mcnools
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Everything posted by mcnools
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Very very nice 🙂 time to go fight in another neighboring country. So... finland and norway, sweden next? 😉
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The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
mcnools replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dangerous indeed, had a 50/50 success-rate on disabling the traps last mission, (well, both were disabled I suppose, just that one was disabled with a defusal kit and the other by a brave soldiers body, oh well, we managed to patch him up). Just wanted to say we're all loving the mod, this is the first time we've been playing it properly and we're having a blast, love all the little details and functions such as setting huts on fire, punji traps, music in vehicles etc. Good times. Good job! -
The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
mcnools replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Had an amazing time playing with this mod with my group these past couple of weeks, just one quick question: is there any way to disarm/disable the punji traps etc.? I've tried adding trap kits, defusal kits and toolkits to the units but noone seems to be able to disarm the tripwire punji traps. Edit: nevermind, apparently it WAS possible to defuse it using the ace-menu if I just crawl very close to it and look at the center of it. -
Amazing work man, amazing.
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RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
mcnools replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Great news! Will get started on the last phase of the campaign I'm working on for my group then. 🙂 (last few missions will take place in Prei), keep up the good work man! -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
mcnools replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Question: will the Prei Khmaoch Luong-version on steam be updated or will there be a new steam-release with the new update like with Vidda? -
Looks great 🙂 ArmA needs more africa.
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The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
mcnools replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you very much TeTeT! That worked perfectly. 🙂 -
The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
mcnools replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice updates recently! Currently making a campaign for my group using this mod and I have a quick question: is there a way to disable the randomization of textures on the PBR's (or even better force which one of the textures it uses), in this campaign we are supposed to use the same boat several missions in a row and it would be nice for immersion if it looked the same and didn't change colour etc. 🙂 -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
mcnools replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It looks truly amazing, best looking map ever made for ArmA 3 I dare say. -
Custom faces have no shadow, can see eyeballs after latest update
mcnools replied to Iceman_TF_Timberwolf's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
We are using "More Heads" from Zee Identity Pack. not sure if the link even works still!- 9 replies
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Custom faces have no shadow, can see eyeballs after latest update
mcnools replied to Iceman_TF_Timberwolf's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Is there any way to like.. bypass this? My group and I are using older face model packs that aren't active so there isn't much hope of them getting fixed.- 9 replies
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EDIT: After some more searching I found this topic that explains the issue better: Is there any chance that this mod will be updated to fix this? Me and my group has been using these faces for a while, but recently we've started encountering this weird and slightly random error, sometimes you can see parts of the face in first person (posting images), it seems to happen to most vanilla units but dissapears when using some RHS-units. Has anyone had the same problem or does anyone have any idea wth could be going on here? haha. Also, when this error occurs you can't see the shadow of the face on the ground either. EDIT: Maybe it's related to this little bit in the december patch notes (official): "Tweaked: Deleted the head shadow from Character / Uniform models. Added shadow LODs to proxy head models themselves."
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Tanoa map screen stuck when missing textures (looking for workaround)
mcnools posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Hello, my group and me has always had a problem where sometimes when loading the mission we would just get stuck on a screen showing the map of tanoa (regardless what map we use), we've finally tracked it down and figured out it happens when there's a "missing texture"-error on the map (could be caused by other error messages too but this is the most common), now, we can of course usually just fix this by finding the object etc. with a missing texture and remove it but sometimes those errors can be more illusive, and on some custom terrains and mods there can be such errors that we can't really do anything about. Now my question is really just if there's a good workaround for the dedicated server, maybe forcing it to ignore these errors somehow? These missions always start when one of us hosts locally so it's only a problem with the dedicated server. As a missing texture isn't really game-breaking for us it would be nice to just ignore it and move on. Any ideas? -
Tanoa map screen stuck when missing textures (looking for workaround)
mcnools replied to mcnools's topic in ARMA 3 - SERVERS & ADMINISTRATION
Unfortunately I'm not the server admin so I don't have access to them right now, we have narrowed it down to it happening with missing textures at least, if there's no workaround I'll guess we'll have to live with not playing using certain mods that cause missing texture errors. 🙂 -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
mcnools replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's looking really really good, can't wait to play on it. 🙂 -
terrain [WIP, ALPHA] Jasło, Poland
mcnools replied to Mustang_185's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks good man, I was looking for a map with a large european city recently, especially one with a large industrial area, so I'm glad to see "industrial area" on the map you posted! :D -
Nice mod, my group is very happy to be able to stop and have a bit of a meal once in a while! :D
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Making an enemy unit go unconsious when hit (ACE 3)
mcnools posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm working on a little mission for my group where we are supposed to bring in a very hostile enemy leader, I don't want him to be the kind of guy that surrenders so the idea is to force us to shoot him and then stabilize him and bring him back to our base alive for more medical attention. Now to my problem: Is there any way to enable "prevent instant death" and the whole unconsiousness etc. for a specific opfor non-player unit? to be more specific, right now ace medical is just enabled for players and I'd prefer to keep it that way except for that one unit. One piece of advice I got was to make a script that activates when the unit is hit while having "this setdamage false" in the units init so it doesn't die, and then when it gets hit use the "ace_medical_fnc_setUnconscious" function to make him unconsious, but unfortunately I have no idea how to do this. Any advice? Edit: Cyrus over at the ace public slack helped me out a bit, this code in init.sqf or initserver.sqf if dedicated seems to do the trick (if the unit is named bob): -
Making an enemy unit go unconsious when hit (ACE 3)
mcnools replied to mcnools's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much Mr H.! While it's not what I'm looking for in this particular mission I do have another mission further into the campaign where I need a script exactly like this. :) -
Making an enemy unit go unconsious when hit (ACE 3)
mcnools replied to mcnools's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Where should I put this part? When I put it in the init.sqf I get this error message: Also, if I try to just execute the script with a radio trigger I get this: so I suppose it doesn't really work either way :( pierremgi's script made him fall down and sqiqqle around right away when I put it into the init.sqf, unfortunately it's not ace-compatible so we can't drag him around etc. in that position. -
Making an enemy unit go unconsious when hit (ACE 3)
mcnools replied to mcnools's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will give it a try! thanks guys -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
mcnools replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
NIce too see that your'e adding authentic houses, it's gonna bring Vidda to a whole new level. :) I hope there will be some housing for pesky swedish guestworkers as well. :D haha -
Trigger activated when any PLAYER is X metres from any OPFOR
mcnools posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a few missions for my group where we are working a bit covertly in a chaotic country, now, I want us to be able to drive/walk around carefully and not get attacked as long as we don't get too close to armed rebels/other armed forces. I use ALIVE so I need to have a trigger that activates if any PLAYER (on a dedicated server) is within a certain range of any OPFOR-unit (the trigger will then change OPFOR to hostile against us). Is this possible to add as a condition at all, and if it's possible, is it possible to do without affecting performance very much? To be clear, I want the condition of the trigger to be "if any player is within 25 metres of any OPFOR". -
Trigger activated when any PLAYER is X metres from any OPFOR
mcnools replied to mcnools's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry for bumping my own thread here, my undercover mission was postponed a bit but is now underway again, I just figured another thing I would like to add apart from the other side turning hostile if your'e too close. Is there any way to program a condition so that if any blufor player kills an AI from say opfor or independent, that entire side turns hostile towards blufor? we're using alive etc. and the plan is to have opfor and independent fight each other a bit while we move in slightly covertly in the chaos trying to keep out of it. That means I can't program it so the trigger will activate when any unit from opfor/ind dies, it needs to happen if WE kill them so that we can't just stand around picking them off from afar.