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sgt_Savage2003

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Everything posted by sgt_Savage2003

  1. sgt_Savage2003

    RH Pistol pack

    thanks totally saw that the other day and completely forgot about it.
  2. sgt_Savage2003

    RH Pistol pack

    @RH well done. Any way we can get a list of what accessorizes are compatible with each Gun. Also The IR laser will not work with any of the pistols. And any chance of getting the GLOCK G34/G35. Once more Thanks for the Mod and Cant wait till the rest of your mods to come out.
  3. sgt_Savage2003

    FHQ Accessories pack

    Thanks Will have to give them a full rundown. Alwarren Keep up the great work.
  4. sgt_Savage2003

    FHQ M4 for Arma 3 (Prerelease)

    IF you are going to be so negative about some one's work Just go make your own so we can all be critical of you.
  5. sgt_Savage2003

    VTS Simple weapon resting

    Well Done, Now only if we can get bi-pods to work. Now I have yet to test this our but how much side to side aiming do you have?
  6. Yea like I said its what works for me.
  7. These are what I use, yes this may not be done the right way but it works for me. ADD to Hunter For more 40mm this addMagazine"200Rnd_40mm_G_belt"; Add to AH9 for more Rockets this addmagazine"24Rnd_missiles"; ( this one is impractical but fun to load up a helo with a few hundred Rockets) this Addmagzaine to Mortar for different shells this addMagazine"8Rnd_82mm_Mo_Smoke_white"; this addMagazine"8Rnd_82mm_Mo_Flare_white"; this addMagazine"8Rnd_82mm_Mo_shells"; this addMagazine"8Rnd_82mm_Mo_Inc";
  8. Have been looking through the Six Config browser, and iam trying to see if there is a way to convert the stranded acc flashlight that is in the game. To a IR type flashlight. Here is the IR pointer. http://browser.six-projects.net/cfg_weapons/acc_pointer_IR/config?version=69 class acc_pointer_IR: ItemCore { descriptionshort = "Emits light visible in the image intensification mode (night vision)."; descriptionuse = "<t color='#9cf953'>Use: </t>Turn IR Laser ON/OFF"; displayname = "IR Laser Pointer"; model = "\A3\weapons_f\acc\accv_pointer_F"; picture = "\A3\weapons_F\Data\UI\gear_accv_pointer_CA.paa"; scope = 2; class ItemInfo: InventoryFlashLightItem_Base_F { mass = 8; class Pointer { irdistance = 5; irlaserend = "laser dir"; irlaserpos = "laser pos"; rmbhint = "Laser Pointer"; }; class FlashLight { }; }; }; And here is the Flash light. http://browser.six-projects.net/cfg_weapons/acc_flashlight/config?version=69 class acc_flashlight: ItemCore { descriptionshort = "Weapon mounted light."; descriptionuse = "<t color='#9cf953'>Use: </t>Turn Flashlight ON/OFF"; displayname = "Flashlight"; model = "\A3\weapons_f\acc\accv_Flashlight_F"; picture = "\A3\weapons_F\Data\UI\gear_accv_flashlight_CA.paa"; scope = 2; class ItemInfo: InventoryFlashLightItem_Base_F { rmbhint = "Flashlight"; class FlashLight { ambient[] = {0.001, 0.001, 0.001}; color[] = {1, 0.9, 0.8}; conefadecoef = 10; daylight = 0; direction = "flash"; flaresize = 0.35; innerangle = 50; intensity = 100; outerangle = 120; position = "flash dir"; scale[] = {0}; size = 1; useflare = 1; class Attenuation { constant = 2; linear = 1; quadratic = 75; start = 0; }; }; }; }; hopefully some one can help me out here.
  9. sgt_Savage2003

    Re Configing Flashlights

    Wow this is realy sad guys, There are tons of moders out there and no one can take the time to chime in and help me get my barings.
  10. sgt_Savage2003

    FHQ Accessories pack

    Sweet cant wait to see these guys in action. I really like the tan one. What kind of recital will we get?
  11. sgt_Savage2003

    FHQ Accessories pack

    Thanks Alwarren for your insight. Yea it would be cool to have all accessories that you want on one gun, but the game is limited. With the BAD Lever It could be just cosmetic same with the 45 degree sights. I like the Idea of the side mounded red dot its what I use in 3 gun.
  12. sgt_Savage2003

    FHQ Accessories pack

    Yea would love to see some more magpul gear, BAD lever? OR Maybe DD 45degre off set back up iron sights.
  13. sgt_Savage2003

    How to do the UAV sitrep thing?

    Check this one out also a little bit easier to set up. I have this one running on a few of my Missions. http://www.armaholic.com/page.php?id=19289 Here is part of the Code but this will not work the way he has it written. You will need to fix it. [getPos orbit1," This is the part to change for the sitrep",300,200,180,0,[]] spawn BIS_fnc_establishingShot; What you have to do is place any marker in the editor named orbit1 or any thing you want to just make the change in the script. Also you need to Change getpos orbit1 to getmarkerpos "orbit1" Since Iam on my laptop right now I will check my code later to make sure it is correct.
  14. No MacScottie iam not using the Dev build.
  15. sgt_Savage2003

    Re Configing Flashlights

    thanks, But the way things are looking, I might just have to start making my own Mods Iam just no that good with scripting.
  16. sgt_Savage2003

    FHQ Accessories pack

    @Alwarren, I see where you are going with this. I would still would like to have the option of using the Riser on on my CQB M-16 setups. But with the way you make all the accessories interchangeable, I know we will get what we want.
  17. sgt_Savage2003

    Re Configing Flashlights

    wow 47 views and no input what so ever. was hoping some one from BI would help out.
  18. sgt_Savage2003

    FHQ Accessories pack

    Once the T-1 Or the H-1 micro like the one you are making are zeroed you leave it be. This is a fixed 1x power optic. so there should be no way to zero it during the game like some of the other optics. In the middle of Fire fight you dont have time to re-zero. What whould be cool is to have this paired with a 3x magnifier like the one you made for the Eotech. Cant wait to get this guy in game and load up some QCB.
  19. @MacScottie the sync to a static building to trigger is working as of the current build. I have it set up with the task system.
  20. sgt_Savage2003

    ARMA 3 Addon Request Thread

    IR Chem lights and IR flashlights that are one sided. That way you can mark your pos and not give it away. I dont know off hand if the IR designators that are in the game now can be seen by any one with NVG's? ---------- Post added at 08:54 PM ---------- Previous post was at 08:46 PM ---------- I know that they where in A2 With ACE.
  21. Gave it a go the other day and it works OK in SP. Any way to place them on the helmets like this.
  22. sgt_Savage2003

    Mk18Mod1 [ALPHA]

    very nice man, keep up the good work and cant wait for your release of the updated work. have not had a chance to look at the mk18 yet.
  23. sgt_Savage2003

    FHQ Accessories pack

    Yea this what I was trying to say also and the sights should be co witnessed a little better . Here is what i could find but I think MacScottie can explain it better then me. http://www.ar15.com/ammo/project/opticsreticles/EOTech/65MOA.jpg
  24. sgt_Savage2003

    FHQ Accessories pack

    any progress on updating the front sight post. great work over all but this is the one thing that just bugs be every time that I use the Mod, I know u might have said it in the past that it will be fixed. Also any chance of getting a 3x mag for the Aim point. Keep up the great work.
  25. sgt_Savage2003

    helicopter landing

    Victim93 the big issue is not picking them up its droping them off under fire or when there is a bad guy within 500m. With the skill of the AI there is no reason why it should take forever to land and drop a group of men and then take off with out being shot down.
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