain irregularities.
  8. The rail bridge at Topolin seems to have been "fixed" by placing several canal wall objects under the centre pier. I have to say, I don't like it. The open corners look unfinished and would never be done on a real bridge - they'd catch the current and erode. Honestly, you'd be better off making a new large square plinth object. Use the same textures, even; us editor users would be very glad of a square concrete object that doesn't have hazard stripes. And unrelatedly, at the factory southwest of Sitnik (10900,8970), between the tallest chimney and the building it's attached to, there's a spread of debris floating in midair.
  9. That's because it's a fan-created image using custom loadouts (and the "ship" is the vanilla HMS Proteus stood on its bow). It's not an official screenshot.
  10. If you aim down the GL sights with the Promet GL, while wearing CSAT fatigues, the camera clips into the player model.
  11. The centre pier of the rail bridge at Topolin doesn't reach the bottom of the river.
  12. This is probably the rifle belonging to the gunner or commander, which they'll be able to use when they turn out. It's just placed down there out of the way in the "sitting in vehicle" animation, so it's not visible in the interior while turned in.
  13. FWIW, the NATO Pacific variants they added semi-recently work perfectly for NATO Woodland. And the LDF skin can be loaded on to the existing offroad technicals in the virtual garage.
×