acog99
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A.C.E. Advanced Combat Environment Public Release!
acog99 replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
If you've got a rucksack, select an item such as a magazine and click the "Pack" button. Excellent! Thank you! =) -
A.C.E. Advanced Combat Environment Public Release!
acog99 replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I looked, but could not find anything on how to add items into the ruck/backpack in a mission? Is it via drag and drop or what? Thanks, loving the mod, great work. =) -
I'd like to bring ammo loadouts to a more real life standard. It was done with several 203 mods, but not for 5.56 ammo. How would I (unless this mod already exists) set the standard load to be 10 or 14 mags for the 5.56, and the same for the AK carrying troops? In the 203 addons, it was done by each space in the inventroy was a 5 round "mag". Could it be doable to make each space be equal to 2 5.56 mags?
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AI Grenadier Fix: 'Fixed' incorrect aiming issue
acog99 replied to The_Captain's topic in ARMA - ADDONS & MODS: COMPLETE
Aside from a black error screen at the top on game launch (it goes away) I think its a great little mod. I quite like it. -
Solus, is there a way to remove the smoke effects from SLX? Everything else I dearly enjoy, but the smoke just drags my system to a crawl. Not saying it doesnt look great, I just cant handle it system wise. Is that feasible for me to do?
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I usually play on TG server, and for some reason, some people are clear and smooth transmission wise, and others are nothing but a large choppy studder of garbligook. Is that my end or theirs? If mine, is there a conf file setting I can set to allow VON more pipe to use? (I have plenty to spare)
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In QG, there is a scene where a guy interrogates another guy, and the animations are great. He sticks his USP in the guys face, waves his arms around, stomps around etc. I'd like to know how to use those myself.
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No you're not, I don't see any screen shots. So you're fibbing to me =p
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Credits/Trademarks etc given for Colt Firearms Manufacturing on the box or in the manual. I cant find them, I even watched the credits for them. Using the military designation is fine, but slapping Colts dancing pony on the model, using its name and stylized "C" on the model and not at least saying thank you to Colt on the box or manual.. Oleg, knows..oh yes, he knows.
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Uuuh, wrong DM? Haha, he's been known to me as DM for ages, but here iirc, he is called DMarkwick. The DMSmokeEffects mod author. As for images (is that part of smoke blowing, im new to the whole forum hostility bit) it's going to look like the stock BIS hummer. Unless you'd like me to dress it in tan? It's a config mod, so would pictures of a text editor be ok? =) It says "This forum is for discussing addons or mods that are currently work in progress" I wont bring up the mod again, you may now go back to your art.
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So it doesn't exist? Ah, gotcha. I must be dreaming, sorry for bothering you.
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Stuff in progress? Myself and my friend DM (yea, the DMSmoke guru) are making progress on a Up-Armored Hummer mod. it will create a new class of hummers in the editor (which you may skin as you like) that hold real world values for turn rate, turn time, top speed, acceleration, bullet resistance, IED resistance, tires and armored glass. These will not be the death traps the BIS ones are. The unarmed hummer will be given a slight boost in glass armor, and a tiny boost in bullet resistance. But will be given RL speeds etc. It'll be fast since its unarmed and hardly armored. (think 4 man HMMWV softtop) The M2 and all other armed versions will get only a slight boost in speed (they will however get a boost of speed when off road, unlike stock ones, the snails they are) but they will be survivable to the point you can drive out of the kill zone. You run a chance of being wounded badly, but not killed. Unless of course the IED you hit is a 155mm arty round, then I hope youre prayed up. =) Coming Soon! http://acog99.googlepages.com/arma
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Oooook, and how do I do that exactly? I mean whats the syntax and where would I put it in the structure of the cpp file? =) But THANK YOU!
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Is driving me nuts. I am doing a mod that turns BIS stock hummers into real world Up-Armor hummers. (M998/M1114/M1025) I cant get the armor glass to reflect real world at all. No matter what I set it at, a single .223 goes right on through the glass. Which is not the results I want. armorGlass = 0.9999000; //Does jack armorGlass = 400.9999000; // Does jack armorGlass = 1.9999000; // Again, does jack armorGlass = 75.9999000; Does diddly Any ideas? Oh and why I'm asking, how do I get this to show up in the editor as a seperate class, so as not to overwrite the stock ones. Somthing along the lines of Acogs-UpArmor (M2) etc etc for all the hummers I plan on doing. Thanks in advance! =)
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It also seems to me its overwriting my sound mod (fromz sound mod). Is there any way, or is it possible to have just the models and textures, and leave my sounds, ballistics, recoil other mods alone? =)