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Deathstruck

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About Deathstruck

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    Master Gunnery Sergeant

core_pfieldgroups_3

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    Slacker

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    Kaer Morhen

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  1. Sounds stellar. Cannot wait. How compatible will it be with other mods? Say, if I wanted to use Extended Effects alongside your mod, will it work from get go or will it need some kind of compatibility/merged config.cpp?
  2. Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz 3.60GHz 16GB of RAM DDR3 3000MHz MSI GeForce GTX1080TI 11GB 1TB of SSD space Windows 10 Home, x64 I install the game, apply the patch, click the launcher (or the main .exe) and nothing happens. But after some research I concluded it may be because of the Starforce protection that apparently does not play nice with newer Windows?
  3. Very nice! If you're still working on this, I'd be definitely interested in a mod version as well. :)
  4. I still got the old retail box, but the game for whatever reason just won't launch (Windows 7 and 10). I even tried setting up an VMWare station with Windows XP and the result is the same.
  5. 2035: Russian Armed Forces (5.2.1)

    A tiny hotfix (5.2.1) is out. Steam Workshop, Dropbox and ModDB links have been updated. Changelog: VERSION 5.2.1 (09-01-2019) - Tweaked infantry textures - Tweaked some of the accessory models - Fixed some minor animation bugs with weapons and armor
  6. Great mod, but the helicopter stopped working in the editor and in Zevs.. This happened after the last update..

  7. 2035: Russian Armed Forces (5.2.1)

    No, thank you for your interest and support :) Holidays are coming and progress will probably slow down, but we definitely still have some stuff on the backburner that will *eventually* see the light of day. One day.
  8. Definitely looking forward to the next versions which hopefully will make it more usable for regular gameplay! This might be the best 3rd person camera mod out there. :)
  9. 2035: Russian Armed Forces (5.2.1)

    Hey there. A new, small-ish update (5.2.0) is out. Don't forget to use the ASDG config again if you use CBA3/ASDG. Has to be done after every update. All links are updated. Changelog: VERSION 5.2.0 (05-12-2018) - Tweaked weapon properties, projectiles and rockets - Added and tweaked muzzle animations for launched rockets (SA22, T15 etc.) - Tweaked textures for all uniforms - Tweaked T15 textures - Added thumbnail screens foor all units in editor - Fixed wrong animation and accuracy of the Verba - Fixed all reported bugs - Bunch of others stuff I can't remember :D
  10. 2035: Russian Armed Forces (5.2.1)

    Hey there, sorry for the late reply. Hmm, looks like the weapons were indeed not in, meaning they were probably phased out for real back then. Sorry. :/
  11. 2035: Russian Armed Forces (5.2.1)

    Currently looking for at least 4 Russian speaking voice actors who would be interested in contributing their voices for our upcoming 2035 RAF mini-campaign :) The mini-campaign will be in the veins of the oldschool OFP grunt or Gastovski spec-ops etc. scenarios (with the ArmA3 spin of course), where we'll try to showcase as much as we can from our mod. Only requirements are to sound somewhat adult. Any voice acting experience is also welcome. If you are interested, just shoot me a PM with perhaps a sample of your voice. :) In other related news: We're still working on the Bumerang, albeit a bit slowly. However, works will fully resume at full speed after summer.
  12. 2035: Russian Armed Forces (5.2.1)

    Heya. They were old placeholders that we used before the current ones but they are still in the files, usable for mission makers. You just need to enable them through config. :) I think it was scope=2 or scope=public?
  13. Extended Effects

    Thanks for the answer! Didn't expect to have the creator himself show up. :) Although I should probably clarify that after some testing, the "blurred" texture is actually the result of *not* using the number script and just leaving it as it is bare bones, since the RHS tank on default seems to have a defined texture through Oxygen and without the script being used, it's just some blur that does not even resemble any number shape. About my issue: as I've understood it - ExtFX seems to have its own global init scripts that start everytime a mission or editor is loaded. What or where it needs to be edited so that the RHS number scripts (RAE_T80_Numbers.sqf) become part of that global init startup too? I tried doing it through an .pbo in Addons folder with its own config inside it , but the problem is the script in it will overwrite ExtFX effects because it seems to take precedence over the mod config. :/
  14. Extended Effects

    Does anyone know how to make a replacement vehicle that has an unique random number script work with Extended Effects? Example: For my personal use, I have replaced the BIS tank with an RHS tank through the EE config. At first I thought just defining the "model=" would be enough but problem is, the RHS tank has the said number script and without it there is some weird blurred texture on its side where the designation number is supposed to be. I found the init script that seems to govern it(RHS_T80_Numbers=loadFile "\RHS_T80Pack_Scripts\RAE_T80_Numbers.sqf), but it does not work with EE, because it will replace its own init startup scripts. I tried to find what file or config line governs the EE starting scripts and even tried to input the RHS tank script in the eh_land.sqs inside the ext_scripts.pbo, but it doesn't seem to do anything. Even vice versa when I try to write EE scripts into the tank addon, it doesn't work. What am I doing wrong here? Have I maybe forgot to define something somewhere? Is it possible to merge two different inits together? And which file/line am I supposed to look for? Thanks.
  15. New EMR look for our 2035: RAF units. A: 2035: Russian Armed Forces, Nik and WW2 anims
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