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Morts

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Everything posted by Morts

  1. The proper name for the colour is Lovat Green.
  2. Not to insult your inteligence, but are you sure you have the correct beret? This is mine and as you can see it's a 'brighter' green than yours. The one in your screenshot looks more Rifles green. It's wet at the moment so it's darker than it normally would be.
  3. The colour of the Royal Marines lid is a bit off mate. It's a brighter green than that.
  4. Morts

    Funny & interesting videos

    http://www.youtube.com/watch?v=vGjy2iSHe9g&feature=g-all-u&context=G205d850FAAAAAAAAAAA This is a video me and a few of mates made, please check it out!
  5. Morts

    MBG_Killhouses

    Here's some more video of urban training areas in practice: http://www.youtube.com/watch?v=xL3gWyIQvKM http://www.youtube.com/watch?v=mxw8pY8ZR7w
  6. I think the L129A1 is just the 20rnd STANAG, not too sure about the ILAW though.
  7. Try the environment colours module
  8. Hi guys, basically I want to know if there's a way to give the player damage, enough to fall to the floor and must be healed, I've tried setdamage, but it doesn't work. Apparently only setdamage 1 works, and I don't want them to die. Any help is appreciated. Cheers, Morts
  9. The player setdamage seems to cancel out the leg hit
  10. I tried it with the first aid modules mate. I'll give the legs thing a go now. EDIT: Just tried doing the legs, and it gives the damage to the legs brilliantly, however there is no option to heal it, is there a way to add blood to the equation, I presume that because the legs are damaged it adds the option to be dragged, I'm only testing this on my own at the moment. Essentially i'd like this to be ACE compatible, i've tried even using just animations to simulate being injured, and whilst it does simulate it, it again, does not give the option to be healed.
  11. No, why the specifics? I've only done 0.8, 0.9 and 0.1, i'll give that a crack Okay, tried it and to no avail, starting to think sarcasm was coming through -.- :P.
  12. Probably something quite simple, but i'm not too sure. I know that there is deleteVehicle which gets rid of an object, but is there a way to do it after a specified time, i.e. getting rid of a sound after 15 minutes. So that it doesn't go on through the entire mission and get incredibly boring? Cheers, Morts
  13. Morts

    Funny Music Videos

    We all know the famous Lonely Island.... but have you guys got any less known ones? Here's one that my mates made the other day: (P.S, if an admin can embed, please do) Let's see all of yours!
  14. Good to hear they're still being worked on :D Reference phots will be with you in a PM soon ;)
  15. Alright mate! Was just wondering how you were getting on with the DPM units, if you need any reference phots i've got a few ready from a few weeks ago, obviously, you've got the clothes sorted out, but if you needed any help with the webbing pouches or boots, just give us a shout and i'll get them up for you. Cheers Morts
  16. Morts

    Bohemia's realism.

    +1 (5 Characters)
  17. That's a fair shout actually, I tend not to think about it though, because the sound mods are amazing, and make an easy substitute.
  18. Morts

    Scopes

    A camera is effectively one eye........ You don't put your eye right to the edge of the scope, that's only going to give you a black eye, you sit a good few inches back and therefore, whilst not concentrating on the surrounding area, it is still visible.
  19. Morts

    Why are people so conservative?

    It's not that far forward, some of the technology that is out now that seems so far in the future is readily available, in but a few months. Take for instance the Exo-skelelton equipment, they're already making the second generation, and it's proven to work, what you've seen so far for ArmA3 is not that far fetched.
  20. Morts

    Why are people so conservative?

    I agree, I kind of like that they're moving it forward, but on the same note, if futuristic things do get boring, there is always the fantastic array of mods that are constantly sprouting out to change that, it's not going to change.
  21. The idea behind it is a CQB lane, so they pop up when the player hits a trigger, obviously go down when shot, or a few seconds after the first hit, then stay down, until it is reset at the beginning.
  22. Hi guys, I've found a few scripts that work a whole target range, but i would like a trigger that activates a single target, so that, as you walk down a path, hit the trigger, one or however many the trigger is set to, pops up around you. Any help would be much appreciated Morts
  23. That's awesome, would the reset script work the same, just making them all go back down in a similar way to the simple targets?
  24. That works a treat mate, thanks :D
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