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spectrersg

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Everything posted by spectrersg

  1. spectrersg

    RH wip Thread

    Actually put the 416 is the M4 pack would be a great idea. Would this possibly include all the same variants we saw in A2? If so, that would be awesome. I posted in your M4 pack thread too, the only thing that's missing that's a big detriment is a lack of a modern 7.62 platform
  2. spectrersg

    EricJ Release thread

    Eric, I was having an issue last night with your mod (whatever version was on PwS as of 12 hours ago). When someone took a BIS LMG (Mk200, Opfor 7.62 one). I couldn't hear, or see the gun firing and no tracers were visible. I only saw the player model kick back from recoil and hear the round impacts if your close enough. I took off you rmod, and it was fine. Turned it back on and it bugged out again. When I shot the LMG, it's fine, this happens when someone else fires. Is this a known issue?
  3. spectrersg

    RH wip Thread

    RH, when you work on your HK416 pack, do you plan to also include 417s in it? I don't remember if you had done that in A2 or not. Looking forward to more of your work!
  4. spectrersg

    RH M4/M16 pack

    I know this is a long shot, but this pack would've been perfect if there was a more modern 7.62 M16 based platform like the 110 or SR25. RH how possible would it be?
  5. spectrersg

    Task Force Apache

    Unit update JAN-14: To all those who are taking the time to read this – thank you. Task Force Apache is on the verge of beginning our first training cycle of 2014 – but this past month has seen massive growth in the unit. From an original six member unit, we’ve expanded to a 13 member unit. Seven more people have successfully passed and completed our Basic Skills Testing – they have entered the brotherhood. We still have two going through the pipeline, but regardless we have had a 117% growth over the last month alone! Congrats to those who passed – it wasn’t easy, it wasn’t fun but you persevered and progressed through all evolutions. Just remember, the hard work is still coming. The last month and two Classes saw quite a few individuals also drop out on request. This means our program works. Task Force Apache now maintains a 50% combined, individual, washout/drop on request rate. Only half of who start our program finishes successfully. Now on to further updates – mid January we began a multinational, Joint Security Assistance Force (JSAF) deployment with the 7CMBG (7CMBG.enjin.com) to Takistan under the name of Operation Venom. So far we’ve performed two successful missions in the past two weeks in providing advanced reconnaissance and a successful HVT mission that cut off funding for the regional OPFOR milita. The Queen of Spades was eliminated and only the King and Ace of Spades remain. This progressive, storyline and updating is in heavy support of the 7CMBG regional mission there – and wouldn’t be possible with our great friends to in the great white North. Lastly, Task Force Apache is still looking for more members. If you’re interested you’re more than welcome to swing by our Teamspeak and check out our website or forums. Our final Class for quite a few months will be beginning on Sunday, January 26 and wrapping up on Sunday, February 2. We’re looking for people who are interested in filling the following roles (we have only 5 slots remaining): Corpsman Operator (Communications) Operator (Pointman) Operator (Demolitions) Operator Meanwhile, we’re also looking for dedicated individual who wish to also fly. We had one individual join up for just that reason and we’re looking for more. If you’re interested in flying contact us! As a disclaimer – going through our Basic Skills Testing (BST) does NOT mean you are in our unit. You’re a member of the public when you go through BST. Meaning, if you’re looking to possibly join us and aren’t sure if you want to, you can sign up for BST (if your current unit/clan doesn’t have a regulation against this). Again if you have any questions or concerns, please let us know via our Teamspeak or our Forums. Visit our website for more information: TFApache.com
  6. Can't you hide/unhide those in the actual module options?
  7. spectrersg

    Virtual Ammobox System (VAS)

    The grenades having to be put on the ground then put back into your inventory bug/issue is on stable build, Tonic.
  8. spectrersg

    @A3MP - ArmA 3 Map Pack

    Awesome to hear Alduric! Any word on the city lights?
  9. spectrersg

    Blastcore Tracers A3

    OS, you're stuff is so awesome it hits the community deep in the feels that you're leaving. Awesome mod. Thank you for the YEARS of enjoyment (no amount of thanks will ever be apt); fair winds and following seas.
  10. Voted up. I hope they find it to be a quick fix.
  11. X39_MedSys_Display_TimeBeforeRespawnAvailable_Death = timeinseconds; If you never want that respawn button to pop up, then yes -1. I have mine set to 30 seconds as there's not always a medic online and it still an option. If we do have one, I don't need to click the button. ---------- Post added at 09:07 ---------- Previous post was at 08:32 ---------- So I've gotten a few PMs. Heh. This is the init.sqf file (you may have to create it if you dont have it). I recommend using Notepad++, when you save it, make sure it's file type is set to All files and manually put the .sqf extension at the end of the filename field (EG: init.sqf). Here's the variables we've fooled around with so far: X39_MedSys_var_Pain_MorphineHealValue = 3; // Default 1 X39_MedSys_BandageBleedingHeal = 2; // Default 1 X39_MedSys_Healing_MedKitValue = 5; // Default ? X39_MedSys_Display_TimeBeforeRespawnAvailable_Death = 30; // Default 600 X39_MedSys_Legs_DamageMultiplicator = 2; // Default 1 X39_MedSys_Generic_DamageBeforeKnockOut = 4; // Default 1 X39_MedSys_Generic_DamageBeforePermaKnockOut = 8; // Default 1.5 X39_MedSys_Generic_DamageBeforeDead = 10; // Default 2 The reason we have our Damage variables jacked up so high is to simulate battlefield adrenaline rush, compensate for the fubar personal protection system, the sheer amount of AI we deal with and the actual AI hivemind itself. I believe the PermaKnockOut is when you have that respawn button/bleed timer. I'd like to see the potency of the morphine jacked up as well. Giving someone 3 morphine currently seems to be a bad idea IRL due to a slowing of the victims pulse rate - the reason I haven't is simply because we have no way (yet, hopefully) to know how much morphine an individual has received. I'm curious to know if a individual lurking this part of the forum is able to explain how a GSW victim under an IV morphine drip given epinephrine would react (non-allergic). Shouldn't the epi compensate for the slow down of the heart rate and reverse the lethargic responses of the victim? ... as noted by X39, those defaults will be changing. I hope this helps those-who-know-who-they-are.
  12. Friz is there a feedback tracker ticket to help with the weather sync bug?
  13. Respawn as in what exactly? A few pages back X39 stated the variable that you can set to enabled that Respawn button after you're permanently knocked out. If not I know its in the devReadme file of the download. Just put the variable I'm your init.sqf of your mission with the time that you want the Respawn button to become usable.
  14. spectrersg

    .

    Thats the same error essentially I reported above GDent, the guns literally have 0 recoil essentially after this error is thrown up. It's nice oddly enough, but yes, there is a gameplay difference.
  15. You need to join the TFApache.net server - in the server name shows the mods you need to join. If you can wait a few hours I can get the init.sqf alterations I did, if you dont want to join.
  16. No problem serf glad to hear it's better. I have some more tweaks I've done in our missions but am not home now to send then over; however if you join my server (filter for JSAF) you can get the mission; just take a look at the init.sqf. We have bandage, medikit and morphine settings that are working decently well enough. And with a little tweaking this will be a damn good medical system. Totally usable thus far with some mission variable alterations.
  17. Great support, MUCH improved GUI, 200 or so mods. Who needs steam workshop? Two questions... Why is it called withSix, PlaywithSix? Never understood it. ... And lastly, is there an eta on updating, and making custom repo?
  18. Error on respawn, X39: Click here for error Screenshot Also, I have a few questions: - Does health gradually (slowly) improve over time? In my opinion, if you're bandaged and able to walk/run the health should rise over time; or at least have a variable so that this could be enabled. This should be slow for all purposes. - Not being medically trained with tourniquets IRL, shouldn’t you be able to apply a tourniquet on yourself? - What’s the difference between the Knockout and PermanentKnock out? I’m confused as to which is which. As for recommendations so far – is it possible to have the morphine set your pain level to major intervals? For example if you have a pain of 37%. If you use one morphine, with your current settings, it will remove let say 10 percent. So it’ll move the 37% to 27%. I suggest it even out to intervals of 5. So, it’ll even out to 25%. This may make the pain easier to manage. I suggest doing this with health as well. Second suggestion is to make some sort of status feedback to notify if you’re under the influence of morphine. I want to check someone and be able to know how much morphine he’s under the influence of..
  19. spectrersg

    Sangin WIP

    Great man, can't wait!
  20. spectrersg

    Sangin WIP

    Smokedog, will you be releasing your map, BAF, and Taliban as separate downloads?
  21. Yeah but X39, this is a beta and although you don't want to tweak thing you may want to standardize stuff later on or else every version of Xmed will be different from mission to mission and from unit to unit. Not saying do it now, but for testing purposes and the sake of beta, it's something to consider. You'd get better feedback if everyone was commenting on the same standards. Case in point, in addition to the stuff I told Serf earlier, we have our pain threshold variables jacked way up - we still found ourselves dying almost every time being shot and couldn't really use any of the medical items! Lol. Still testing and I'll get ya some more feedback next week.
  22. This is exactly why I suggested increasing the medikit effectiveness and and the morphine effectiveness, X39. See its not only me! :P Serf, until X39 makes a decision on whether or not he wants to do that, I'd suggest putting these in your missions init.sqf and see if you guys like it: X39_MedSys_var_Pain_MorphineHealValue = 3; // Default 1 X39_MedSys_BandageBleedingHeal = 2; // Default 1 X39_MedSys_Healing_MedKitValue = 5; // Default ? We're still playing around with it, but we seem to like those settings a LOT more than default. Be careful with the morphine number - the effect severely messes with your sway. Or so we've noticed so far. And you have to actually use the Medikit that says 5 person use, etc. Hold your cursor over it and it's little description will let ya know.
  23. spectrersg

    Task Force Arrowhead Radio

    NKey, I hope you heed MacScottie and the others. Having the long range as a radio item rather than a backpack would be a very very smart move.
  24. Cool UI teaser, X39. Can you widen stuff a little bit though? It may be easier to click on stuff when you're in a hurry.
  25. spectrersg

    RH wip Thread

    RH will the 416's also include the 417s? I'm STOKED to see your 16/17 pack in A3.
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