USNavySEAL-Op
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ArmA Addon request thread
USNavySEAL-Op replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Suppressed Mk11 SDV Please and thank you. Possible to add rope work? ...and if you like the sand storms. -
SDV is a smaller, more "square" looking utility. Link above my post here explains it well. As well, the ASDS information made available on the link above my post is correct. In terms of underwater navigation, while I can't go into specifics - SEALs do have "similar to GPS" tools for hydrographic survey and orientation. Of course there are always the "classic" and more basic methods, such as dive boards. Depth and compass, and your swim buddy keeping kick counts.
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Authentic sound & weapon Mod
USNavySEAL-Op replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
I was reading the beginning pages and skipped ahead a bunch, so if this had already been cleared up forgive me. Suppressed weapons should have the same damage properties as any of the other weapons. Suppressors do not effect the damage of the round on target. They only reduce the sound by containing the emission of gas from the operation as well as reducing the speed of the round. More modern suppressors being employed by special operations groups are creating virtually 0 report weapon operation. No flash, no sound (Except the action and impact). The technology is currently there, and being used, but I can't give you specifics. If there's any way I can help you with this, let me know. I'm just a PM away. -
Evolution V1.0 Large scale respawn coop
USNavySEAL-Op replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
This is strange, was leadership transferred to another human player or an AI in your group? Leadership was transferred to another player in the squad but for them it showed the original leader as the group leader. Further testing shows that also if a squad leader teamkills (intentionally or accidently) it will cause the same issue. -
So today in our server I saw a strange green alien, and decided to ask him how he became a strange green alien player? He was confused as to what I meant, and I explained that he was green. He followed by saying "I'm not invisible? "...No" "but I'm using an invisibility hack.. for me I can barely see me" "No, you're a walking lime." "...but it's the dll inject from mag0t" "....beam me up green." So, is this something where for him he is invisible but for others we see him as super green? Funny if people use this sort of thing to (what they think is) cheating and really they are making themselves more visible.
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Evolution V1.0 Large scale respawn coop
USNavySEAL-Op replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Thanks for the reply. I don't really understand the mechanics of these things, just felt like voicing a few ideas (Albeit previously mentioned) - One idea can be "dittoed" Awesome job, regardless. That is all. -
sniper aiming & "super" enemy AI riflemen
USNavySEAL-Op replied to Tozzifan's topic in ARMA - GENERAL
Well, Mr. 2571 Posts - Mr. 8 posts (now) wouldn't know that, would he? -
sniper aiming & "super" enemy AI riflemen
USNavySEAL-Op replied to Tozzifan's topic in ARMA - GENERAL
No one explained that you were up against an army of RoboCops? Actually I too, find it a bit odd how the enemy "magically" can see you at a distance and behind cover. It's virtually impossible to sneak around. They all "come-a-runnin" as if they had IR heat seeking super vision. My complaint isn't with their accuracy, but with their target acquisition. -
Evolution V1.0 Large scale respawn coop
USNavySEAL-Op replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Any chance of seeing this become a player on player game mode? As in have the BLUEFOR and OPFOR teams have both live players and AI squads? Missions of course would include AI only. Would be nice to see some missions from the OPFOR against BLUEFOR AI. A few suggestions. - Squad Leaders who commit suicide to re-spawn at base lose their squad leader status and thus bugs the missions system. Would be nice if you could look into this or possibly even fix it. - Pilots look like the enemy and must ground pound to earn rank for flight. Silly to see a pilot running around with infantry. Would be nice if you could spawn as a pilot and have the ability to fly but not have the ability to select other weapons... make it so they can only carry a certain weapon like an SMG with a fixed number of mags. - More side missions with more intricate key-frames would be cool to see. I really liked the CSAR pilot rescue. Brought back memories of certain aspects of my SQT. I liked it, except for the fact that it was a go, secure, return mission. Would be nice to not have a way-point leading directly to the pilots locations once you secure the crash site. Searching to rescue could be very fun, and especially so if there were a few UAZ/inf patrols in the area that needed to be "put down". - Would also be nice to see specific spawn classes "Rifleman, Medic, SF Assault, SF Marksman, Sniper, Pilot" have certain weapons restrictions... and a way to choose your spawn type without having to disconnect and reconnect. For example, a rifleman could not use the m107 or the suppressed weapons. A medic could not use grenade launcher varients, suppressors, or launchers... and so on. - Actually it may be a good idea to limit class types to rank, but not limit weapons. Limit the weapons to the certain classes. So you can start out as a rifleman, crewman, pilot, or medic... and have access to all the weapons that they can use. Then as you rank up, you gain access to other spawn classes like Special Ops, Sniper, Pilot, Crewman, etc. Vehicle class systems like crewman or pilot should have access to only certain vehicles until they rank up... ranking up for them would be done by transporting other players from location to location. So pilots could start with the MH-6, followed by the UH-60 transport, AH-6, UH-60 attacker, cobra, harrier - in that order. Similar upgrade system for crewman. Crewman would start with the ability to drive the machine gun variant of the Striker... and move up from there. Thoughts? -
SEALs - Not Seals We don't do tricks for fish!
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SEALs - not Seals. We don't do tricks for fish!
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Feel free to PM me any questions about the Navy SEALs if you can not find the relative information elsewhere on a factual basis. If it's something I can answer or offer insight to, I'll all for it. I'd love to help get the SEALs represented correctly in this game. Please be respectful, though.
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How to Re-Texture Assets?
USNavySEAL-Op replied to USNavySEAL-Op's topic in ARMA - ADDONS & MODS: DISCUSSION
Thank you for that fast response. Sounds like fun still, if someone can help me get started. All I'm interested in is changing currently existing textures and offering them as separate add-ons. -
Hello everyone, I am new to this forum and as well, to the game. I used to be a graphic designer before joining the Navy and in my free time like to play around when possible with these simulation games. Having enjoyed this particular game enough, I would like to combine the two hobbies and offer up a few "Add Ons" in the form of customized skins when ever possible. First, I was curious how this works. If you re-texture a weapon for example, will it show up in game for others to see and can they use it also, or will it show up only for your character? Will it appear as normal for them? Secondly, I tried to look for texture files somewhere in the game's installation directory but to no avail. Where and with what tools, do you customize the textures in the game? That is all. Thank you.