tholozor
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Posts posted by tholozor
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Very nice look on the PVS-15s, I've always loved the spray-paint look, and most of the NVG models out there are sparkling clean.
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Are the RHS opscore's not also from Sabres SOTG mod for ArmA 2? There he credits Jeffers Pang with these models?
Is this Jeffers Pang?
Those are indeed Sabre's Ops-Cores from SOTG, not sure if he's a part of the RHS Team now or donated the models.
If you're asking if I'm Jeffers Pang then no, I'm not.
Also in reference to the post asking about NWU Type 1, that camouflage is not worn by members of Naval Special Warfare.
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I just now noticed the last picture has one of my snakeskin-painted helmets too.
I can provide screen-caps of my Photoshop files if necessary.
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Those AOR1 and AOR2 Ops-Cores are my re-textured RHS Ops-Core helmets. Please do not use those without permission.
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Hello I'm having a problem with the PRC-148 radio and it's very frustrating not being able to use this great mod!
I cannot hit the down arrow button as it instantly closes my radio i've tried holding down ALT or CTRL and nothing here's a video of me trying to use it.
also think the enter button is broken
Known issue: https://forums.bistudio.com/topic/181471-acre2-stable-release/page-8#entry2909619
If you click and hold the mouse button over the respective button, drag the mouse off the button and release it will work.
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Just encountered a strange issue, when pressing the Down Arrow on the 148, or Keypad 6 on the 152, the radio closes. Pressing and holding the button, dragging off the radio and releasing seems to work fine though. Thoughts?
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It's recoil padding.
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Very nice! It always bothered me how much the heavier vehicles would "throw" themselves around and slide all over the place. That tank actually looks like it has the appropriate weight and handling for a vehicle with that much tonnage.
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Wouldn't it be possible to disable the AI's ability to move and then re-enable it upon takeoff?
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It's so strange, I actually managed to get the UNA Targets to work in Arma 3 just recently, now I may not need them at all!
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Now you're talking my language! Can't wait!
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Great Success! Can't wait for more!
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Very much excited! Best of luck!
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HB, hiddenSelectionsMaterials has to be put into the unit that the uniform uses for its uniformClass. The config will use the uniformClass unit to determine the rvmat for the uniform.
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To make units (and by extension, Groups) available in Zeus, add the classnames of the units into the units area at the beginning of your config file.
class CfgPatches { class your_addon { units[]= { "unit1", "unit2", }; weapons[]={}; requiredVersion = 0.1; requiredAddons[]= { "required_addon_and-so-forth" }; }; };
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It's definitely not any kind of bullpup.
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As as heads-up, the camouflages you have for Desert V2 and Woodland V2 are the U.S. Navy's AOR1 and AOR2 camouflages respectively, which are used by Navy SEALs.
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Richards, to make them spawnable for Zeus, the classnames for the vehicles should be listed in the units[] section of the CfgPatches of your config.
class CfgPatches { class myAddon { units[]= { "unit1", "unit2" }; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F" }; }; };
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Raven, I'm having some difficulty using the fast-rope script for a helicopter that LIFTER doesn't recognize (personal re-skin of the MH-9). I followed the instructions provided with the latest release in the config_fastrope.txt, yet the fastrope option does not appear. I was unable to find anything wrong with the setup of the execVM, so I made a quick copy of the init_fastrope.sqf and added some debugging hints. From what I'm seeing, the script is exiting on line 9, right after the 5-second sleep to check if the LIFTER module is loaded.
if (not isnil("_yaFR")) exitWith {};
Any ideas?
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If you're referring to the sight on the KAC PDW, that's not an EOTech. If you read the side closely, it's a LaRue Tactical sight, and supposed to look like that.
http://i2.photobucket.com/albums/y44/mfingar/LaRue_Tactical/IRONDOT_Trio-2.jpg
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So glad to finally have this beauty back! One thing I've noticed is that the rotors lock up when the engine is hit, leaving it unable to auto-rotate.
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IIRC, combat mix is one HEI for every five rounds of API.
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Loving the update on the grenade launcher variants, can't wait!
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For anybody that's interested, I've made a small edit that fixes the HEMTT ammo truck being named HEMTT (Fuel).
https://dl.dropboxusercontent.com/u/61794689/rpa_refined_vehicles.pbo
Advanced Urban Rappelling
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
It seems that pushing off walls only works if the Sprint command is bound to a keyboard button, mouse buttons don't work. Any possibility of implementation, or is it an engine limitation?