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Big-Rooney

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Everything posted by Big-Rooney

  1. I must say a good campaign with an engaging story and good narrative, Well Done to all Placeholder Team Members involved.
  2. Big-Rooney

    Jets DLC Official Feedback

    I see the point your making, maybe the helicopter model (simplified, arcadish) just doesn't support throttle input in the same manner as the jet's do now. Quotes are in the wrong order, it's from the General Discussion on Dev Branch, don't actually think it has a key bind option as of yet, only preset defaults.
  3. Big-Rooney

    Jets DLC Official Feedback

    1: Does the helicopter Advanced Flight Model not have a HUD element for the Throttle percentage? 2: Numpad number 5 is what I press, using ArmA 3 Apex preset
  4. Big-Rooney

    Jets DLC Official Feedback

    Couple of questions for those playing the DLC cause I haven't had the chance to play it on DEV often, have the static objects (bomb racks etc) made it in last second? And can AI use the carrier? Also Devs, could it be possible to add a module that replicates the actions of the Showcase AI deck crews when their synchronized to it regarding take off procedure?
  5. Big-Rooney

    Dynamic Vehicle Loadouts feedback

    There is no in-game loadout option at the moment, it's only in the editor
  6. Is it possible to detail these factors??? Out of pure curiosity Oh and the showcase VTOL is very good, enjoyed using Manual Vectoring flying around all those islands. Also I'm a +1 for the Airbrake (toggle) keybind
  7. Big-Rooney

    Jets DLC Official Feedback

    Found the Fixed Wing (CAS) Showcase to be a bit more entertaining overall and more well rounded.
  8. Yeah i understand, read the ticket after i made the post, it's a pity it can't be a little more forgiving, using move waypoints to keep the AI low on Tanoa and flying between the various islands to get to a safe drop off point is a hassle with standard waypoints (regardless of what behaviour i set them too, they still fly in and stop over the waypoint even if I set the completion radius to 1000. Using the Skip waypoint action on assigned triggers works this issue around, allowing the helicopter to fly low constantly on a path without popping up or slowing down when reaching a waypoint position but having to do this on multple helicopters on multiple different flight paths is cluttering at the very least. But sure what can you do, I've no real problem going on and doing that, just thought it was bug that the completion radius wasn't working for AI, seems as it's a larger issue then i thought I'll go about using the trigger method. Thanks for the clarification SilentSpike
  9. Big-Rooney

    Co-op Campaign: APEX PROTOCOL

    I did think when the campaign dropped on Dev-Branch first that it would be playable in an standard SP capacity as it was titled "Play in Singleplayer" which has now been changed to "Play Solo". I found the campaign itself short but the quality was excellent, that APEX title fade at the end of MISSION 01 was brilliant. Having Played Apex Protocol first then played the Eng Game Showcase, the Showcase as a Single Player experience of the Eng Game mode was quite impressive, and I'm left wondering could a Single Player adaption of the Campaign not have been done in a similar matter?
  10. Big-Rooney

    Apex Vehicles Feedback

    Cause the Drones and VTOLs use the same base game Crew, where as the LSVs use faction specific crews (maybe to cut the need to place an empty one and have to place crew inside)
  11. Small niggle from my point of view but it seems that AI for me anyway won't recognize the Completion Radius for waypoints when placed in Eden editor, a Player character recognizes it and completes the waypoint upon entering the radius, AI ignores it completely EDIT: Nevermind, just read on the feedback tracker from 2 years ago that the issue will never be fixed, guess i'll just have to keep using triggers to force Radius completion, bit of an inconvenience when a system is present but not working.
  12. As with many of you I was a bit disappointed with the attempts that BIS made with campaigns compared with the effort put into the Operation Flashpoint campaigns. But then I realized that with the OFP campaigns there was a lot more to work with, being that it was set in a time where the U.S. was at a state of war with the Soviet union not some made up Soviet style enemy on a small island in the Atlantic. So here I'm going to tell anyone who has any problems with the campaign missions how I got through them playing on the hardest difficulty level I could get. This one is based for the Campaign Rahmadi Conflict. I will be going in steps to make it easier to follow and understand. Rahmadi Conflict: ------------------ SLA forces defeated in Bagango have fled to the southern island of Rahmadi. U.S. special forces teams have been dispatched to find and eliminated the enemy. Mission 1: The Coast: ----------------------- Your team start in a CRRC of the south-west coast of Rahmadi. Your team is not in your control at the start but when you disembark the boat you get control. There are two ways to play this mission. First is "Stealth" and other is "Aggressive". #The Stealth Way# Step 1: Disembark the boat and gear at the boat, you will find some additional weapons and mags. Step 2: Move quietly north along the beach until when you look east you will see a fortress and UAZ. Step 3: If you feel it necessary quickly kill the two soldiers in the fortress and continue moving north until you reach a bunch of trees. To the east is the beach and a very close T-72. Step 4: If you want plant a charge at the T-72 (Don't get detected by the patrol in front of the tank or the commander. Step 5: Moving around the T-72 using the trees and bushes and you will soon see the beach. Avoid contact, Tell your men to hide behind some stuff so their not seen. Step 6: You must be mindful here, there are many patrols and weapons on the beach any of them could see you. Step 7:you can leave the Shilka thats closest to you at this point. Its not manned, the crew are standing near it, you can shoot them later. Step 8: A shilka is near the camp north of the beach, It has many men around it but if you crawl and stay hidden you can get near the shilka to place the charges. Step 9: The two T-72 at the eastern end of the beach are not manned but the one closest to the beach furthest away from you has its crew nearby. Step 10: Get back to the fortress and UAZ and hide behind the sandbags, this spot will give you a good shooting spot, You may also try and check the CRRC for some launchers that you can use. Step 11: Call the boats in and when they are fired at touch off your charges and shoot the crews standing around, if your fired apon hide behind the sandbags until your boys land at the beach. Step 12: Help them by letting your men open fire and move toward the beach slowly picking of any enemy that are lying around. #The Aggressive Way# Step 1: Disembark the boat, you won't need any additional weapons the way this will be done. Step 2: Move directly towards the bunker and UAZ and tell your men to hold fire and stick them behind some bushes you won't need them. Step 3: Kill both soldiers quickly you don't need an SD weapon just use the M4 Acog you start with. Step 4: If no alarms went off, hop into the UAZ (AGS-30) as the gunner. Step 5: Aim right and kill the two soldiers near the T-72, don't try to kill the armor it won't work. Step 6: Aim towards the beach and kill any men on patrol don't aim at weapons you will waste a lot of ammo. You can take off the Static MGs and Grenade launchers later with the Acog. Step 7: When the beach is clear, Aim east till you see a T-72 in the distance, You should be able to see the crew leader of this tank standing. Puts some shells on and around him to kill all the crew. Step 8: When the beach is clear of patrolling men switch to driver and move the UAZ forward just a bit so you can see the camp to the north, avoid detection. Step 9: Switch back to gunner and open fire on the patrol near the shilka to the north and open fire on the camp to kill any lingering troops. Step 10: Hop out and go prone, Now use the acog to pick of any static weapon gunners and left over troops. Step 11: When clear, run along the waterline until your near the D-30 cannon, mount in as gunner and open fire on the T-72 to the west. Step 12: 3 shots should destroy it, wait until the shilka rolls out to the beach and then destroy that. With the shilka gone the birds will come in, you can mope up the few soldiers left and the mission is over without having to even use the boats. Mission 2: The President: -------------------------- You start in a base relaxing, The first few parts of this mission are self-explanatory so I'll cut straight to the point. Step 1: After the cutscene, head towards the destroyed ural and hide there until your group gets there. Step 2: With your men there, open fire on the attacking SLA with your acog and grenade launcher. Step 3: When the enemy are dead, look for a ammo box and pick up some mags and a launcher (any AT kind). Step 4: Head back towards the base where you stated and then kill and enemies that are attacking there. Step 5: From here head north and you will find a small SLA camp on a hill, here you can snipe any enemies that are in the open. You can also destroy the shilkas from up here. Step 6: When clear, head into town, There are snipers on the roofs and spetz natz in the streets so be careful. Step 7: The SLA president or lack there of is located at rear of the town in a back garden with some dead civilians, kill any guards and interrogate him. Mission complete! Mission 3: The Strange Island: ------------------------------- This mission takes place on Porto, A small island off Sahrani. Your here to find the president, you have no friendly support so keep your men safe, as you will need them. Step 1: You start in the MH-6. When your offloaded, hit the deck straight away as there is a sniper in a water tower to the east, Find him and kill him. Try to avoid being ht, you will need your accuracy later in the mission. Step 2: You get a radio message from command saying the Spetz natz are killing civilians you must stop this, but its not a mission priority. Step 3: Tell your men to hold where they are and open fire at will. Step 4: head into the town, staying as low as possible. Spetz natz marksman are placed randomly so its hard to know where they are. One is on a balcony on the road I talk about below, Kill him the minute you see him, He's a good shot. Step 5: Look towards the town and find a road south of the fenced area, you will see a burning car in the center of it, take this road, many of the enemy are on this road or come onto it. Step 6: When you reach the burning pick-up, looking right down the road, if you got there fast you will see a large group of spetz natz, kill them with the grenade launcher. Step 7: You must find the President, Find a car that isn't locking and head east of town towards the northern port area. Kill any spetz natz you see on the ways as your gonna need to come back. Step 8: Two snipers are on the roofs in this port area, disembark your vehicle using it as cover and kill them, another couple of enemies are on the ground lying down, look for them and kill them. Step 9: head around the corner of this little place the kill the guards of the President, And then arrest him. Mission Comlete if you have already eliminated all the enemies in the town, if not lets continue. Extra Step 1: When the President is arrested you must now return to the town and kill the rest of the enemies, Extra Step 2: Be really careful, Enemies are on roofs and running around, first head back to the farm area where you left your men, many enemies head out here so your men should have been picking some them off while you where arresting the Pres. Extra Step 3: Get your men together and patrol around the town finding and killing anyone with a gun, Even some civilians who are out to kill you. Extra Step 4: Theres are huge tower in the town, you can climb to to the top of this or one of your men can to spot and kill any enemies your have trouble find on patrol. Once all the enemy are the dead and the President is arrested the mission is over. Congratulations are in order as you have now cleared the Rahmadi Conflict campaign. Hope this helps, If anything is incorrect with it please tell me and I will correct it accordingly.
  13. I agree with this, the U.S. aircraft have their standard paint scheme colourisation of Green, Black, Grey as do their ground vehicles, why are the other factions not on a similar standard, AAF could go all military green and CSAT could go military Brownish for ground vehicles anyway https://wiki.colby.edu/download/attachments/33587244/Russian_T_90_Tank_by_KYPMbangi.jpg (267 kB) possible CSAT paint scheme
  14. Big-Rooney

    RHS Escalation (AFRF and USAF)

    Congrats on the win RHS team, Well deserved for the effort you've put in
  15. Big-Rooney

    F/a-18x black wasp

    Congrats guys on the 3rd place finish, I personally prefer your aircraft over the other two addons, so your number 1 in my book (no cash bonus i'm afraid)
  16. Big-Rooney

    ArmA 3 : RESIST

    Congratulations, A worthy winner indeed
  17. Big-Rooney

    Simple Single Player Cheat Menu

    I love this mod, it's great for messing around in the official BIS Campaigns and Showcases, Love being able to Zeus around in the Missions...
  18. Big-Rooney

    Curator Presets Mod

    Searching for an update, nothing found. think it might be safe to say this project will not be updated, really missing that animation feature as it would have been great to implement animations directly via Zeus
  19. Big-Rooney

    Arma 3 - Marksmen DLC First Look Livestream

    Looking Forward to seeing some of the features in action with each other, been good playing with some of them on the Dev-Branch Guwan ya Legend ya! :cool:
  20. Big-Rooney

    Middle East Conflict mod

    Are you using any other large Mods like All-in-Arma Standalone, I received the same error when running the Mi-24 pack with AiA
  21. This may seem like a stupid question but does anybody know to to get a custom faction to appear using the Skirmish mode, anytime i wish to use Massi's USMC units it reverts back to NATO or only allows me to use one unit type ie, Rifleman.
  22. I don't think it's active, I would believe that the RotorLib update would be sufficiently larger than 34mb
  23. This is an interesting concept will download, like the cinematic approach
  24. Big-Rooney

    Boeing/SOAR MH-47E ArmA III

    Love this this Bird, Any chance of getting it to be Zeus Compatible?
  25. Big-Rooney

    Arma3 - AGGRESSORS

    Great Mod, love using them on CLAfghan with massi's US Army Rangers, great sense of immersion once again. I second the call for a possibily to remove the AA, although they make helo insertions a lot more challenging it would be nice if there was a module or something to disable them, as the Taliban in Afghanistan currently don't possess these weapons in great numbers
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