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acog99

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Everything posted by acog99

  1. If you've got a rucksack, select an item such as a magazine and click the "Pack" button. Excellent! Thank you! =)
  2. 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. =)
  3. 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?
  4. 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.
  5. acog99

    SLX MOD public release

    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?
  6. acog99

    VON studdering

    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)
  7. acog99

    scripts for small things

    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.
  8. acog99

    DMSmokeEffects Beta 4

    No you're not, I don't see any screen shots. So you're fibbing to me =p
  9. acog99

    Where are the

    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.
  10. 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! =)
  11. 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.
  12. So it doesn't exist? Ah, gotcha. I must be dreaming, sorry for bothering you.
  13. 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
  14. acog99

    armorGlass

    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!
  15. acog99

    RH M4/M16 pack 1.0

    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? =)
  16. acog99

    RH M4/M16 pack 1.0

    What Eotech? I dont have one listed in mine at all. See screen shot here: http://i35.photobucket.com/albums/d198/Todd99/eotech.jpg
  17. acog99

    Lowplants v1.1

    Same for me, I adjusted the shaders in game, and played up north also. Got my usual 19-21 frames with or wihout the mod running. Not sure what I did wrong.
  18. acog99

    Community Sound Mod - idea

    Well I want it when it's done please. =)
  19. acog99

    Community Sound Mod - idea

    IMO not a soul owns the sounds of anything, especially sounds which come from weapons systems which (if US weapons) are funded by the public and are in the public domain for use. Now granted one area I could see a issue in, is that in Arma on the sides of the M4, it plainly has the "dancing pony" and the name Colt on it, yet no credits are stated in game or in manual about Colt being a registered trade mark of Colt Firearms Manufacturer, Hartford Connecticut, or if they are, I have yet to seem them. Nobody cares about Colts IP and happiness? =p Consistency is a wonderful thing. I doubt any of the mod makers from sound packs will dish out retainer fees for a IP litigation? So, anyways (see how I get when my sugar gets low) can those of use that dont care what/where/when/whos/how sounds you use/have/molest/abuse/kidnap etc in this new addon, can we have a link when it's done? =)
  20. acog99

    DMSmokeEffects Beta 4

    I've "known" DM for quite a few years, trust me; He knows. =)
  21. acog99

    IMWM

    Think it's best if I bow out of this thread, my reply wouldn't be welcomed. I'll PM the addon team/creator with any further questions I may have.
  22. acog99

    Incoming!! Y.A.A.A...

    Would making it MP ready be a large undertaking?
  23. acog99

    Ammocart beta release

    I think it's very good, I'll grab it since it's bound to come in usefull for quite a bit.
  24. acog99

    IMWM

    I pasted the relevant parts, but anyone can use google, even you it seems. =p Given the AI's moments of sheer silliness, the AI will turn these into martyr type combatants, since the AI will fight to the death.
  25. acog99

    IMWM

    Make missions about beheading young Marines maybe? But a question about the mod (looking great btw) which class of fighter are you making here? There are two very different type of fighters in Iraq (regardless what nation state they arrived from) Guerillas and Martyrs Their purpose is to kill as many Marines as quickly as possible and then evade. They DO NOT want to die. Dying is an acceptable risk to the Guerillas, but their intention is to live and fight another day. The tactics used are pretty much classic Guerilla warfare. The Guerillas will engage Marines only on terrain of their choosing when they have tactical advantage. After contact is made the Guerillas will disengage and evade. Their evasion route normally is out of sight of Marine overwatch positions. Martyrs' purpose is to kill as many Marines as possible before they are killed. Time does not have any significance. The Martyrs want to die by the hands of Marines. The final outcome of their actions results in dead Marines as well as their death. Their tactics directly reflect their purpose. The Martyrs will make fortified fighting positions in houses and wait. Marines will come, they will fight, and they will die in place.
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