kurtz1
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Everything posted by kurtz1
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I am trying to get Carrier ops working. I have loaded all the appendices but am getting this error. When clicking on this mission: alive=[Carrier - ops]=v1.1 cannot play this mission deleted.a3_structures_f_heli_items_electronics, task_force_radio_items, a3_modules_f_cureator_cureator What did I miss?
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Should you decide to use helicopters in the next game, there is at least one mod that repaints helos in civilian colors. This may be a good fit with your desired look and feel.
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I installed the accessories pack to use with the excellent G36. I mounted the ACOG scope only to find I don't know how to use the sight. It is the red curved bar that I need an explanation for. Thanks
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How about this ... Insertion is by OH1 helo to 1 of 3 LZ's (Whiskey, Zulu, Xray) on the same side of the island. The LZ's are marked on your map before the start. After finding the body you call for extraction. The pilot responds with a random pick of a LZ. When you reach the LZ you call again and shortly after the helo arrives. If the LZ is hot, the helo won't land and returns to base . You have to clear the area and repeat the process and take a chance that the pilot may pick a different LZ. The mission is over when the helo is "feet wet". Should you get shot down over the island, well too bad.
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Are there any strategies for finding a vehicle to transport the body? Also I get messages about an abandoned vehicle but nothing on what direction to search.
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Rydygier could you take one more look at what the differences are between 1.74 (which works fine on my system) and the latter versions which all give me any empty map. I tried everything on my end. BTY I am having great fun finding new ways to die in 1.74.
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Agree. A helio ride would be appreciated.
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Would like to test, where can I get it.
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
kurtz1 replied to SaOk's topic in ARMA 3 - USER MISSIONS
One small bug, launcher crate was saved but when returning to the game it had changed to a weapons crate. -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
kurtz1 replied to SaOk's topic in ARMA 3 - USER MISSIONS
Just started and was want to know what to do with prisoners? BtW, is Shift-1 supposed to work on both sides? -
Isn't 100 meters a little high. Would 25meters be closer to realistic?
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Thanks for 1.74 and for making such a great scenario. With 1.75 or 76 I can run from the boat landing 3km without seeing any form of life, no messages, tracks or people. The towns are empty. All tests are from a new game. Empty map is from the start. No other changes are made to Arma, just load 1.74 and the game comes alive. What you have accomplished in making this game, is just amazing. PS I have these mods: CBA, lkr_ammo, @SpeedOFSound, TPW_MODS, ww_AImenu.
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Can I get a link to version 1.74. Armaholic has been updated to 1.75 and I cant get anything on 1.75b, no enemy, no loot, no markers for checked churches. 1.74 worked, then I put on 1.75.
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I have been having a hard time finding loot. I am at the big airport in the bottom center of the map, I thought for sure I could get loot there. No luck. Can you drive around checking the map for the loot indicator?
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I just started Pilgrimage and so far, so good. Can I get some advice. I come ashore and head inland. 2k in I spot a hideout. It is guarded by 2 soldiers. I move up for a clear shot and immediately get killed. Next time I sneak around an attack from the back. I am prone, crawl up to the top of the ridge, look over to spot my target and get shot. Is it possible to sneak up on the AI? What am I doing wrong?
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Anyone here use Glovepie for voice commands? Have you gotten it to work with this mod?
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I found that removing the optics.pbo and optics.bisign cured the disappearing cross-hairs prob. You will be back to the original but it works.
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When I save and return I often loose the reticule in the scope. It appears to happen after playing for a while when there is a lot of object in play. I tried removing the optics.pbo without any luck. Which other .pbo might be causing this problem.
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Randomly generated roadside IEDs
kurtz1 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There is no real definition on what small is but I think a hand grenade size explosion would work. The medium explosion is great. If anyone has a 'clear the area" SP mission already made, please post it. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
kurtz1 replied to kibot's topic in ARMA 3 - USER MISSIONS
There is a free voice activation program that will revolutionize your play. Once you use it you will never go without. It's called GlovePie. There are several links to it, here is one. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
kurtz1 replied to kibot's topic in ARMA 3 - USER MISSIONS
Are we committed to the new 'no save' feature? I liked it the way it was, I didn't realize it was broken. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
kurtz1 replied to kibot's topic in ARMA 3 - USER MISSIONS
1 small problem. When placing HQ manually, all enemy outposts are clustered around HQ, leaving the rest of the island empty. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
kurtz1 replied to kibot's topic in ARMA 3 - USER MISSIONS
I like having a runway, port or beach as a base requirement, seams best for resupply. Should fast travel between FOB's be made for the entire squad? Also FOB's could also be sandbagged bunkers for variety. -
Could you look at using the Nightstalker scope on an MX rifle braced against a window in "big stone house". I would like a second opinion if the sway while looking through the braced scope is correct.
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[SP]Dynamic Universal War System (DUWS alpha0.1)
kurtz1 replied to kibot's topic in ARMA 3 - USER MISSIONS
I like having the option to run cleanup when I want.