=kct=blackmamba
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Everything posted by =kct=blackmamba
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I must say I liked the first episode allot, however I liked A2's campaign just as much great work once again keep em coming ;)
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NLMARSOF V2.185
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - ADDONS & MODS: COMPLETE
here some more screens of the progress on the woodland units and tan uniform. also a closeup of the retextured MX series. http://i1131.photobucket.com/albums/m550/blackmamba965/arma32013-12-0111-18-55-537_zpsba443ee8.png (733 kB) http://i1131.photobucket.com/albums/m550/blackmamba965/arma32013-12-0111-22-18-822_zps31b4ff12.png (791 kB) http://i1131.photobucket.com/albums/m550/blackmamba965/arma32013-12-0111-19-23-173_zps4a010708.png (1095 kB) http://i1131.photobucket.com/albums/m550/blackmamba965/arma32013-12-0111-20-56-100_zps2968c025.png (1131 kB) http://i1131.photobucket.com/albums/m550/blackmamba965/arma32013-12-0111-18-23-269_zpsaff7acbf.png (866 kB)- 302 replies
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- Netherlands Maritime Special
- Infantry
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NLMARSOF V2.185
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - ADDONS & MODS: COMPLETE
not yet, I noticed that "BIS" made a pretty reasonable M81 woodland uniform and im looking if I would use the "official" one or my own.. besides I also noticed that the MX series now have hidden selections and I made my own textures for them. http://i1131.photobucket.com/albums/m550/blackmamba965/arma32013-11-3021-13-46-434_zpsdaa5c10b.png (705 kB) http://i1131.photobucket.com/albums/m550/blackmamba965/arma32013-11-3022-38-38-628_zps9598cbc5.png this is only WIP as im not realy happy with the Ammo clip. be gentle this is my very first attempt at texturing weapons besides the MK20 which came out not to bad and or units, but still allot to learn.- 302 replies
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- Netherlands Maritime Special
- Infantry
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NLMARSOF V2.185
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dutch marines don't use diemaco's, They use the Colt C7/8 variant's, the HK416D10RS, Accuracy international antipersonel sniperrifle 7.62mm, Barrett M108, Mag machinegun 7.62mm, and the Glock 17. oow and for national security purposes they would use the MP5's, FNP90's as well. aagh I forgot to add the Mossberg shotgun to the list but I will focus on what's available right now and see which weapons I may use if I ask polite ;)- 302 replies
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- Netherlands Maritime Special
- Infantry
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NLMARSOF V2.185
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thx shiftysean, probably wouldn't have found that one thx. will be fixed in future release.- 302 replies
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- Netherlands Maritime Special
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NLMARSOF V2.185
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - ADDONS & MODS: COMPLETE
the square on the arm is Velcro and the emblems stick to it pretty good in my opinion. the picture : I know it should be on the upper arm, but than it would read backwards on the other arm. in my reference pictures a soldier actually had that emblem on the vest like in the picture u just posted so I figured why not do it like that. pockets camouflaged individually is something I might consider for a future release, it never crossed my mind. will see if the actual uniforms have it that way, if so ill probably change that later on. the amount of produced content I thrown together is done well within a month. right now I am taking a break for a little while. @ RatNL thank u.- 302 replies
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- Netherlands Maritime Special
- Infantry
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NLMARSOF V2.185
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that would be one scenario. well I pretty much covered land and sea units in this package.- 302 replies
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Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
the ones from drop box and steam workshop are identical they are all V1.7. ill change the .pbo name for any future release if that helps. -
Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
if u are referring to the v1.8 version I must disappoint u, it is not yet released. as far as I know I always changed the version number for every released version so far. I change the version number in the editor to new build (this one will be displayed in browser) and save it, double check if the number is right by going to my mission.sqm. which normally is in the same folder as usual, if numbers are correct I go back in the editor and export to MP missions or publish on steam. so when u download the mission the name is identical to previous build but in game browser or MP lobby shows new a version number. -
General Discussion (dev branch)
=kct=blackmamba replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
so in Greece most people do not have windows at all ? last time I checked they know exactly how cold a winter can be just like us, yet most of them have no windows ? ooow yeah I forgot they are in recession so they sold their windows... -
Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
its a known issue which first occurred in EOS 1.1 or even before that build. only thing u can do about that is restart the mission and wait until everything has initialized. -
DarkGiver's Armory : SIG 55x PACK for Arma3. V1.0 is out !
=kct=blackmamba replied to DarkGiver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi dark, I see u have signed your addon which is a good thing I wish all authors did that, but when I download from armaholic the dg.BiKey is missing. just wanted to let u know that without the dg.Bikey the signature files are useless. -
BTC_camera_unc = 1; to BTC_camera_unc = 0;
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u are fast :)
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Hi Giallustio, latest official patch seems to have broken the respawn with same gear function. as far as i have seen it doesn't spawn goggles and headgear. will post back if I find more. [EDIT] its not working consistent but it does spawn goggles+headgear some times.
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Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
is not yet released, perhaps later this week when the first official patch is released. -
Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
@ =WKV= Blackwatch sure go ahead u are free to edit it to your liking ;) at the moment I added a cargo load system which loads vehicles cargo, reason is I removed VAS from vehicles for good. also I added a first aid system in the base (made it sort of a medical center) so when u are wounded u can also go inside the building and u get healed. but it is still WIP, I need the doctor ingame to finnish this script to make it look like u actualy get treated ;) I fixed the groups menu user action , it looks like it keeps working much better now (doesn't stop working after a while) like it did before. -
TransportWeapons in CfgVehicles issue
=kct=blackmamba replied to BadHabitz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
here u go.. _unit addItemCargo ["FirstAidKit",100]; //adds item to cargo. _unit addMagazineCargo ["9Rnd_45ACP_Mag", 50]; //adds magazine to cargo. _unit addBackpackCargo ["B_UAV_01_backpack_F",1]; //adds backpack to cargo. _unit addWeaponCargo ["launch_B_Titan_short_F", 1]; //adds weapen to cargo. -
Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
-player names : will be fixed in next version. -rally points : if it is infact breaking other scripts I will take them out, also redeploy on player would not be possible anymore. -enemy spawn to close : have to see what I can do abouth that. -vehicles under the roofing : it is caused by terrain vertices are bigger in MP hosted games, only thing I can do is relocate the vehicles or bis has to come with a solution same reason why rocks sometimes float in the distance. -weapon restrictions : I restricted certain items and weapons by default in VAS config.sqf cause they are part of opfor's armory. restrictions, disables for example the ability to use a sniper rifle when u are a medic. -
Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
@ thepredator could u provide a .rpt ? if it is the case spawning on player breaks those scripts I might take that and the RP out. I made MHQ optional for next release, can be turned on/off in mission parameters. -
General Discussion (dev branch)
=kct=blackmamba replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
@ chaoticgood, when u have the simulation of a vehicle stopped also disables the option to interact with it, how would u enter it if u cant interact with it?... -
Enemy occupation system (eos)
=kct=blackmamba replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nevermind... -
Co32_Insurgent_Occupation
=kct=blackmamba replied to =kct=blackmamba's topic in ARMA 3 - USER MISSIONS
first post updated. -
Enemy occupation system (eos)
=kct=blackmamba replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[[your marker],[0,0],[0,0],[0,0],[0,0],[0,0,0],[0,1,350,EAST]] call Bastion_Spawn; -
Roadside IED Script
=kct=blackmamba replied to mantls's topic in ARMA 3 - MISSION EDITING & SCRIPTING
when I am editing I mostly do that in a LAN inviroment so I assume that it is still local. I was answering to greenberet40 who could not see the disarm function ?.