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supergruntsb78

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Posts posted by supergruntsb78


  1. On 31-1-2017 at 3:55 PM, zagor64bz said:

    Was thinking the same as it came out, but it's a NO NO for SP if you rely on AI team. I couldn't get them to climb a stair to get out of the water....too bad, love the rig!!!!

    well then its up to you to free those hostages SOLO RAMBO STYLE :P (just be carefull slicing those corners ;) )

    but that isn't a problem as we are used to that with Arma sinds ... well ....ever i guess .. :P 

    made a composition of it and it also looks grate on Tanoa and ...well almost all islands with a sea :)

     

     

    • Like 2

  2. 23 hours ago, Psyfer said:

    First of all, great work, I'm really keen to see where you go with this.

    Secondly, I have a bug that does not look to have been reported elsewhere.  For reasons unknown the Corvette's bridge is transparent (I can provide a screenshot if needed, and I'm running the latest version of your mod).  

    Thirdly, Is it possible to add cargo/civilian ships to the mod. even if only as statics? Tanoa has a pile of docks, but nothing to put in them :(

    noticed the same thing , will investigate further to see if its a addon problem or a mod conflict 

     

    @Psyfer  look at TOH ships for A3 Apex 


  3. 3 hours ago, jarrad96 said:

     

    The other factions I have made are new ones that are added in addition to the existing ones, and the inability to change their kit before the start of a mission is a limitation I currently can't get around. 

    no problem with it i just noticed it and i was thinking it was something on my end but it seems its a known subject for now.. ;)

     

    looking forward to replacing the FIA with your replacer they look better then BIS FIA 

    also cant wait for the AAF one (although M81 unoiforms would require retexture (OD or M81 camo) of the vehicles as they wouldnt fit anymore) 

    and offcourse looking forward to a NATO replacer also 


  4. Codename Orange ........  the thing is the Dutch military is throwing away all of there good stuff like tanks  so i think it will mean tanks DLC will disapear as will the infantry, naval and .... well about everything ....aspect :P 

    its something new to try for BIS no more army like the Dutch...... a military simulator without the military ..

     


  5. 1 hour ago, jarrad96 said:

     

    It is a total replacement, meaning that if you spawn a squad of FIA soldiers in editor or Zeus they will have the new equipment.

     

    you did the same thing (or something similar) with the other addons no ?   i ask because i noticed when a unit was placed in the editor and some gear changed through the loadout editor  it reverted back to the old loadout you gave it and not the new load out i gave it when i preview the mission (i put a Frogman from the seal addon in the water and it happend) 

     

    (if not then its something on my end conflicting (although i can for the love of god not think of anything that would do such a thing) 

     

     


  6. i myself would like to see a Green Berets  ODA

     

    like this 

     

    Spoiler

    A typical 12-man ODA comprises:

    • 1 x Detachment Commander (18A)
      (Captain)
      The Commander is the team leader and is responsible for outfitting his ODA, organizing missions and briefing the unit on mission objectives.
       
    • 1 x Assistant Detachment Commander (180A)
      (Warrant Officer 1 or Chief Warrant Officer 2)
      The Assistant Detachment Commander assists the ODA's Commander, ready to take over command if needed. If the ODA splits into two teams, as happened in Gulf War I, then the 180A commands the second team.
       
    • 1 x Operations Sergeant (18Z)
      (Master Sergeant)
      The Operations Sergeant is responsible for the overall organization, functionality and training of an SF team. He makes sure the team is outfitted correctly and supports the ODA commander (18A). 
       
    • 1 x Assistant Operations and Intelligence Sergeant (18F)
      (Sergeant First Class)
      This team member ensures that the team has all the equipment and supplies needed for the mission. He also gathers and analyzes mission-critical intelligence.
       
    • 2 x Weapons Sergeants (18B)
      (Sergeant First Class / Sergeant)
      Weapons Sergeants are experts in a wide range of U.S. and foreign weapons systems, from pistols and to light artillery and anti-aircraft missiles

      photo/more info : Special Forces Weapons Sergeant
       
    • 2 x Communications Sergeants (18E)
      (Sergeant First Class / Sergeant)
      SF Communications Sergeants are proficient in the gamut of radio communications equipment and techniques used in the field, everything from morse code to encrypted satellite transmissions and IT technology.

      photo/more info : Special Forces Communication Sergeant
       
    • 2 x Medical Sergeants (18D)
      (Sergeant First Class / Sergeant)
      Special Forces Medics are first-class battlefield trauma medical technicians as well as being proficient in more general medical care. The ability of SF medics to treat the medical problems of local populations is a valuable component of counter insurgency 'hearts and minds' operations.
       
    • 2 x Engineering Sergeants (18C)
      (Sergeant First Class / Sergeant)
      The Engineering Sergeants are the guys you go to when you want something built or destroyed. They are experts in explosive demolitions and can blow bridges, buildings and other structures to kingdom come. SF Engineers are also proficient in military and civil construction and can carry out a range of projects from fortifications to civil engineering tasks such as digging wells or building a schoolhouse.

     

    link to a ODA page

    Operational Detechment Alpha


  7. Hey great to see you back in action again :)   love those new buildings and cant wait to see them in action, 

     

    got a small favor to ask ....   could you please look in to the incompatibility issue with the the Australia buildings (police station) and your older OPX building pack ?  i tried with the Aussie author but to no luck  now i cant use your old buildings (of whom some are used in awesome maps...) at the same time as the aussie pack (perhaps you could ask them to look in to it as yours was first :P  ?? )   

     

     


  8. little problem :( with this great !!! (one of my favorites) map 

     

    after a while away from A3 i returned and made a fresh install updating to mods latest versions.

     

    with the latest CUP when Australia is installed it removes buildings and trees from CUP terrains :( 

    if anybody knows a way to fix it i would like to know :) 

     

    i will investigate further hoping to find a fix 

     

    edit:

    disregard the former at all   loading AUS first fixed the problem ;) 

     

     


  9. Forum rule #1, don't ask when it will be ready.

     

    Forum rule #2, refer to forum rule #1

    i am the new generation forum huggers  so i dont care about forum rules, so when will it....... oh wait ....... damn i am not a new generation i am old !! .... hmmm oh wel then i will abide by the laws setup on these forums :P  

     

    (on topic)  great work, this will make some cool difficult insertion (diving) missions and painfull patrol moments in the jungles of tanoa and lingor (refering to the croc ;) ) 


  10. i am getting a massive error in one of my missions where i set multiple units with animations by 3den enhanced  something about "no change"  not a valid setting"   ??? the eror it self shows in red on top of the screen and then disapears pretty fast before i can read the whole thing :(   (will try to read the complete error :P )

     

    made it :P

     

    'definition no change doen't exist  possible anim sets are  "STAND" ..... etc. etc.' 

     

     

    edit:  i found this on steam by R3vo

     

     

    What you can do is the following:

    - Open the mission.sqm (none binarized) with your favorite text editor
    - Search the file for the word NOCHANGE, and delete that by replacing it with nothing e.g empty space.
    -Then save the file and reload it with Eden.

     

    Make sure to backup the mission.sqm before.

    • Like 1
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