

spectrersg
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Everything posted by spectrersg
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(DLS) Digital Loadout System
spectrersg replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Iceman, I have the below in my init.sqf and it only loads up one time for a person, never again after that. Any idea? -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah Fox, thanks for all you did as a Mod! -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There will not be a PVS-18 in the foreseeable future. I'll let the SOC Mod guys work that one out. They know what they're doing. Anyways, the original post link is update for the new 3.5. Note: the download's changelog wasn't updated. I forgot about it last minute. Use the first post change log for references as needed. v3.50 - Added: + AN/PVS-14 Monocular NVG (thank you StalkerGB!) + New training MICH helmets in three colors. - Changed: + Various texture errors and cleanups. + Adjusted green kitbag texture. -
I'd like to have an active radio switching key that can cycle between the long range, short wave radios. Similar to an ACREs CTRL+SHFT+A and S. If you can do that, then all you need to do is a radio transmit key, like a CAPS LOCK in ACRE. It'll much more intuitive and user friendly than have so many different key combos spread all over the keyboard. Edit: oh also a general radio interface key. Whatever your active radio is, pressing for example CTRL+Q, will bring that radios interface up. You have it right now where there's three combos to bring up any of the three types of radios again spread out all over the place.
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Thanks NKey. Do you think we'll see a revamp in the key mapping any time soon? One push to talk and one radio switch key would make this so much better. The key mapping right now is all over the place.
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LJ. It sounds like you made the miniguns more quiet/muted. I think it's a bug in all honesty, but I may be wrong. Please spent some time with the miniguns, you can do so much better than BI did with them, and I was sad to see that the sound only got worst. Long live the miniguns.
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OS, I love this. Always have. But as stated before, I feel all explosions are too yellowish. The only thing I'd like to bring up is please please please, do something with the miniguns. Stock looks horrible, and I don't believe you did anything to them. We need some barrel sparks and some impact sparks. Something to get rid of this weak laser beam stuff.
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(DLS) Digital Loadout System
spectrersg replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Scratch what I previously said, I see how your loading it into your missions. -
(DLS) Digital Loadout System
spectrersg replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking into your mission file, is it possible to cleanup how the DLS is called? It would be nice to just put something into the init field of the box to have it all loaded. -
(DLS) Digital Loadout System
spectrersg replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I added a imgur link to my post above to help visualize a bit. Keep it up Iceman. -
(DLS) Digital Loadout System
spectrersg replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah display names would be great, especially over the class names personally. It's easier to decipher what is what and with bigger text, it'd be great - I love the size of the window. Not too big, not too small. Regarding the coloring, I'd recommend unlinking the colored elements (the blue in your screenshot) with the UI. Something about how its implemented doesn't sit well with me (regardless of color). I think if you set it to a standard color it'd be nicer and more UI friendly. Just MHO. - Edit: I think if you just reverse the coloring it would be better. Not sure would have to see it. Secondly,a faction filter; It launches up great as is, freaking instantly, but a lot of stuff just isn't needed - OPFOR, INDEP for people. I think a clickable filter would be great. Third, the load/save capacity - I see you have it under a WIP. This is a must and can't wait. If I can request though, that you not limit the amount of save/loads. Basically everyone starts out with a single customize-able loadout that they can save and name. If they want to add another, they go down below and click 'Add new loadout' or something and it adds another loadout slot they can customize. Eg: Imgur link (large) Lastly, I dont think the PIP feature of the player is all that needed. Wouldn't it in theory make the system slower? I just don't think it's necessarily needed. You have something here that's very quick, powerful, light and easy. Subscribing to this thread because it has a lot of promise. Edit: also, can you make it so you can just double click (w/o highlighting an item) on an item and it adds it to the proper slot? Quicker and more user friendly if you could. -
XMedSys - Improved Medical System for A3
spectrersg replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can't wait for you to figure out how to remove the treat X default action, X. :D -
(DLS) Digital Loadout System
spectrersg replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Iceman, nice going with this. Two things - can you use display names rather than classnames? Can you make the text a bit bigger? This loaded all my mod related stuff and TFR/ACRE damn near instantly. Definitely can be a VAS replacer due to the loading issues with it. Also, the coloring of your window should be a bit altered. It's not very easy on the eyes. Heh. Can't wait for further development. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've fixed the error, thanks Lao. I plan on updating either tomorrow or Sunday - there's two things I need to knock out prior. Included in this update is a new MICH helmet (model), and a PVS-14 MNVG graciously provided by StalkerGB (thanks Stalker!) -
XMedSys - Improved Medical System for A3
spectrersg replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
X39, any word on when you'll be able to disable the default 'Treat <class>' functionality? -
RH, it would be great if you could release your scopes/accessories in a separate DL pack similar to FHQ. I love your accessories.
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TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks Lao. Does that error only show that error when placing the unit down? I don't get that error but can fix it in the next few days. -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
spectrersg replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for the response, Programer; regardless I can't wait to see where this goes. I would be so disappointed if the BI Dev's didn't even chime in on this thread after seeing those videos. (highlighted for BI!) Edit: doh -
Virtual Ammobox System (VAS)
spectrersg replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Couldn't this in theory speed up the load time of boxes based on the item's attributed side? I think its a great idea regardless. -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
spectrersg replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
One word, two questions, one request, MLNW. Word: wow! Question 1: Launch ramps/deck - would it be possible to be able to drive (for example) a CRRC up a ramped deck of another, larger, ship and use some sort of friction coef or anything like that to slow it to a stop? Same could be said about a LPD/LHD type of well deck; would vehicles be able to drive up and down a moving ships ramp deck? Question 2: Does this script restrict being able to access/get into vehicle turrets/positions (if the getinpos was on the deck rather than on the exterior of the ship)? Request: Would this be possible in an MP environment at all? It would be game changing if it was. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay, well I'm not going to hold it off for the other stuff. I'll add it all in later. Here's the 3.30 update with the changelog for this one. Original post completely redone on the first page for better readability. Update v3.30 Added: Three new heavy (2x RGR, 1x KHK) rigs. Five new ECH light (FAST) and ECH helmets (SND, SNK, BLK2, GRS, DES, NWU3); 12 in total. New model of a utility cover, 8-point hat in four camos (BDU, DCU, NWU2, NWU3). [*]Changed: Armor values, capacity values of all vest rigs Adjusted all uniforms to be more consistent with each other based on feedback Renamed all Multicam to OCP in display name only (MCam -> OCP) Enabled missing uniform variants that were left out of the config on error. Changed the boonie cap/baseball cap models to their _hs model variant new in 1.08. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm going to have to delay this a few days. But it'll be worth it. All texture stuff is done, just working on... other.. things. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the input Scruffs. I'm going to try to release an update tomorrow that addresses a number of issues. I'll attempt to squeeze in the issue with the desert camo's being to bright. But there's been so many changes the past week I kinda lost track. Worst comes to worst I'll release and update tomorrow, gather some more input from you all, and do one more update. -
ALiVE - Advanced Light Infantry Virtual Environment
spectrersg replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Zeus is installed but not running. -
ALiVE - Advanced Light Infantry Virtual Environment
spectrersg replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Updated Alive on our dedicated server. It's running a default Foursome mission and the AI seem to be seeing through walls and damn near hackish level accuracy. Again default Foursome with non-AI adjusting scripts (VAS/Airdrop/MH9/Realistic Repair). Highhead, you've ruled out the CQB, Mil Placement and OPCOM - could it be something else in your foursome? Is anyone else having this issue on foursome? To be clear, I have not edited the AI skill module that you have in foursome this time around. I had done it previously and made their accuracy .1 without any results.