

spectrersg
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Everything posted by spectrersg
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NATO SF and Russian Spetsnaz WEAPONS for A3
spectrersg replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Hk416 CQB w/203 UGL, when using the MRCO renders the top rail un-textured when looking through the scope. See here. -
Addon Signature Tutorial
spectrersg replied to Binkowski's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Awesome man, thanks a bunch. Just to clarify, do you need to have the P drive? -
AV_IndUs (US Army inspired units)
spectrersg replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alex, Bink ran me through the signing procedure. Super quick and easy. Should hit him up. thanks Bink! -
NATO SF and Russian Spetsnaz WEAPONS for A3
spectrersg replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
One more for ya massi - will you add an optional config to make your weapons compatible with the TMR bipod? -
NATO SF and Russian Spetsnaz WEAPONS for A3
spectrersg replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll third the comment a I've about the removal of the optic variants due with VAS. -
Also, there should be a better bleeding notification. Like a red border on the screen that fades in and out, colored red. A question - can you clarify how one becomes wounded versus just instantly dead in this script?
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AV_IndUs (US Army inspired units)
spectrersg replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New to the thread, will there be a signature provided for these? -
Stealth Takedown, Weapon Resting and more...
spectrersg replied to tupolov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Tupolov, any word on the sway/recoil fixes? -
Hi Ard, Will you be further adjusting the recoil/damage? It still seems a bit weak in terms of damage. Also, any news on a possible update in general?
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NATO SF and Russian Spetsnaz WEAPONS for A3
spectrersg replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Massi, I have been using your pack since you released it. However, I'd like to request that you split the current mas_us_rifle.pbo into two different files: One pbo for ONLY NATO/US weaponry and one pbo for Russian/Eastern weaponry. I'd like to be able to choose only the US/NATO weaponry and save a lot of filespace by excluding the opfor stuff. -
Hi Giallustio, any word on the guerrilla mobile respawn issue? Also.. there's numerous bugs with the new system. When healing/patching yourself up, if you get killed, respawn at base, you cannot run. Have to be killed again. There's another issue with respawning on people and the respawn button not going away.
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Is that in reference to my indep issue?
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Gial, I'm trying to use the mobile respawns, but they dont seem to want to work fur the guer/AAF faction. I have a flag named BTC_base_flag_guer and a mobile respawn named mobile_g In the init I have that flag named defined as BTC_objects_actions_guer = [bTC_base_flag_guer]; And then the mobile string defined as such: BTC_vehs_mobile_guer = [mobile_g];//Editable - define mobile independent Active mobile and mobile respawn are set to both 1 with a standard 30sec timer. The action on the flag isn't even appearing. Any ideas?
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Where would this EMF file be exactly?
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There is a police boat, but is there a police car and cop uniforms?
spectrersg replied to Niklas's topic in ARMA 3 - BETA DISCUSSION
There's the I_G_Guerrila2_3 or something like that that I attempted to use as a police template. There two major problems I found... 1) The sleeves are rolled up. They shouldn't be rolled up, rather they should just end at the elbow. 2) The shoulder texture is mirrored. You can put a patch, but its reversed on the opposing soldier. BI if you're listening. Please please just take what I said above into consideration and add or edit the model. Such minor little changes are needed, otherwise it'd be a perfect model to use! -
Tophe's Arma Dedicated Server Tool (TADST)
spectrersg replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
No, you're not getting it sir. A field for the server to recognize the local port. As in the HC setup guide(s). The parameters you posted are for the HC to connect to the server. The server also needs to define the local client port. -
Looking for ArmA 3 Developers and Modellers for a life mod
spectrersg replied to zabn's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I was working on some LAPD/LASD/CHP retextures. If you're interested PM. -
Tophe's Arma Dedicated Server Tool (TADST)
spectrersg replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Tophe! I hope you consider this, but could you have a field in your next version that is for Localclient[]=? Im dabbling with headless client and just realized there's no option for this - it may be beneficial to have that field present, but not required. localClient[]={127.0.0.1}; // 127.0.0.1 is where the empty field would be that can be filled in by the user and its simply written to the TADST_config.cfg file! -
Any general idea how to fix this?
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Ships, Naval Mines, and Naval Objects
spectrersg replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great to hear you working on these! Any chance to bring some of them into A3? -
Jarhead, I'm noticing that if you're not looking directly at a vehicle as an infantry, from the ground, they're very quiet. Its only when you turn to look at them EXACTLY that they actually are noticeably audible. I also noticed that when in third person, in the vehicle, the choppers are very quiet unless looking directly to your 6 o'clock. This was also the case previously with the HEMTT when I was trying that out too. Is this localized to an issue on my end? Or a known issue/by design?
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Thank you so much.
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The new Sector Module
spectrersg replied to Ronin[NR]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for clarifying that and being awesome. Will test it and get back to you. -
The new Sector Module
spectrersg replied to Ronin[NR]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll take me a day or so to look through what you did there Larrow. Thanks, you'll be hearing from me soon (hopefully) Edit: so essentially if I take those two scripts you made, put them in my mission. And essentially just make a gamelogic for each vehicle(s) I want to spawn at that given sector and sync them up, in addition to syncing up to the sector module (and have the gamelogic call up the script for each different vehicle spawn) it would work? Do the names of the game logic, vehicles, and vehicle respawn modules affect anything in the scripting? And just to be clear, the vehicles spawn where they're placed in the editor? Not at the Vehicle Respawn module? Lastly, could I use the simple vehicle respawn script in the editor placed vehicle without any weirdness or anything in your scripts causing conflicts? -
does anybody know where to find the Military cargo tower?
spectrersg replied to PSYKO_nz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm so not used to having that viewer in the editor - THANK YOU AGAIN.