*KEEPER*
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Everything posted by *KEEPER*
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Questions of logic regarding story and equipment
*KEEPER* replied to instagoat's topic in ARMA 3 - GENERAL
PLEASE get rid of those Iranian Flags from the OPFOR uniforms. I puke in my mouth every time I see Iranians armed with Isreali weapons. I beg you to please fix this or replace the Iranian flag with some kind of made up emblem that identifies it as whatever OPFOR alliance they belong too. I would also like it if the soldiers and equipment of NATO were represented without national flags or emblems as well instead of being automatically American. Since it is the ARMAverse, I would assume that any current or future NATO nation could adopt the gear and weapons that will be used in 2025. Basicly just for the sake of the look and feel of the game my request is that you remove Identification of nationality from the physical soldiers and vehicles. If possible from Both sides but mostly from OPFOR. Thank you. -
Great! now it will be another month or more before a release date is announced. Hurray! I love it when they stall for time.
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Russian Translations and "Cranberry Issues"
*KEEPER* replied to Karimatrix's topic in ARMA 2 & OA - SUGGESTIONS
That's right. You guys ripped it off of Ghost Recon 1. -
Lenin - Slaughtered the Russian Royal family - GOOD! Someone should have do the same thing to his cousin Kaiser Wilhelm Stalin - Killed 35 million people - Worked to death when the USSR advanced 100 years in 10. Taking them from the Backwater status of Europe to a full fledged industrialized nation. Their deaths in no small part secured the means for the defeat of Nazi Germany. So thank you to the millions of Soviet Citizens that gave their lives for their country's survival. World War II - Hundreds of German Women and Children raped and executed by Soviet soldiers - So Ukrainian, Belarusian, Russian women and children are not as important as your German ones? Not to mention that the amount of German abuses perpatrated against the soviet people was on a magnitude of at least 5to1. So a couple of Nazi widows and kids got snuffed out in retaliation for 3 years of rape and pillage in Russia, Its not like they killed 27 million Germans. Cold War - happened because the Soviets wanted more land (technically) - No not even close. Might I point out that they just lost 27m people because they didn't keep a close watch on their western boarders in 1941. They just wanted to make sure that if "we" tried this again, It wouldn't be fought on Soviet territory like it was last time. Better to fight it out in Germany and Poland then to fight it out in Ukraine and Russia. Afghanistan - Soviets invaded Afghanistan, thousands of civilians killed - Got me there, cause the west would never invade a country and wage a war were thousands of civilians die in the conflict(before 2001 that is). Unless that country is called Vietnam, then they drop more explosives on that country and others bordering it than all the weapons used (by ALL SIDES) in World War 2. All so we can prop up a Southern Military Dictatorship led by the former puppet leader of Japanise occupided Fench indochina.
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Sorry for reviving an old topic, but I was playing around with this addon and to my surprise once you deactivate HDR with this addon, Nvidia SLI suddenly works perfectly. NO MORE WHITE STROBES
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thanks you very much. Sorry for posting this request again. Should have read the rest of the thread before making the request for the millionth time.
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is this mod still gonna screw up all the weapon loadouts and recoils that will have to make me relearn how to shoot in this game? The changing of weapon values is what made me not want to use this in the earlier version and is also the reason I wont play with ACE. If you do intend to change the weapon loadouts/ recoils then can you do so in a seperate PBO and leave the AI enhancements as a standalone addon? This would be greatly appreciated.
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Did you put in a SLA bomber? If no then could you? Pretty please
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ArmA feedback thread - based on Beta Patch 1.15
*KEEPER* replied to Placebo's topic in ARMA - GENERAL
The new patch make arma run great on my Vista 64 machine now. The only thing I want to mention is in regards to the Warfare 1.2 that came with the patch. As side from the error I get at startup talking about Common_GetTeamStatus.sqf I would like to make a request that I'm sure has been made before. Please, please, pretty-please add a BOMBER Su34 to the opfor Jet Factory so that it isnt just the Americans that can drop laser guided bombs. As it is right now the US get both the AA and GBU Harriers, while the Opfor are limited to only the AA Su34, The AT Su34 isn't even available. PLEASE!!!! By the Hammer of Thor! Put a Su34 that has Laser guided bombs into warfare. I'm begging you. -
OPFOR with These units Installation ============== Place all three .pbo and .bisign files inside your Arma Addons folder or the desired modfolder ( better method ). If you do not know how to set up and use mod folders I suggest you read the forums a little more. Server admins should also copy our public key in the folder, PublicKey, into the "keys" directory of their checked servers. (Please) Contents ============== - KPR_Especa_Commandos.pbo - TU_Weapons.pbo - SLA_Commando_Replacements.pbo (optional - see below) - KPR_Especa_Commandos.pbo.KPR.bisign - TU_Weapons.pbo.TUMOD.bisign - SLA_Commando_Replacements.pbo.KPR.bisign Usage ============== You find our soldiers on the OPFOR Side under SLA - Especa : Light gear/ GI caps SLA - Especa (Mountain) : Heavy gear/ JK96a Helmet You can choose groups under the Opfor/Especa Commando class. Optional *But Recommended* ============== Included is a Replacement pack that will replace SLA units with the following: SLA regular Army - Heavy gear/ JK96a Helmet SLA especa - Light gear/ GI Caps Only the soldier models are replaced. Default weapons loadouts and Face textures are unmodified to ensure fair MP play. DO NOT use other replacement .pbo that affect the Opfor soldiers. Credits =============== Textures: KEEPER, Bohemia Interactive, Murat (Turkish Union Mod) Model: Bohemia Interactive, Murat (Turkish Union Mod), KEEPER Config Coders: Murat, Büyük Kartal, Gökhan (Turkish Union Mod), KEEPER Consulting: Sputnik, Goatus Beta Testers: Goatus, Sputnik Additional Mention: Shadow NX, Skavin, Plasman, Camoran McDonald, and MF all lent a hand even though their input/ material didnt make it into this release. Their help at various times kept me going back when I started on this more then a year ago. Thanks! Editing Tools: Bohemia Interactive, Kegety Templates: Ebud, Wipman Addon Signing: Sputnik LEGAL DISCLAIMER ================ These addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. These addons are not an official Addon or tool. Use of these addons (in whole or in part) is entirely at your own risk. Modifacation & Redistribution ================ This addon is still mostly the property of Turkish Union Mod. They did the dirty work I just made it fit my own needs. If you want to modify the config and/or model in any way then I suggest you seek out their permission first. I give permission for my addon to be distributed in its unaltered form only, and soley for the purpose of usage with ArmA. If you wish to use this addon in a clan or tournement and want to distribute it for the sole purposes of MP Gameplay and Non commercial use then feel free to do so. Download ================= alt='pistols.gif'>   Â
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Thanks for the comments and mirrors guys. It took me too long to release these as it is but I do hope to make an update in the near future. Things to do: 1.) Retexture Helmet Covers to better match uniform. 2.) Cleanup extra files that were not used 3.) Cleanup config and maybe add different weapons. 4.) Binarize addon If anyone has any further suggestions please let me know.
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in many of the latest in-game screen shots it appears that helmets on many of the characters (especially Russians) seem to not render a shadow over the eyes and faces anymore like they were able to do in ArmA 1. Is this a result of Low settings being used when the screens were taken or is it a performance trade-off that we will have to live with from now on?
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in ArmA you sometimes need to use support trucks to rearm/repair/refuel. This usually meant that you would need to position your vehicle in a specific location behind the vehicle that would sometime result in you having to hop in/out of both vehicles over and over again just to get the support function to appear on the action menu. I would like to suggest that the area of effect for support vehicles be expanded a bit. Even maybe a 10-15meter radius around the vehicle. This would help when accessing both empty and AI controlled support vehicles which are almost unuseable in a high stress fast paced environment. This is especially important for AI controlled support vehicles that sometimes cant be entered by players and refuse to position themselves in the correct position.
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A few things that I could suggest that would make a better Warfare mission. Assuming your working off of Matt R's 1.1.3f would be: 1) Increase the View distance! As it is right now on the ground you can only see up to 800m away and 1500 in the Air. He said it was 2000 but that is bogus. when telling you AI to move somewere in 1st person (with crosshair) it gives you the distance to that point from your current position, and if you look as far into the fog as you can the furthest you can see is around 740m. I think this is a result of the Fog Matt implemented to combat the instant Viewdistance that some people have been using, however, It is WAY too much for the mission. 2) A rearm/repair Helipad @ the airports, or someother method of rearming aircraft. Right now it is possible to rearm Choppers quickly by going into auto-hover and be close to a captured supply depot using the "REARM" option in the build menu. We need something that can quickly rearm planes aswell. 3) Order stuff when gone from base. Perhaps you could order an AI that was left at base using the action menu to use the "t" menu and give the commander the build screen as if he was at base himself. Dont know if this is possible. 4) SU-34s configured to carry GBU's, I know you were able to do this in RTS without a addon being required so hopefully you can do this for us. Right now East can buy Laser designators but dose not have a GBU aircraft. they need one! 5) G-36's for Both Sides!! not realistic but would be nice, also giving the javelin to East would be cool.
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Can you please up the view distance more? as it is right now I can sit in a tank and lock onto a vehicle that is 1100 away but I cant see anything beyond 900m except for empty land. I think 2700 - 3200m would be enough, but as it is right now it is almost unplayable. edit- Just got back from ripping the file apart and found the part that I think defines the VD, it was set to 2000 regular and 3000 air, but it made little difference when I increased their value. So, I suspect that is has something to do with the amount of fog which I dont think is set in the editor because it is already turned all the way down. Can you tell me if this is correct and how I can change/remove it?
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while playing yesterday I noticed that a destroyed UAZ was flipped onto its side by a rampaging RACS T72. this cause the smoke for the UAZ to rise sideways out of the top of the UAZ that was now facing south, so the smoke was going sideways and not into the air.
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will the halo script allow your whole AI squad to halo with you?
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will the halo script allow your whole AI squad to halo with you?
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the rifles and MGs are NOOBish weapons now. I know this has been a complaint since 1.09. Why did you guys make it so that a guy with a PK can fire from full standing position without any kickback from the MG? Are you hoping to attract more CS and BF2 morons to buy this game? Or anyone else for that matter, cause this game is already in the bargin bin @ staples cause it is unsellable due to the fact that anyone who wanted it bought it when it was released and anyone else who's interested in getting it now would probably find a mountain of endless complaints about anything from Hardware incompatibilities, rampant cheating, more than 75% of users never play online out of fustration, or worst of all the terrible reputation ArmA has earned do to the poor quality the game was at release as well as slower than shit patch releases that until now have yet to fix major problems. So Please dont ruin this already barley functional game anymore for those of us who stuck with it out of a desire for semirealism and challenging gameplay for the sake of making it more idiot friendly. Also the HE tank shells have almost the same speed and rate of fall as the sabot now. This along with the new recoil settings are absolutely RETARDED! Hope I get what I paid for in ArmA 2
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using default wounds on custom units problem
*KEEPER* posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
ok I've been trying to get the wounds to work on my units by using the default textures in the Characters.pbo, but I can only get the facial wounds to show up on only some of the characters, no Body/uniform damage on any of them. Here is what my config looks like in my PBO: ---------------------------------------- class CfgPatches { class KEEPERSLA { units[] = {"SLA_SoldierEB", "SLA_TeamLeaderE", "SLA_SquadLeaderE", "SLA_SoldierEG", "SLA_SoldierEMG", "SLA_SoldierEAT", "SLA_SoldierEAA", "SLA_SoldierEMedic", "SLA_SoldierESniper", "SLA_SoldierEMiner", "SLA_OfficerE", "SLA_SoldierESaboteurPipe", "SLA_SoldierESaboteurBizon", "SLA_SoldierESaboteurMarksman" }; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; class CfgVehicleClasses { class SLA_Men { displayName = "42nd PARA"; }; }; //////////////////////////////////////////////////////////42nd_PARATROOP_REGIMENT//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////CONFIG_BY_PLASMAN_&_KEEPER/////////////////////////////////////////////////////////// class CfgVehicles { /*extern*/ class SoldierEB; class SLA_SoldierEB: SoldierEB { model = "\KPR_42para_SLA\np_soldier_b"; class Library { libTextDesc = "42nd Paratrooper Brigade Rifleman"; }; weapons[] = {"AK74","NVGoggles","Throw","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade", "HandGrenade", "HandGrenade", "HandGrenade"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body.rvmat", "ca\characters\data\np_soldier_b_body_wound1.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"}; }; }; /*extern*/ class TeamLeaderE; class SLA_TeamLeaderE: TeamLeaderE { model = "\KPR_42para_SLA\np_soldier_b"; class Library { libTextDesc = "42nd Paratrooper Team Leader"; }; weapons[] = {"AK74","Makarov","Binocular","NVGoggles","Th row","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body.rvmat", "ca\characters\data\np_soldier_b_body_wound1.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"}; }; }; /*extern*/ class SquadLeaderE; class SLA_SquadLeaderE: SquadLeaderE { model = "\KPR_42para_SLA\np_soldier_b"; class Library { libTextDesc = "42nd Paratrooper Squad Leader"; }; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body.rvmat", "ca\characters\data\np_soldier_b_body_wound1.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierEG; class SLA_SoldierEG: SoldierEG { model = "\KPR_42para_SLA\np_soldier_b"; class Library { libTextDesc = "42nd Paratrooper Brigade Grenadier"; }; weapons[] = {"AK74GL","NVGoggles","Throw","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25", "1Rnd_HE_GP25"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body.rvmat", "ca\characters\data\np_soldier_b_body_wound1.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierEMG; class SLA_SoldierEMG: SoldierEMG { model = "\KPR_42para_SLA\np_soldier_b"; class Library { libTextDesc = "42nd Paratrooper Brigade Machinegunner"; }; weapons[] = {"PK","NVGoggles","Throw","Put"}; magazines[] = {"100Rnd_762x54_PK", "100Rnd_762x54_PK", "100Rnd_762x54_PK", "100Rnd_762x54_PK", "100Rnd_762x54_PK"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body.rvmat", "ca\characters\data\np_soldier_b_body_wound1.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierEAA; class SLA_SoldierEAA: SoldierEAA { model = "\KPR_42para_SLA\np_soldier_b"; class Library { libTextDesc = "42nd Paratrooper Brigade AA Specialist"; }; weapons[] = {"AK74","NVGoggles", "STRELA", "Throw","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "STRELA", "STRELA"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body.rvmat", "ca\characters\data\np_soldier_b_body_wound1.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierEAT; class SLA_SoldierEAT: SoldierEAT { model = "\KPR_42para_SLA\np_soldier_b"; class Library { libTextDesc = "42nd Paratrooper Brigade AT Specialist"; }; weapons[] = {"AK74","NVGoggles", "RPG7V", "Throw","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "PG7V", "PG7V", "PG7V"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body.rvmat", "ca\characters\data\np_soldier_b_body_wound1.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierEMedic; class SLA_SoldierEMedic: SoldierEMedic { model = "\KPR_42para_SLA\np_soldier_medic"; class Library { libTextDesc = "42nd Paratrooper Brigade Medic"; }; weapons[] = {"AK74","NVGoggles","Throw","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_medic_body.rvmat", "ca\characters\data\np_soldier_medic_body_wound1.rvmat", "ca\characters\data\np_soldier_medic_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierESniper; class SLA_SoldierESniper: SoldierESniper { model = "\KPR_42para_SLA\np_soldier_sniper"; class Library { libTextDesc = "42nd Paratrooper Brigade Sniper"; }; weapons[] = {"SVD","Makarov","Binocular","NVGoggles","Thr ow","Put"}; magazines[] = {"10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_sniper_body.rvmat", "ca\characters\data\np_soldier_sniper_body_wound1.rvmat", "ca\characters\data\np_soldier_sniper_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierEMiner; class SLA_SoldierEMiner: SoldierEMiner { model = "\KPR_42para_SLA\np_soldier_mine"; weapons[] = {"AK74", "NVGoggles","Throw", "Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "MineE", "MineE", "MineE"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_mine_body.rvmat", "ca\characters\data\np_soldier_mine_body_wound1.rvmat", "ca\characters\data\np_soldier_mine_body_wound2.rvmat"}; }; }; /*extern*/ class OfficerE; class SLA_OfficerE: OfficerE { model = "\KPR_42para_SLA\np_soldier_sabot"; displayName = "Especas Leader"; class Library { libTextDesc = "42nd Paratrooper Brigade Especas Leader"; }; weapons[] = {"AK74","Makarov","Binocular","NVGoggles","Th row","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "HandGrenade", "HandGrenade", "PipeBomb"}; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_sabot_body.rvmat", "ca\characters\data\np_soldier_sabot_body_wound1.rvmat", "ca\characters\data\np_soldier_sabot_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierESaboteurPipe; class SLA_SoldierESaboteurPipe: SoldierESaboteurPipe { model = "\KPR_42para_SLA\np_soldier_sabot"; class Library { libTextDesc = "42nd Paratrooper Brigade Especas"; }; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_sabot_body.rvmat", "ca\characters\data\np_soldier_sabot_body_wound1.rvmat", "ca\characters\data\np_soldier_sabot_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierESaboteurBizon; class SLA_SoldierESaboteurBizon: SoldierESaboteurBizon { model = "\KPR_42para_SLA\np_soldier_sabot"; class Library { libTextDesc = "42nd Paratrooper Brigade Especas Saboteur"; }; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_sabot_body.rvmat", "ca\characters\data\np_soldier_sabot_body_wound1.rvmat", "ca\characters\data\np_soldier_sabot_body_wound2.rvmat"}; }; }; /*extern*/ class SoldierESaboteurMarksman; class SLA_SoldierESaboteurMarksman: SoldierESaboteurMarksman { model = "\KPR_42para_SLA\np_soldier_sabot"; class Library { libTextDesc = "42nd Paratrooper Brigade Especas Marksman"; }; vehicleClass = "SLA_Men"; nightVision = 1; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\np_hhl.rvmat", "ca\characters\data\np_hhl_wound1.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_sabot_body.rvmat", "ca\characters\data\np_soldier_sabot_body_wound1.rvmat", "ca\characters\data\np_soldier_sabot_body_wound2.rvmat"}; }; }; }; ----------------------------------- any help would be great. -
6thSense.eu Mod Reloaded, Public Beta Release
*KEEPER* replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
how come the tracers never work after respawn in mp? I want to use this in pvp games but they stop working after my first death and leave me with no tracers at all. (well some of the vehicles still have the tracer effect but the rifles dont) I tried looking for that "SIX_TRACER_REFRESH = 30" thing so I could switch it from 30 to 3 or 2, but i dont think it worked. -
This may have already been said but I am currently at work and wont have the internet at home for another week so I cant really read every page. I do think this needs to be addressed though. Has anyone noticed that the PK has almost no recoil anymore since the 1.09 patch? You can literally stand up straight and shoot from the shoulder and hit anything with almost no kick back at all. Before you needed to lay prone inorder to use the PK in full auto cause the recoil would through the barrel into the air from the standing/ crouching positions. I don't know if this is supposed to be the way a real PK fires cause I'v never actually fired an automatic weapon on any kind, but I thought that this new change was making this game too easy and too much like those other run and shoot kiddie-war games that are out there. Please, bring back the kick in the PK. Sure its harder to operate but thats the price you should have to pay for the extra firepower that thing can unleash. Note: I stumbled onto this issue as I was messing with the editor and haven't tried the m240 yet so I dont know if this problem is in that weapon too but I hope not.
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Serb paramilitary fighters v1.0
*KEEPER* replied to EUROFIGHTERX's topic in ARMA - ADDONS & MODS: COMPLETE
hope that someone makes a kosovo liberation army terrorist mod soon. Just to even it up. -
when someone enters the Terror camp they should automatic switch to the Especia Uniform (since they are wanted by this point anyway)
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I keep hoping that you'll get around to releasing those unarmored SLA units. Have you given up? If you need some help in beta testing or texturing I would be glad to help in anyway I can. I would just like to see these things get released before ArmA II comes out.