Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

149 Excellent

About mikey74

  • Rank
    First Sergeant


  • Interests
    Arma series.Gaming, would like a few friends.lol
  • Occupation
    Lead Printing Press operator

Profile Information

  • Gender

Contact Methods

  • Biography
    Full time father,pressman, and part time programmer.
  • Steam url id

Recent Profile Visitors

2498 profile views
  1. What pinned mod does! This will show what pinned does. I will upload a vanilla video too. Notice how USA troops gain the upper hand and go proned less often towards the end of the video. While the NVA stay proned for the most part. ๐Ÿ˜‰ This is what Vanilla does.
  2. mikey74

    LAMBS Improved Danger.fsm

    In my opinion. As it was during the FOA days. Dodging animation's should be a rarity. BUT Not everyone is of the same opinion. This is why I suggested maybe adding a random percentage option in the addon options. ๐Ÿ™‚ So if the player loves it. Should be anywhere between 75% to 100%, or someone like me it should be 10% to 25% of the likelihood a unit will use a dodge animation.
  3. mikey74

    LAMBS Improved Danger.fsm

    @mickeymen I wasn't referring to the animation. ;) I was referring to how often they spin on the ground per bullet impact nearby. ๐Ÿ™‚
  4. mikey74

    LAMBS Improved Danger.fsm

    I was wondering is there a way to tone down the AI rolling around like toddlers high on candy??? <---- I found it. lol I forgot you can configure certain mods in options. That said. Could you add a chance option of them rolling? IN FOA I randomized it a bit so they didn't roll evetime the hitnear triggered. I think it ended up around %25 of the time I would trigger it. If you can add that option. That would be pretty great. ๐Ÿ˜‰ Your turret mod, and suppression mod totally complements my pinned mod. But Danger and Pinned together. lol The AI looks very silly when they are pinned for long periods of time because of the constant rolling.
  5. I definitely feel you. FOA/AISS are no where near as big as JSRS sound mod. I can tell you. I get burned out just thinking of pulling that old mod apart and making it work again. So, I started over with a very simple mod called pinned. Over time this may grow to be as big as My other mods. But I kind of like the ole motto Keep it simple stupid. Start small and slow. Take your time so you can enjoy it. Modding shouldn't be boring work. As we all do this because we enjoy it. So lets try to stay focused on the enjoying part. ๐Ÿ˜‰ Other wise we will suffer the effects of our old pal burn out. ๐Ÿ˜„ Anyways incase you cant noticed. I'm excited to see you're back. ๐Ÿ˜‰
  6. Fire superiority. In military terms: the concept of establishing a greater volume of effective fire than your enemy. In my opinion. There is really no true fire superiority in Arma. This mod try's to correct that. The way it works at this time. Is based on the suppression system. When suppression goes up. The AI go down. So long as their suppression is higher than zero. They will crawl. This is also randomized a bit. This will be the Alpha release of this. Please give some suggestions. I cant promise I'll do what's suggested, but I'll definitely give it a look and consideration. Keep in mind. I want to keep this tiny for the time being. ๐Ÿ˜‰ FOA/AISS got way to large to keep up with. I can confirm this is compatible to Lambs AI stuff. I will say the Danger mod and Pinned look silly together as Lambs AI love rolling. So I'd recomend turning off Lambs main danger unit dodging function in ADDON options. Other wise if a unit gets pinned they end up looking like a group a toddlers on a sugar high. lol His suppression mod and turret mod and THIS mod all compliment each other. Make sure if you Use Lambs mods to put Pinned behind them in the load order. Download: Pinned link Alpha 0.2.2 Update: Oct 11 @ 2:56am Swapped SQF with a FSM for more efficientcy Tweaked configs for causes of suppression and times of suppression Coding clean up hotfix Update: Oct 10 @ 6:48am Removed the init message as it came up continuosly everytime a new unit spawned in Cleaned up the function a bit Alpha 0.2.1 Update: Oct 10 @ 6:21am Tweaked config Combat Brain Tweaked config Times for suppression Tweaked config distances of suppression Tweaked config skill based suppression Alpha 0.2 Update: Oct 8 @ 7:45am Missed a few hints that puase game. Those were removed. Made a tweak to stances. 1st release Update: Oct 8 @ 7:28am
  7. mikey74

    ARMAHOLIC website not working

    @foxhound This sucks, but is understandable. BIS and its community owes you a debt of gratitude. Thanks for All you did sense 2006! If it weren't for you and supporting the modding community. Honestly doubt I would have made it past OFPCWC. Thanks ๐Ÿ™‚
  8. mikey74

    Playing Multiplayer

    I don't know what changed, but why is it so hard to find my son on Arma servers to play prairie fire?????? Used to be easy. Whats changed? We have the same mods. We name our servers a unique name, but never show up anywhere. What gives??? Thanks in advance.
  9. mikey74

    LAMBS Improved Danger.fsm

    In reference to the 1st part of your video. Where you were firing fairly close without a suppressor and the AI was standing around waiting to be hit. I used this in FOA/AISS I inserted this in the config using CBA_shot Event Handler. There are a ton of variables in there to which I dont recal why I used them on some of them. As to the stealth aspect. yeh lol You'd have to use a lot of forget targets. ๐Ÿ™‚
  10. mikey74

    Throwable Satchel Charge!

    This has been updated https://steamcommunity.com/sharedfiles/filedetails/?id=2431971204 I've been asked to re-upload Throw able satchel. I redid the effects, and sounds. Got rid of the cluster grenade as it will need work. You will find a Demolition Specialist under NATO Men. The class name is B_Soldier_Demo_F who carries the throw able demo. YES AI will use this, but 70% of the time foolishly! The satchel is found in Arsenal under the name Throwable Satchel Charge. The class name is Demo_AMMO. Just put the backpack on character and start. The arming switch will automatically be added.
  11. Thanks for the info. Your tops as usual. Boy that really looks intimidating! lol
  12. Wow sorry man I must have missed this. I've forgotten about this script...โ€ฆ That said. I've edited it that may be what youre looking for if youre still looking.... Here are my edits. Got a sample mission https://steamcommunity.com/sharedfiles/filedetails/?id=1965523583 MikesSP_Respawn.sqf FOA_find_cover.sqf https://www.youtube.com/watch?v=42qCaSH_FsI Enjoy
  13. mikey74

    Faces of War [WW2]

    I like it. IMO most rifle sounds even in the best of mods are a bit weak. Very few of them have the punch like a real rifle sound. Granted we'll never get that. But lol few of them had that punch then weakened them later. idk why.
  14. mikey74

    Auto Aiming

    Yeh I have it set in a while loop with a few waitUntils. It did flash gunner view once or twice this last test. Kind of figured there wasn't an easy way to control a players aim by script. lol Thanks what I have works. Just need to polish it a bit. Thanks again. ๐Ÿ™‚
  15. mikey74

    Auto Aiming

    Thanks KillZone_Kid, I tried that one. When I displayed a hint while zoomed or not it always said internal view. BTW there is no way to script in a lock on FOV is there? Thanks again KZ You're probably the best coder and I've learned a lot from your site and you throughout the years in the OFP/Arma verse. I grovel at your feet. lol seriously kid your a hero. ๐Ÿ˜‰