Franklin
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Everything posted by Franklin
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Is this intended to work in MP? I added this to my units modpack, and when our sniper changed his ghille, nobody else saw the change. The mod was installed on all clients, and the server. Double checked everything, but was never able to see another client changing his ghille. The sniper himself saw the change.
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Seahawk Addon By YuraPetrov
Franklin replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cant wait for that HH-60H! Love these choppers as a whole, great work yura! -
IceBreakr's Poll: Which island scenery conversion would you like the most?
Franklin replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I voted for the wooded Duala map, because I love Duala, but would love it more if there were more places to hide. I'd also love to see a winter Panthera. -
Will these be able to also knock down any wall in Arma? It would be nice to have a shaped charge for wall breaching, with a small blast radius, for tactical entry of courtyards.
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MCC Sandbox - The Mod
Franklin replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have edited the UPSMON to enable the ACE wounds, and have had no issues at all. My team's server has been running like this for at least a month, and we have seen no issues related to enabling this. I prefer being able to make AI bleed out, lose consciousness, and possibly dying from the blood loss. -
No matter what setting I put the server on, AI are laser accurate. Please unfix your fix BIS.
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Arma 2 Addon request thread
Franklin replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks Roadkill! I searched all over, but didn't check that site. -
Arma 2 Addon request thread
Franklin replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Requesting somebody with the skills and time create some Afghan National Army and some Taliban for all the kickass afghan terrains out there. -
MCC Sandbox - The Mod
Franklin replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
First off Shay let me say that I love your mod, I have been using it since it first came out, and my unit uses almost nothing but MCC to create dynamic missions on the fly for every single mission we do. I typically create the majority of missions for the unit during our training, and overall enjoy the ease of use, and flexibility of the mod. However there is one area that I would love to see expanded on, that would give it more power in creating more detailed missions. I would like to see a sort of advanced group/unit spawning feature. I would like to be able to spawn individual units, or groups, with the ability to edit the init line of the unit or group leader, as well as add waypoints with at least some of the functionality of the 2d editor: guard, move, SAD, cycle waypoints. Speed and combat modes for each WP as well. I know that I can place groups down in a zone, then simply move that zone, and the AI will do all sorts of cool stuff (including finding their own rides) to get to the new zone. That works well for simple movements, or assaults, but I like to create realistic scenarios where there are often times several patrols of enemies circling an objective. Managing all the zones, to keep patrols separate, and constantly moving is a full time job at that point. Being able to create a group and give them waypoints would streamline this for me greatly. Additionally, I would like to be able to create custom groups, with the ability to select the exact class I wanted for each member of the group. This way I can setup some more detailed and realistic missions, without having to use cookie cutter groups. Just to help a bit I drew a quick picture of a layout for everything, and I know I didn't put in page buttons or anything, but this is just a generalization to help you see my idea more clear. I filled out most of the drop down boxes just for clarification, however if somebody only wanted to spawn a group with waypoints, they wouldnt select a specific unit, from the "UNIT" dropdown, nor would they place units in the custom group dropdown menus. Basically just pick either a group, a unit, or create a custom group, then be able to hit the "Edit init" button, which could possibly open a text box, allowing easy editing of the group leader or unit's init. Then click on the map to spawn them. The unit would then be automatically selected in the group selection drop down, and then you can set the conditions for a waypoint, then hit "add waypoint" and click on the map to add it. Each successive press of "add waypoint" followed by a click on the map would then add waypoints in order for that group to follow. This would be a very nice feature in my opinion, I appreciate any consideration you give this. I do understand that it would be quite a bit of work, so I would understand if you turn down the addition of my idea. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Franklin replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Top notch program! This is a must have, as it greatly reduces the setup time for missions and unit training. I love its ease of use, and all the options, just cant wait for the auto addon detection, so we can get some of the other great work from this community rapidly deployed. -
LOL thats my old Leutenant... and one of those SAWs was mine.
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PvP Animation replacement/enhancement pack
Franklin replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Found an issue when trying to run up stairs. You normally wouldn't be able to run up these stairs in vanilla, but with SMK you can. However you take enough damage that 90% of the time it will kill you just going up or down the stairs once. Stairdeath -
Figured out that its related to SMK Animations (aka "PvP animations"). Without SMK you cant run up the stairs, your character walks up the stairs no matter what. With SMK you can run all the way up or down them, but if you do you take enough damage to die. I'll report this in the SMK thread as its most likely related to that addon, and not anything wrong with the Killhouses.
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anybody else getting killed running up or down the interior wooden stairs?
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Well you got me there...
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What if worms had machine guns? You can "what if" all day, but thats not gonna get anybody anywhere. I can deal with the BS of a pilot having to grab his gear from the chopper... fine, you guys want to force a certain level of realism on everybody, fine... but consider those of us using ACRE, and how it limits pilots that need radios in order to do their jobs properly. They cannot use a radio that is in the aircraft's storage bay, nor can they use a radio that is placed on their back.
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RH, in regards to the future update of the HK 416 pack, I have some requests I'd like to make. If they find their way onto your to do list, that would be great, but if not, no worries. I'd like to see the ACOGs with the red dot on top of them added, like the ones in your M14 pack. Also would it be possible to skin the 416s, 417s, and the M27s in the green camo you did on some of the M4s in your M4/M16 pack? Possibly also desert skins for the same group of weapons?
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A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
Franklin replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I had the same problem some of you are having (no 3d sound, but everything else works fine). I uninstalled ACRE and TS3, restarted my system, and re-installed TS3 then ACRE and it solved the problem for me. I'm using 7.1 headphones btw. -
Not every unit has the manpower to have dedicated pilots. Some of us have to use every person we have on the ground, and use a little imagination when it comes to transport and other support functions. I'd prefer if the pilot gear feature was made into a module, so that units can decide their own level of realism.
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Two Issues: On player || vehicle respawn exec script
Franklin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have two separate issues that are both in regards to re spawning, and executing scripts. My first one is in regards to running a script on helicopters that respawn using Tophe's vehicle respawn script, and executing the following script: As you can see i have four helicopters that i want this to be ran on, and each are named at least at mission start. The script runs fine on the vehicles as i have input the following into their init lines with their respective names inserted into the string properly. Note: i changed nil to null since i am using the ACE mod Following that line, i have the respawn script running and it looks like this: However the bboat script pops up with the hint "Error in boat script: wrong parameter given" as soon as the vehicle respawns. I dont know what parameter its talking about to even know where to look. My thoughts are that the vehicle name is not set back to uh1 upon respawn, and that may be the cause of the error, but im unsure. If that was also the problem, i believe i would need to use an event handler to rename the helicopter upon respawn, but i am lost as to how i would go about incorporating that. My next issue is in regards to using the Ghillies for a Change addon, and default respawning. This one im really clueless on, and have tryed to create my own scripts using event handlers to re-apply the set texture after respawning, but im no good with this stuff. i made an sqf that looks like this, and executed it in the init.sqf: texture.sqf: However this flat out doesnt work. I have looked over various scripts for the past 2 weeks trying to find anyting similar to this, and use examples but nothing ive tryed works. Any help on either issue would be very appriciated. -
a proper grip for the minigun? :D
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Jungle Wars: Island of Lingor
Franklin replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
you and roberthammer have all this cool stuff that i would kill to get a hold of... not fair. :P -
Jungle Wars: Island of Lingor
Franklin replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
+1 to the add small creeks This has to be one of my most anticipated addons ever. Its just so... AWESOME!!! -
Jungle Wars: Island of Lingor
Franklin replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
sweet! Thanks for the reply. -
Jungle Wars: Island of Lingor
Franklin replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
^ew... Looks great Ice! One question, are there areas of thicker jungle, that creeps up towards any of the villages or towns? Or thicker parts of jungle at all?