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spectrersg

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Everything posted by spectrersg

  1. The Hk416 CQB w/203 UGL, when using the MRCO renders the top rail un-textured when looking through the scope. See here.
  2. spectrersg

    Addon Signature Tutorial

    Awesome man, thanks a bunch. Just to clarify, do you need to have the P drive?
  3. spectrersg

    AV_IndUs (US Army inspired units)

    Alex, Bink ran me through the signing procedure. Super quick and easy. Should hit him up. thanks Bink!
  4. One more for ya massi - will you add an optional config to make your weapons compatible with the TMR bipod?
  5. I'll third the comment a I've about the removal of the optic variants due with VAS.
  6. spectrersg

    =BTC= Revive

    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?
  7. spectrersg

    AV_IndUs (US Army inspired units)

    New to the thread, will there be a signature provided for these?
  8. Tupolov, any word on the sway/recoil fixes?
  9. spectrersg

    MK18 Mod 1

    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?
  10. 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.
  11. spectrersg

    =BTC= Revive

    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.
  12. spectrersg

    =BTC= Revive

    Is that in reference to my indep issue?
  13. spectrersg

    =BTC= Revive

    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?
  14. Where would this EMF file be exactly?
  15. 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!
  16. 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.
  17. I was working on some LAPD/LASD/CHP retextures. If you're interested PM.
  18. 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!
  19. spectrersg

    JSRS2.0 WIP Thread

    Any general idea how to fix this?
  20. Great to hear you working on these! Any chance to bring some of them into A3?
  21. spectrersg

    JSRS2.0 WIP Thread

    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?
  22. spectrersg

    Blastcore A3

    Thank you so much.
  23. spectrersg

    The new Sector Module

    Thanks for clarifying that and being awesome. Will test it and get back to you.
  24. spectrersg

    The new Sector Module

    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?
  25. I'm so not used to having that viewer in the editor - THANK YOU AGAIN.
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