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Everything posted by ruff
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[SP/CO6) Ghost Recon: Island Thunder 2 Campaign
ruff replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
I really wanna try this but why is there no player switching in Sp? it's one of those awesome things that can re create the original ghost recon stuff also if it's hard enough in coop, team switching will help a tonne in sp as AI don't cut it in most scenarios. Also please keep the originals and one in tanoa. More different the islands the better! I really missed out on your Arma 2 missions since I only got into OFP, Arma and Arma 3. Would be good to play different teams in a single mission such as sniper over watch then as the assault team and then as a CIA agent doing a lone op to get Intel to send to the ghost so that they know where a target is. A over watch sniper team sets up as the assault teams get into position. Sniper teams take out the technicals and marks men while the assault team breaches. Got carried away there but some examples. Always been an Sp player so please keep team Switching for people like me. Rainbow six siege is one example that turned a good sp game to a crap sp game. Please keep Arma alive with sp missions. -
[SP Campaign] Hunter Six: Special Operations Unit
ruff replied to lato1982's topic in ARMA 3 - USER MISSIONS
Is there a modded version using SMA, MASSI, NILARMS, RH or RHS weapons and equipment? -
Wouldn't they just prone then when they should be kneeling when there is high grass?
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S.O.C.O.M -- Mission Generator & Intelligence
ruff replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to say be able use third party as Opfor in the module. Like Middle East resistance by massi or CAF aggressors? -
Any chance of being ported to Arma 3?
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after all those years since 2013 i only saw this now...... thank you!
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RHS Escalation (AFRF and USAF)
ruff replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's still a prototype but here is the Ak 400 being fired- 16577 replies
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C.O.R.E -- Options and Ops Center
ruff replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to use your own kit e.g. arsenal when doing the mission or will it affect the gameplay? -
Hi Massi, any chance of getting your socom and Russian plate carriers with a version with no flags to simulate other countries or for merc/black op type missions?
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DarkGiver's Armory : SIG 55x PACK for Arma3. V1.0 is out !
ruff replied to DarkGiver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance of a config that allows us to use different suppressors on these? -
Hi Zabb, with the dragon vests it seems that most of the times it only takes 1 shot with 556 round to kill you. Is this correct. I thought you need around 2? edit: i just did some tests and it's usually the stomach area you can survive 1 round but the chest area it only takes one shot and you die.
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THANK YOU!!! Thank you for adding the dragon delta vests with od and coyote!!! Your awesome man!!
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Not really. If you watch in YouTube ex sf guys doing trying to stop moving cars by using 50cals to shoot the engine it doesn't really stop the car. They prefer to shoot the driver and shoot the engine as a fail safe. Off topic I know but good to know There's heaps of videos in YouTube that does this test
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I didn't quite understand how it worked I actually saw your post in another thread and dl the program but I thought you needed an ammo box like loadout transfer. Still it would be good if BIS added it before a mission started which I have suggested in the correct thread.
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you need an ammo box for that dont you? if youre starting in a helicopter then its pointless right?
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12. UAV automatically gives you all the targets in your tactical visor. 13. Bring back AI that will fire AT rounds into infantry. However make it so that they are not super accurate. Remember he BAS ADDONS that had AP rounds but they had the high dispersion versions - something like that. They'll miss one 1 or two times but the third may get you or there is a 30% chance they'll get you but may get your surrounding squad. 14. Have the move cover move mode in combat mode in two different commands. One 'combat' (without the move cover move) and two "combat move" ( move cover move).
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1. Have an arsenal type of load out type screen for you and your squad before a mission starts. I'm sort of disappointed you can't do that and would have to select your gear in game if you want a specific load out and arsenal mod or script enabled. So you should be able to choose your load out and your groups load out and uniforms before the game starts and not in game. Description ext was good for this before but now I think you should come up with something more up to date..... Please we need this. 2. A waypoint for guarding that the AI scans the horizon automatically. E.g. A sniper on guard duty (AI) that automatically scans the horizon or a soldier set of safe that scans the horizon for any movement. 3. CQB mode/command for Sp e.g. Your group stacks up in front of a building and AI can actually clear a room or the whole building. Even though a few might be shot in the process. Also if you want to be the entry guy when you go in the time slows down like MOF MFN or COD. Still the same mechanics of ARMA but the time slows down automatically. 4. Stop AI from proning when inside buildings. 5. Sleep animation or module that can be set to AI. This is for missions that simulate stealth entry to a tent/barracks/building where you can kill Opfor in their sleep. If the rest hear a gun shot - the animation will reach for a weapon next to them and get out of the animation to a standing or crouch position. 6. Enhanced movement mod - make it a standard of the game. Someone showed you how to do it so no excuses. 7. Better helicopter landings that don't take forever. 8. Diamond formation where you can select an AI to follow you and they are actually inside the diamond formation. Add a module for hostages. They don't join your group or they do but you can tell them to stay next to you or be in the back of the squad or inside the diamond formation. 9. Have a waypoint for transport helicopter load that automatically lands and checks everyone is inside. Do the same with transport unload that nobody is inside before it flies off. 10. Bring back strict AI discipline. When they are told do not fire they don't fire. Only if they are fired upon they should. Bring back the target right click instead of attack as I swear they do weird things with that command. They should just be able to target without moving around if the target is infront of them. 11. Fastrope waypoint built in to transport helicopters.
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they could use the afg and vfg from their mx
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the hk416 you know what im talking about. Please add vertical foregrip and angled foregrip on the sbr version.
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An addon that enables you do load pout your gear and your group AI gear before the mission starts instead of always doing it once the mission starts through an ammobox etc. the description ext before was good but now due to the addition of uniforms, helmets etc. this is no longer enough. An arsenal type or loadout transfer type for you and your AI group before the mission starts such as in the briefing area would be awesome. I always loved how in OFP you could do this.
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How to make the helicopter check all my group is in the helicopter
ruff replied to ruff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks guys. My main purpose was the chopper to land so my group can jump inside and not leave till my whole group was inside. I know Kylania's coding worked so I'm all good. Will try the other ones suggested! This community is awesome even now after all those years starting from OFP -
How to make the helicopter check all my group is in the helicopter
ruff replied to ruff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My group would be just cargo though as I'm using the heli as transport and the heli has its own. Wouldn't be crew for when you are flying the heli with a crew? Or it doesn't matter? -
How to make the helicopter check all my group is in the helicopter
ruff replied to ruff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you!