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jblack9

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Everything posted by jblack9

  1. @Mikey74 - Yeah he had to discontinue he mod several months ago because of school. It's really disappointing because that mod, combined with yours, TPW, TMR, and WW's mods are probably my favorite mods. The problem with his mod is added a function called LoseCOMMAND, which causes troops to panic and no longer be under your command during firefights, because this function was largely unresolved it breaks missions, and should just be deleted from the scripts. I wish I knew more about scripting or I'd try to fix it myself, also, my attempts to reach him have failed. I was hoping to see some of his scripts rolled into your mod, because there are some pretty awesome synergies between his and yours, but mainly the diving animation script. If you unpbo the PBO files, I think you'd be able to incorporate his stuff into your mod. He did give his express permissions for any modder to use it.
  2. Hi All, As many of you know, I love Zoolo's FFIS mod, and since he put it up for open source, I decided to try and take it over. Basically there's one small edit I want to make, delete the LoseCommand function so it's no longer possible to lose command of your soldiers during the fire fight. Can I just delete the section in the init.sqf that says LoseCommand, or do I need to do it in the main FFIS.sqf file? Thanks in advance.
  3. jblack9

    Enhanced movement and more

    would love to see the diving under fire animations from the firefight improvement mod in this
  4. Mikey74 - love using this mod. Also I love firefight improvement mod, and this mod seems like a maturation of that mod (since it died), any chance you would incorporate it the diving for cover animations that's in that mod in yours? I think it would be great!
  5. The thing with this mod is like it's mission specific for some missions it's not a problem, on others it happens immediately, does any scripter have the time or the inclination to provide a fix? Or an explanation of how we can fix it ourselves?
  6. I did that, and it's still an ongoing problem
  7. Yes exactly that. I mean everything on this mod functions fine, we just need to delete that section out of the scripts. Can somebody explain how we go about doing that? or can somebody release an updated version of the mod that does exactly that? Thank you.
  8. Does anyone have enough skills to explain how we can just DELETE the panic function out of the script?
  9. So the panic feature happens for me whether or not I have it disabled, it's fucking annoying, that's the one fix I'd want with this mod, and I'd always use it as is! AntoineFlemming, I love your mods, and since this mod is open source, I'd love to see you take it over!
  10. Love this mod despite the fact that it's quite buggy, I'm always hoping somebody would take it over and at least fix the bugs. If I knew anything about scripting then I would try it myself.
  11. How do I make the AI use names not numbers on the radio like in the showcase missions? Thanks!
  12. Hi apologize that I don't fully understand how this works, but can somebody provide me with a short detailed explanation? I would be much obliged. Is there something I can put in the leaders init line for example? like foreachunit this use names? Thank you so much!
  13. The AI wouldn't follow my orders to turn the IR lasers on? Anybody else have problems with this?
  14. I really wish somebody would take this mod over and finish it. I'm using it on Arma 3 Full and it's fucking awesome. If I knew more about scripting I would, but this is amazing.
  15. I'm sorry if this has already been answered but I searched. Do the vast majority of Arma 3 Beta mods work with Arma 3 full release? Want to start playing my mods on Altis
  16. jblack9

    [SP] Operation Hog Cove (Altis)

    Quick question for my own mission making, how did you randomize BLUFOR soldier experiences? Is this something you put in the init line? Thanks
  17. Thanks TPW! I never used dev branch used Arma 3 Beta Stable, will those mods that worked on stable Beta, not dev branch, work with full game?
  18. jblack9

    What exactly is ArmA 3's plot?

    This probably pisses me off the most about Arma 3. Like Wtf give us the background and faction descriptions at least for the purposes of making immersive missions. All the missions I've been making are the US/AAF teaming up against CSAT....grrr
  19. jblack9

    WW AICover

    Windwalking, This mod is excellent, especially when used with Fire Fight Improvement Mod. Would strongly suggest you incorporating his mod into yours since he is no longer doing updates or developments and said it's open source.
  20. Anybody else having issues with the AI not responding to move orders or formation, even when the LOSECOMMAND feature is set to false? Just tested this is happening if a soldier is injured for example and after he is healed he is stuck in place and won't move.
  21. Lowering the random to 100 would be awesome, thanks!
  22. I LOVE THIS MOD THANK YOU SO MUCH!!!!!!!!!!!!! I love the automatic fire, however, the bursts are quite long anyway you can cut it down a second or two?
  23. Is High Command still going to be in? I loved that feature...
  24. I get that according to the original lore, there is a UKSF team, and US general army infantry, is this still true? I don't like how there really hasn't been much reveal of lore
  25. All, Apologies if this was already posted I searched the forum and it wasnt. Can somebody tell me the nationality of the NATO soldiers? I know NATO is a mulit-national organization, but I couldn't identify which nationalities these soldiers are supposed to represent because there is no indication on their gear? Is it US like the rest of the ArmA games? Thank You
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