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seba1976

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About seba1976

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    Master Gunnery Sergeant

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  1. Impressive mod. Am I doing something wrong if I don't get any lights at all? I just open the ramp and walk off the plane. The HALO jump works incledible, but I was expecting the blue light, then red, then blinking red, etc. that is mentioned in the readme. I also get a script error right after I exit the plane.
  2. I been thinking about this for a long time, but I never got anywhere near something functional enough, so I thought this would be good time to ask for help. The idea is simple: each time your AI teammates detect an enemy unit, put an icon over the enemy's head, that would last for a short period, and then go away. It would be really useful since as it is now, you automatically have to open the map every time you're given the head's up about new enemies around. Any idea about how it could be implemented?
  3. seba1976

    (SMA) Specialist Military Arms

    Order by MOD. Problem solved.
  4. seba1976

    JSRS SOUNDMOD - Paused

    The mod sounds amazing. I was watching some very old videos I have and the soundscape was so good and different to what I was using nowadays, and then I realized how much I was missing. Subscribed to Workshop to checkout the last iteration, and wow, pure awesomeness. It amazes me how much this mod adds to the game...
  5. 1 - It happened during a SP session. Custom mission. I understand you can't take my word for it, but I know for certain that I didn't write any code to spawn air units. The Kajman was this mod. If I wasn't 100% about this I wouldn't have reported it. 2 - Personal preference. 3 - None. Was very fond of ASR AI for years but nowadays I choose performance.
  6. This is my TPW_MODS.hpp AFAIK SKIRMISH is disabled. There were OPFOR around though, created by my own scripts, scattered across the map, but there's simply no code to spawn air units in those. I don't know then. I took a look at the AIR script and it seems everything is in order, as you said.
  7. Hi tpw, glad to hear you're doing well. I was driving around in Tanoa, as BLUFOR, and I was engaged by a Kajman, spawned by AIR I supposed. I was just coming back to this mod after a long break so I'm not sure what to make of it. Is that intended behaviour?
  8. seba1976

    Scripting Discussion (dev branch)

    Best way is not to spawn blindly, and check for an empty space before hand. If you want units inside buildings, there are many ways to do that too.
  9. seba1976

    Caucasus Insurgency

    Fantastic content. Thanks!
  10. seba1976

    ASR AI 3

    Thanks Robalo.
  11. seba1976

    RHS Escalation (AFRF and USAF)

    And you need to know this because...
  12. seba1976

    ASR AI 3

    The recent evolution of this mod is simply outstanding. I have a question though. it's regarding NVG packing. Are you sure the current method you're using is still working as intended on stable branch? I've been trying to do the same and nothing seems to work right. IIRC you were using (sunOrMoon < 1) as the condition for equip the NVGs. I've checked you're source now and see that you've changed to (sunOrMoon < 0.1), in an attemp to make them equip the devices earlier, I believe... Now, I've been checking the result of sunOrMoon in real time, and it changes from 1 to 0.99 when it's actually very dark, and if left on their own, the units would lower their NVGs a lot earlier than that. I'm really confused by all this, could you shed some light on the subject?
  13. Congrats on the new release :) Any news about this: http://dev.cup-arma3.org/T1780
  14. seba1976

    Audio Tweaking (dev branch)

    @Vasily.B Chill out buddy :) , take a break from the game if you're felling so bad. Have plenty of fun with the other titles you mentioned.
  15. seba1976

    FoxFort Camo Pack

    Anything new will always be welcomed!
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