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pre-Vet

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Posts posted by pre-Vet


  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?:

    _unit = _this select 0

    removeAllWeapons _unit;

    removeGoggles _unit;

    removeHeadgear _unit;

    removeVest _unit;

    removeUniform _unit;

    removeAllAssignedItems _unit;

    _unit addgoggles "G_Shades_Black";

    _unit assignItem "G_Shades_Black";

    _unit addheadgear "H_mas_usn_HelmetB_light_a";

    _unit assignItem "H_mas_usn_HelmetB_light_a";

    _unit adduniform "U_mas_usn_B_CombatUniform_des";

    _unit assignItem "U_mas_usn_B_CombatUniform_des";

    _unit addvest "V_mas_usn_PlateCarrier1_rgr_a";

    _unit assignItem "V_mas_usn_PlateCarrier1_rgr_a";

    etc.


  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. Last WIP screens

    I'm working on some "neutral" uniform/clothes which can be use to make mercenaries or SOF units :

    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.


  4. Are you using the Dev...

    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!


  5. 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!


  6. Does anyone know which one of the Arma 2 pbo files causes some of the explosion smoke to look blocky?

    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!


  7. Robalo - my apologies. I had a lot of mods loaded and it looks like one of them was causing a conflict. Running with just the bare essentials the mod and configs work fine. Nice job.

    I will try and narrow down which mod was causing this to stop working - although this might take a while!

    Next time, I will run in vanilla with ACE first before complaining ;-)

    Did you ever find the mod that was causing this problem? I got the same problem and maybe you already figured it out.


  8. Great mod!

    I'm not sure about the scaling, the photos we have seen are taken from wierd angles, afaik nothing is wrong with it.

    a few notes to help the dev:

    -the pilot does not have any gear, so when ejected he doesnt have a pistol or map.

    -when using "optics"(numpad 0) the zoom goes to the dashboard, not the HUD.

    -could you place it in the editor under USMC->airwing->etc.?

    I think its a really complete mod, all the options in the menu and even a liferaft! Afterburners look nice too.

    great job!

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