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lo0se

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Everything posted by lo0se

  1. lo0se

    J.S.R.S. 1.5

    I agree. Compared to past vanilla sounds they are of good quality. But they still don't even come close to yours. I am very hopeful that you will continue JSRS into A3.
  2. lo0se

    Scenarios for single player

    Just put the missions in multiplayer mission folder and host a server, give it a password and there you go. If this mission has AI you will still get them and if no one has your password no one can join.
  3. lo0se

    Not a fan of the HUD's aesthetic

    While a crosshair may come across as unrealistic..it does serve a purpose. In real life (Speaking from years of experience,) when you have your weapon pointed out but you aren't looking down the sights you have a general "feel" of where the rifle is pointed as long as the target is within 10 or so yards. Able to hit somewhere on a man size target if need be. Without a crosshair in Arma you lose this "feel" after about 10 feet. If you are clearing a area in game and you walk around with your sights up you lose your ability to look around with just your head. This lowers your situational awareness and makes it harder to tell where your teamates are while covering your sector. So I don't mind the crosshair. The only time I use it is if a target suddenly comes into view (ex. walks around a corner) at very close distances and I have to pop off multiple shots in rapid succession as i bring my sights up.
  4. lo0se

    Sabotaging Vehicles

    Nothing is broken, it is a custom script made for the mission so when you get close to the boat it gives you the option. Unless you have this script in your mission folder you won't have the sabotage option.
  5. lo0se

    ACE for OA 1.13

    Thank you Kerc, worked like a charm.
  6. lo0se

    ACE for OA 1.13

    Hey guys I have a question. I'm making a force recon replacement pack with binks new fr that I want to work with ACE. I am nearly finished, however there are 4 units that are not being replaced when ACE is active. I switched to vanilla and the units were indeed replaced, so I am guessing that ACE changes the classname of these 4 units. I've done a few google searches and can't find any information on the ACE classnames regarding USMC, I also tried Dev-heven, which linked me to Six Config Browser, but it does not have any USMC units listed. The 4 units I am having trouble with are Saboteur, Automatic Rifleman, Machinegunner, and Corpsman. I know that machinegunner is added by ACE. Does anyone know how or where I can find out their ACE classnames?
  7. lo0se

    US Marines

    Hell yes there is.
  8. You are awesome, I've been waiting for a replacement pack!
  9. lo0se

    COWarMod Release

    Thanks for the quick response, worked perfectly.
  10. lo0se

    COWarMod Release

    Hi Gunter, I noticed that while I have COWARMOD running both allied and hostile infantry units each have a large green ball floating above their head. I disabled all mods and the balls no longer showed up, I started with only COWARMOD and CBA enabled and I again have the green balls appear. Do you know which file in your mod is causing this? I looked a few pages back and didn't see anything related to my problem.
  11. Could you please have them replace both the BIS FR marines & Razor team? I would love to play the Harvest Red campaign will all my guys looking this badass.
  12. I read the list and not sure if this applies to any of the already mentioned suggestions. But I would like to see modding tool optimized. Arguably, mods from the community is what has made ARMA 2 so popular. But I have noticed that a lot of the members of the community have problems with configs. Is it possible to add a tool, where for certain mods (a helicopter for example) can be loaded into the tool. Then you are given a list of other vehicles, weapons, etc. And you can pick from that list what values you want for your helicopter. Example: I have a futuristic tank that I have finished modeling and would like to put in game. I lstart up the config tool and load my tank. I know that I want most of the characteristics on my tank to be like an M1A2 Abrams, so I look under presets/vehicles/armor/M1A2 Abrams. But for this futuristic tank I have given it a rail gun, as the US Navy project to have rail guns to start entering service in 2020, since ARMA 3 is in 2035, 15 years seems like a reasonable amount of time until we can get shrink the technology to fit into a tank, given the rate at how fast technology is advancing. So I go under the weapons category, and find the main cannon. Being a rail gun, the shell that is fired would not have an explosive warhead, and will fly at 5,800 m/s which can hit a 5 meter target at 200 nmiles away (overkill I know but I'm just basing it off a 10.64MJ prototype the US navy has.) So I select ammo type, and choose APFSDS since it is a kinetic round, which is what I need. Now I increase the flight speed to 5,800 m/s. I look at the reload time, and think its a little too slow, since my tank has an automatic loading system. I increase the loading time by a few rounds per minute. For speed and handling, I want to see how it works with M2 Bradley, so I go to vehicle speed and select presets/vehicles/armor/M6 Linebacker. I save it and it generates a config file. I load it into game and test it, load it back into the config tool if I want to change something. The beauty of it being a .cfg file is that if I want to add custom stuff (like RKSL did with his custom afterburner configuration) I can still do that. Or for people who have been using .cfg since the first Arma and are more comfortable with it. The main goal of this suggestion is to make modding in arma more user friendly. Skyrim is incredibly popular thanks to how easy it is to mod with the Creation Kit (which is evident by the 15,000+ mods available on skyrimnexus. Sure, a percentage of those mods are low quality/unsuited for a game like arma. But it should be manage-able. I realize that I only have limited experience with configs for arma, and from what I understand it may not be usable with all types of mods, such as units. But this may make the majority of mods more user friendly.
  13. lo0se

    Aliens and UFOs

    Another thing to consider is that if an alien race was advanced enough to make it to our solar system and were merely curious about us why would they need to come into our atmosphere to study us? Currently we have satellites that can spy from orbit. Don't you think that an alien race that has advanced space travel technology can do the same, only better? Hell, if someone can travel across solar systems/galaxies they could probably spy on us from the moon or mars or even from the edge of our solar system.
  14. lo0se

    Aliens and UFOs

    Sorry bud, but your understanding of evolution is flawed. The hypothesis isn't that we came from apes, the hypothesis is that apes and humans came from a common ancestor. We know that we had a common ancestor because of genetic similarities. When I say genetic similarity i'm not only talking about physical characteristics, i'm talking about how the majority of our genes are similar, similarities that can only be there if we shared them at one point in time. Much like how you have genetic similarities to your birth parents that could only come from them. The theory of evolution is that all life on earth had a common ancestor. Evolution is also referred to as "Decent with Modification." That explains why our genes are similar, but not the same. The easiest example would be dog breeding. Back in the 1800's German Sheppards then were very different from the ones today. Breeders wanted to improve them to make them a better working dog so they crossed those German Sheppards with other dogs that were more intelligent, physically stronger, more agile, etc. After generations of dog breeding they got a dog that had favorable mix of traits from previous dogs, and thus today's German Sheppard was born. Today's German Sheppards have all those characteristics, being extremely intelligent, agile, and strong, and are often called the perfect working dog, which is why the military and law enforcement love them. The breeding process can be called evolution, but some will argue that evolution can only occur in nature. Semantics, as both processes are very similar. Our evolution may not be as direct as the German Sheppards, since we know that Homo Sapiens (anatomically modern humans) and Neanderthals (Extinct Subspecies of Homo Sapiens) came from a common ancestor (Australopithecus Garhi) that looked nothing like an ape and neither did their ancestor. In fact, there are probably a dozen different species, and hundreds of thousands of years between the species that humans and apes shared. But it's there. If you wish, I can go into more detail about the different kinds of evolution like natural selection, mutation, etc.
  15. lo0se

    Aliens and UFOs

    I agree with assassin. The universe is a incredibly large place. Some galaxies are so far away that the light from the stars haven't reached us yet. We also don't know how advanced other life would be. An alien can be anything from a single celled microorganism, to a animal, to a race of super advanced sentient beings. They could even be at a similar technological level to us, only really able to observe from space probes at the edge of their solar system, we really don't know. For all we know, we could currently be the most advanced race in the galaxy/universe, or we could be the least advanced. We just don't know.
  16. lo0se

    Visitors for Arma2

    PuFu took the words out of my mouth.
  17. lo0se

    F/A-18 Super Hornet

    I dont know what version of the F/A-18 you are using, but the latest version (1.8) now requires that you have CBA installed. GLT missilebox also requires CBA to work, so you will need it no matter what version of F/A-18 you are using since the missilebox has been a required addon from the start. That should take care of your problem.
  18. lo0se

    F/A-18 Super Hornet

    If you suspect a mod may be the reason why you're having problems the best thing to do is to turn off all mods and start loading them one at a time. When you start the game and you find the F-18 has a problem, the mod you just loaded is most likely the cause. You can also list all mods you are using. Someone may see a mod that they have previously used with the F-18 that caused problems.
  19. lo0se

    COWarMod Release

    If you do get enough votes to start COWarAce then I think it would be best to start a new WIP thread in the Mod discussion section. That way those who are not interested in ace will not have to deal with it. I will be more than willing to help test this. I already know of a few problems that occur while running with ace, and what I deleted to fix it.
  20. lo0se

    COWarMod Release

    I would love to have an open beta ace compatible version. I play with COWAR already with ace, have to delete a few things but for the most part I dont get that many errors now.
  21. lo0se

    USS Nimitz

    I have the same problem. Yesterday I was using an older version of the Nimitz and everything worked well. Today I updated and now when I start my mission the everything (planes,humans,choppers,tractors) spawns 20 feet in the air. Ill take a look at the new readme to see if i need to change something.
  22. lo0se

    F/A-18 Super Hornet

    Weapon Classname: fz_f18_droptank Ammo Classname: GLT_1Rnd_fz_f18_droptank
  23. lo0se

    USS Nimitz

    I think hes saying that when he plays with the Nimitz on Chernarus, and tries to auto pilot land on the Nimitz it takes him to the nearest airport instead.
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