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pre-Vet

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    300
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10 Good

About pre-Vet

  • Rank
    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Realism
  • Occupation
    Recce NCO
  1. I just installed AIA, A2 and OA again. works now. Eventhough I dont get all OA/A2 vehicles with "remove A2 units" activated. I'll figure it out step by step ;) Would that replacement word be like this?:
  2. Just figured out it is AIA doing it, not the "hide from editor" For example, Blue/Red -> Men only has: "Ammo bearer" "Crewman" "Engineer" "Missle specialist AA" "Missle specialist AT" and "Officer" Green does have all units. With the replacements I meant, would it be possible to replace all A2 pilots with A3 pilots, all A2 crewmen with A3 crewmen etc. etc. I'll try to fing out what the problem is, when I find it I'll let you know.
  3. When I use AiA_HideA2UnitsFromEditor it hides a lot of A3 units as well. Would be cool to have a replacement per class (pilots/crew/infantry etc.) Nice job guys!
  4. ACU: http://forums.bistudio.com/showthread.php?149563-E3-Units-(new-camos) OCP is already in the game. M4: http://forums.bistudio.com/showthread.php?149507-FHQ-M4-for-Arma-3-(Prerelease) I don't see the problem. (btw -> http://forums.bistudio.com/showthread.php?148719-ARMA-3-Addon-Request-Thread-%CE%B1)
  5. pre-Vet

    -E3- Units (new camos)

    Those will really open up some scenario options! Maybe you could use the rangemaster as a base? Just to get rid of the kneepads. Looking forward for your next update. Thanks for the work so far.
  6. pre-Vet

    Mk18Mod1 [ALPHA]

    Nice beta, with the improvements above it will be a great mod. Maybe you'll consider changing the name to OBR 556, just to clear things up. Hope to see more of you guys.
  7. pre-Vet

    FHQ Accessories pack

    I'm not using Dev build. The EOTech works fine. I tried without any other mod active and still the same problem with the reddots. Its not a big issue for me, just wanted te let you know, don't know if anyone else has te same problem..? Sure hope BIS would give you a hand on this project, making it compatible with other A3 weapons!
  8. pre-Vet

    FHQ Accessories pack

    Really good mod. However, it seems the red dot of the aimpoint and the docter sight are visible as a laserdot. I see it placed on objects when not aiming down the sights. I'll check tomorrow if its another mod interfering.
  9. pre-Vet

    Safety / Weapon Malfunctions

    Safety might me good when the weapon is lowered. It should be engaged en disengaged automaticly though, as IRL the act of disengaging your safety is so fast and you cant simulate it with a mouse and keyboard. Jams might be good, especially with belt-fed weapons!
  10. pre-Vet

    R3F French Weapons Pack

    This is a really nice mod, happy to see high power optics as options! Once thing though, could you make the HK417 have the firemode to singleshot by default?
  11. pre-Vet

    RQ-11B Raven for Arma3

    The minimonitor is great. You really make excellent mods.
  12. Finally long civvie trousers to make PMC/PSD units! Thank you!
  13. pre-Vet

    Forward-porting ArmA 2 content to ArmA 3

    I used WARFX to fix override it, gives a bit to much smoke and dust but its better than the ugly blocky explosions. Does anybody know how to fix the "damage smoke" coming out of jets? Setting allowdamage doesn't work.. This is a great script btw!
  14. Due to my inexperience with scripting I chose to make a helocast from a low flying helicopter over the water using your eject script and than use Sgt O'Halloran's boat script. Tried to spawn a crrc from under a seahawk like this http://www.globalsecurity.org/military/systems/aircraft/images/SH-60F_Kduck1.jpg but failed
  15. Man you are quick! Would it be possible to start as the crrc driver in the back of a chopper (ch53/chinook) and than be casted by a AI pilot? I don't want to be a pain in the ***, thanks for the help so far!
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