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21 ExcellentAbout Monty Bravo
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Vcom AI V2.0 - AI Overhaul
Monty Bravo replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
D. Patterson, Check out the instructions. IIRC setting them to 'FULL' results in AI charging into battle. -
PROJECT UNCUT - Australian Defense Force mod
Monty Bravo replied to disco.modder's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Possible: Yep, you have evidence right there ;) Worth it: Prehaps. As allways, any and all 'suggestions' will be discussed and evaluated/decided upon by the Dev group :) -
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PROJECT UNCUT - Australian Defense Force mod
Monty Bravo replied to disco.modder's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am hoping you put the gas setting on the git as well ! That was something sitting in my mind for a couple of the weapons so thanks for the excuse :D (and on trhe fosters comment, I am thinking we should do Logi vehicles at some stage and the temptation to ad a carton o XXXX or extra dry to the stores on them is high) -
[WIP] Project Uncut - Australian Defence Force
Monty Bravo replied to disco.modder's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Kniazzy We have been contacted and our previously in house AAM bits and pieces have been given ! stay tuned ;) -
Yeah, gwtting the same thing. It comes up with a cannot load SEN_unitpools error We do run our server with -filepatching for ASR AI if that makes a difference.
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There was an Australian Skinned Tiger Floating around for ARMA 1... Its in english, n works just fine in ARMA 2.
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WIP: Stuff you are working on 2!
Monty Bravo replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The Kriss Model by DMC part of the upcoming AAF pack of randomness -
setobjecttexture for guns and units
Monty Bravo replied to Jelliz's topic in ARMA 2 & OA - SUGGESTIONS
Ok, second option would be to make your own hidden sections ? Most of the vehicles etc have a similar naming scheme so it shouldn't be to hard to work out. Then you only need little config files I guess ? -
setobjecttexture for guns and units
Monty Bravo replied to Jelliz's topic in ARMA 2 & OA - SUGGESTIONS
Many models already make use of the "hiddenSelectionsTextures[]" Command. (i think that the right one... This allows you to quickly adjust the texture for that part of the model. Check out the Biki For its format and have a troll thru the various vehicle config files to see what is using it already. -
WIP: Stuff you are working on 2!
Monty Bravo replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just something we are working on at AAF The model is made from scratch by DMC_Rulez, Importing, config and soon to be basic texture pass by myself. (For any who are wondering, Its the Hawkei by Thales Australia, touted as "The Next Generation Australian Light Protected Vehicle") -
Australians At War Addon Team - Infantry Units
Monty Bravo replied to [xdf]kanga's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just have to say... Utterly fantastic work AAW. -
shadow = true; Needs to be in the text attributes from memory
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AK shoulda read a little more closely. >.< Ok, edited again. And Thanks Ardvarkdb, its only one of them I was useing as a test, rest should be done in a couple o hours ;)
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Just as a note, the units in Rommels SS are retextured ACUSF. - Models created by ardvarkdb, and retextured by AAF. Also the SCARS are from the SF DET Alpha Scars Mod. By Scubaman3D (Silly rommel forgot to credit)