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About gatordev

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    Master Gunnery Sergeant

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  1. gatordev

    Interiors for CUP buildings

    So is this similar to what was done with DS_Houses? Obviously the big difference is it's Contact interiors instead of scratch made interiors. Definitely want to try this out. DS_Houses is great, but the version I have was never finished.
  2. So I'm thinking this may be a performance issue within Arma and not something specific to TPW. I can load a simple mission (only a couple of units) with the same init file and I don't get any error. It seems to happen when there's a whole bunch of units which have to initialize on the mission start. I'll keep an eye on it, but I'm not sure there's something specific for you to track down, now.
  3. Didn't mean for it to sound like you don't strive to kill bugs. Hopefully it didn't come off that way. I think you know I've been a long time fan. Thanks for looking at it. Again, it's possible something is interacting with how my missions init (which all init the same way). I can look at testing with just a simple mission load and see.
  4. I have a question for you you, @tpw, but I'm guessing this may be an Arma issue and not necessarily linked backed to TPW, specifically... Some time ago (at least 6 months), when I start a mission in 3Den, I would get an error about "tpw_fireflies" not init'ing. Fireflies would work fine, it would just happen as the mission loaded. Fast-forward another couple of months, and I would start getting errors about "Skirmish" or "tpw_battle" (or something like that) not initializing at mission start. Neither of those were actually used in the mission. Now, after the last few updates, I'll get spammed at the beginning of a mission about how multiple parts of TPW are having initialization issues. Then all the errors will stop and the mission works normally. Many of the errors will be about options that aren't turned on in my config. It seems like TPW is trying to initialize before...something...let's call it "Arma" is ready for them to initialize. But the functions/scripts work fine once the mission loads all the other nonsense. I know you had a timer/sleep in the past for things to load. Was this timer reduced recently? I'm running a pretty powerful processor/GPU combo, but I also tend to run a bunch of other scripts on loading (mostly JEBUS), so maybe resources are running low. Regardless, figured I'd ask here. At the end of the day, everything loads and works, I just get spammed at the beginning of the mission. The spamming is still worth the awesome functionality, of course.
  5. gatordev

    RHS Escalation (AFRF and USAF)

    Makes complete sense, thanks for clarifying. Again, thanks for picking up the mod and adding it, regardless of livery.
  6. gatordev

    RHS Escalation (AFRF and USAF)

    I completely understand you guys not wanting to have to retexture with everything else you have going on, but for what it's worth, the above isn't completely accurate. The USAF has its own programs, along with the ANA aircraft, but IF was a separate program. Admittedly, not still on-going, which further validates your reasoning I'm sad to say. If there was a retexture, one done in U.S. Navy livery would be correct. I think I might even still have the BUNOs from when I was very fortunate to get a peak behind the curtain as the program was starting back in 2007. ETA: Completely forgot to thank RHS for adding the Super-T and picking up the project so it could be continued. It's great to have it in-game, regardless of livery.
  7. gatordev

    RHS Escalation (AFRF and USAF)

    That looks great. I know you've been slowly adding stuff to the SOCOM category in the editor. I'm not smart enough about Ranger-type uniforms to know the answer to this...Are you guys at a point where creating actual SOCOM squads is as "simple" as using your SOCOM Rifleman and changing loadouts (obviously with config changes on your end to name them differently)? I understand the focus before was on conventional units, but wasn't sure if we've reached a turning point. Not sure if there's anything else added in the config for that SOCOM rifleman you already have (and that I could use to build custom squads).
  8. I may have misunderstood the crow addition, but is there a way to turn off the crows showing up around dead bodies? I'm not seeing it in the user config and I thought there was a way to do it. After the AI gets murdered, I'm overwhelmed by a murder of crows! (Really, it's more of an issue on desert maps).
  9. You could try and use the Fire-for-Effect/God of War script in a mission and set that class as a Fire Observer in the script (it's very easy to do). Then that unit will spot for artillery.
  10. gatordev

    Project OPFOR

    True, but since the other units already in the pack are "generally" equatorial, I assumed the similar "region" for government forces was implied.
  11. gatordev

    Project OPFOR

    Forgive me, as I've lost track a bit on the development of this mod... I recently rediscovered the mod and ended up updating a mission set ("campaign, of sorts) by replacing another mod with PO in order to reduce addons. I was wondering if there was any more plans to develop the African Independent faction to be a more organized government army? While CFP is outstanding, your mod has a couple of things that make it the perfect fit for what I'm trying to do. I've ended up making GREENFOR government soldiers manually in the editor, but wasn't sure if there were any other formal plans from you guys. Sorry for this sounding like a request. It really wasn't meant to be, as I solved the issue on my own, just curious if there were plans, as I know you guys are updating other things.
  12. For the longest time I resisted your newer versions and was still using the older WW mod with your update from some time ago. I finally decided to update to your current revision and had this issue with the mod menus taking over the default Arma menus. Crap! Guess it's back to the old modset....then I discovered the settings and saw how customizable your new update is. I changed some of the unit menus back but still use some of your other interfaces. Absolutely fantastic and very quick to move through it. Thanks for continuing to support the mod!
  13. gatordev

    NIArms Release Thread

    Can you be a little more specific? I didn't notice issues last night playing, but was only using a couple of weapons (mostly from the AK pack). ETA: NM, I see your post on the CBA thread.
  14. gatordev

    RHS Escalation (AFRF and USAF)

    I'm currently subscribed to your DEV branch on Steam but not to your release branch. Am I correct in saying that I will only have whatever modifications have been done in last week's DEV branch and not anything added to the final release? I'm totally fine if the answer is yes, just trying to manage my mods folder and Arma3Sync setup.