ThePara
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Everything posted by ThePara
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I talk to the guy after getting the weapons, he wishes me well and I am directed up North past the wall of bushes into the tall/grass brush area. I reach the waypoint but nothing happens whatsoever. I am using Version 1.1.
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I talk to the guy after getting the weapons, he wishes me well and I am directed up North past the wall of bushes into the tall/grass brush area. I reach the waypoint but nothing happens whatsoever. I am using Version 1.1.
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Exactly. I go do all that, talk to the guy and follow the waypoint to the next sector. NOTHING HAPPENS! I get that waypoint and the next sector doesn't load or anything, I just keep wandering around aimlessly?
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Exactly. I go do all that, talk to the guy and follow the waypoint to the next sector. NOTHING HAPPENS! I get that waypoint and the next sector doesn't load or anything, I just keep wandering around aimlessly?
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I know, I followed the waypoint to the next zone. But what are you supposed to do once you get there? I don't get a waypoint or anything. I'm just wandering around aimlessly.
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I know, I followed the waypoint to the next zone. But what are you supposed to do once you get there? I don't get a waypoint or anything. I'm just wandering around aimlessly.
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I've gotten it to work now, but I'm absolutely confused on what to do. I talk to the guy after going to the train, head to the next waypoint and nothing happens... How am I supposed to know where to go?
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I've gotten it to work now, but I'm absolutely confused on what to do. I talk to the guy after going to the train, head to the next waypoint and nothing happens... How am I supposed to know where to go?
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Okay, I need help. For some reason this refuses to work on my OFP. I install it to my custom OFP directory, create a shortcut linking to the conspiracies folder and start up OFP. However, whenever I try to run the campaign it keeps giving me a "missing addon" message, stating I'm missing about ten different add-ons which are clearly in my folder?
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Okay, I need help. For some reason this refuses to work on my OFP. I install it to my custom OFP directory, create a shortcut linking to the conspiracies folder and start up OFP. However, whenever I try to run the campaign it keeps giving me a "missing addon" message, stating I'm missing about ten different add-ons which are clearly in my folder?
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Belgian Forces Studio - screen and info thread
ThePara replied to Lone.be's topic in ADDONS & MODS: DISCUSSION
First off, you guys have made leaps in bounds in terms of improvement and development. I remember when you first posted the original work for this mod I didn't pay much attention to it. But now, wow! Great work. The units have great models and the texture work is great as well, even though I always found the camo a bit silly. Your weapons look top notch as well. That Para-Commando squad-leader looks very-hardcore. You will include groups in your realese, right? Can't wait! Great job! -
Looking really good Jackal, it shows that you've put some real hard work and detail into these weapons. It's the new standard infantry rifle of the USMC.
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The M-16A4 has a detachable carry-handle which exposes a rail, as well as a RIS/RAS on the fore-grip.
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RHS releases: Naval Infantry/Spetsnaz Pack v1.00
ThePara replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
Great units, guys. Absolutely love them. They have a very rugged, and hard-core look to them, especially the Naval SpN. Also, aren't the Naval Spetsnaz the Russian version of the US Navy SEALs one of the former posters was requesting for? -
What's wrong with the Army SF guys in Hyk's pack? They're just fine in my opinion. He also has 82nd Airborne soldiers in that pack. The Striker Brigades can be portrayed by the modern day infantry in the HyK pack as well. Army 'LRPs' haven't been in existence since the late 70's. The covert Ranger units in the last pack portray the current Long Range Surveilance units quite well. Keep this on topic, let laser finish what he has stated he is working on now, and after those are finished then offer advise on what could be his next project.
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You guys should really just let him finish with what he's stated he's doing as of right now: The VBSS, CQB and LWF guys. He certainly has his plate full with those alone. All these additional requests are frequently why we've never seen these guys portrayed.
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And this isn't in the OFrP mod thread because?
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The bottom line is this, SOF forces do look alike! I doubt any of us could tell the difference between an SFOD-D Operator, SEAL, and SF soldier if they were stacked up next to each other. They all wear very similar gear. Why would he use different camo? SEALs do you use MICH helmets, all the above real life photos should attest to that fact. They also aren't only worn on CQB operations, they are frequently worn on any sort of Direct Action operation. These units reflect a woodland variant of the photos posted for current SEALs rather well, in my opinion.
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Looking really good. I second the notion of hoping you make SEALs wearing boonies and such for land-warfare operations as well, that's kind of the more classic SEAL image, if you will. Also, I'd ditch equipping them with reflex sights, those are seldom if ever used anymore.
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Sorry to hear about your friend. And a correction, USMC axed DET-1 quite some time ago, it doesn't exist anymore. Now, back on topic.
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Naval Special Warfare Development Group is the Navy's SMU. (Special Mission Unit.) Their initial purpose was for maritime counter-terrorism, (think a Navy version of SFOD-D). However, as of late these missions have become few and far between and units such as DEVGRU and Delta have taken on other tasks. DEVGRU was a big contributer to TF-11 and TF-64 which were tasked with hunting down the HVTs (High Value Targets.) in Iraq and Afghanistan. They also provide Close Protection Detachments. A big debated factor is that they are frequently used for operations they aren't trained for, but are given these tasks simply because the big brass need to justify their enormous budgets, even when other units (Army SF, normal SEAL Teams) are better suited for them.
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Hi, I know absolutely nothing about scripts or init sequences of anything so I was wondering if you could help. I'm trying to edit the ORC Naval Infantry config so that the troops start with the helmet camo on instead of off. Does anyone know how to do this? Do I switch a 1 to a 0 or something on the init field in the config or what? Any help is appreciated. I haven't asked for permission yet simply because this is a private thing for me. Thank you.
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Great, thankyou!
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Hi, I know absolutely nothing about scripts or init sequences of anything so I was wondering if you could help. I'm trying to edit the ORC Naval Infantry config so that the troops start with the helmet camo on instead of off. Does anyone know how to do this? Do I switch a 1 to a 0 or something on the init field in the config or what? Any help is appreciated. I haven't asked for permission yet simply because this is a private thing for me. Thank you.
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I've tried all sorts of different stuff and can't seem to get it to work. I'm assuming it's a function of what's in the scripts/init.sqs files? So here are both of them, I can't make any sense of them but maybe you guys can.. Init: Maybe you guys can make some sense of this stuff, thanks for the help.