Mav87th
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Everything posted by Mav87th
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HAFM ArmA 2 UK Wheeled - Import
Mav87th replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Super fine vehicle port you have made. I'm getting the "stryker dead ammo" thing as well, but noticed that you have that under control already. Any ETA on the update? -
Toadie's SmallArms and Animations for Arma3
Mav87th replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sweatener....me likes ;) edit after test.. Works again. but i can not for the life of me get it to go "click" on the bipods like other weapons. Do i need to put it in a certain order on the priority list?? -
Toadie's SmallArms and Animations for Arma3
Mav87th replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone have the 1.1 version of the M60E I am having the formentioned error with the latest install and can not use it in missions. -
Toadie's SmallArms and Animations for Arma3
Mav87th replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Updated Core and M60E4 alone (no AK pack) gives this error: No entry 'bin\config.bin/CfgWeapons/hlc_lmg_M60E4.selectionFireAnim' -
I think you need to look at modpriority listings. Make sure you have: tmr ASDG_JR ASDG_attachments and then later U100 with the optional tmr bipods That works for us.
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
Mav87th replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Is there anyway that i can make an ArmaSync Repository on an ftp server that is not windowsbased. I can not seem to make it work if i build the repository locally and upload it. -
Toadie's SmallArms and Animations for Arma3
Mav87th replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry to ask, but why are the Core part of the mod not installed in its own seperate moddirectory. Seems odd that one should overwrite the keyfile of the Core mod (that is a requirement) with the weaponsmod (M60 in this case). -
NATO SF and Russian Spetsnaz WEAPONS for A3
Mav87th replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fantastic Weapons Pack - thats what it should be named :) One little bug snug into the last version though. The supressor "muzzle_mas_snds_SMc" for SR25/HK417/EBR is not working. When put into a backpack fx. a mouse overlay tells its a 6.56 supressor -
Hi again EricJ Could i trouble you to post the modlist you use. And to be more specific, in what order they are. I seem to have some problems with how i have installed TMR, so when i have that mod on (at least the version and order i have it installed in), then there is no recoile what so ever with your weapons fx. SCAR-H long barrel. Properly the same as Shadow_MSOG has experienced. So i don't think its a problem with your mod, but a problem with TMR or one of its versions. ps was tested with RC14 update1
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Whish: Script spawning camuflagenet on a stoped vehicle
Mav87th posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has anybody seen, heard or knowledge on this. What i would like to do is have a menu item when looking at a vehicle giving the option (if the car is stopped and engine off) to spawn a vehicle camuflage net with the opening pointing in the same direction as the vehicle. That way you can park and hide the vehicle. Best regards Martin -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
Mav87th replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
TPW its a great mod, but is it possible to extract the greek music from the DL, so you have two DL's. One with it and one without it. Pretty stupid to have to update all clients via repository (A3Sync) when its not "needed".- 5764 replies
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- single player
- realism
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RQ-11B RAVEN for Arma 3 - RELEASED!
Mav87th replied to Feint's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Feint have you heard anyone talk about a red "debug" ball being displayed on the ground where the Ravens Target is? Our group saw that using the latest release last night in a Coop mission. -
Saul these templates are AWESOME. Could/would you consider making templates for Booniehat, Cap and backpacks??
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Hey Feint - super fine Raven you have made there. I already packed up a Hunter with it in the luggage compartment along with all the other stuff we use. regards Martin ps When loaded into a vehicle from the mission start. I can not assamble the Raven when i pull the Raven-backpack out of the cargo in the vehicle.. If i just place a backpack on the ground - no problems. Any ideas on that?
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Ohh my Lord EricJ this has been developing into a fantastic mod!! Those SCAR models are just awesome mate. We are definitly going to be using this for some time as the units standard weaponry. Especially the SCAR-H EGLM. How ever i have two things i would like to see fixed with it :D. 1) the red-dot aimpoint for the EGLM is off its mark. The grenades fall short by quite a bit. 2) It would so sexy in black :D Is there anything i can do to help out with either of those things? I do get one error though. When shooting any of the guns the first time i get a pop up error "Sound _Scope not found" Do you have any ideas what that error comes from? And now im at it.... How do i put a Harris bipod into a cargo hold of a car this: this addItemCargo ["Harrissf_ej", 4]; this addItemCargo ["Harris_ej", 4]; this addItemCargo ["Harrisls_ej", 4]; this addItemCargo ["SureFire_ej", 4]; does not seem to work. There are no errors, but there is nothing in the cargohold of the vehicle.
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Make units join group leader.
Mav87th replied to frankiie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Reviving an old thread... Could someone please take me through the ini line, and trigger on act for joining two player squads to each other at a trigger location. There will be only players in the squads. So far i have two groups of 4 men. Alpha that has a module for set callsign to Alpha 1 1. the group leaders name is "alpha1" and in his ini line is "this setgroupID ["Alpha"];" Bravo that has a module for set callsign to Bravo 1 1. the group leaders name is "bravo1" and in his ini line is "this setgroupID ["Bravo"];" Then i have a trigger with a radius of 100x100 that has on act: "[bravo1, bravo2, bravo3, bravo4] joinsilent alpha1" It works like a charm in single player with AI, but not at all in Coop. Please help out :D -
super nice graphics and animations - i have a question about the sounds in the Release Candidate 1 version of the mod. Do i have to have the french weapons mod to not have errors regarding sound and some images? when clicking the ultimax 100 fx. i get an error on "pictures\r3f_arms\data\transparent_co.paa" not found. and when i shoot the weapons i get a "sound _FPV4 not found" error. I am wondering if the weapons are "supposed" to miss this in the RC1 or if i am missing a beat here :D But they look super nice
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A.C.R.E - Advanced Combat Radio Environment for Arma 3
Mav87th replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hmmm Sickboy....i seem to recall that callsign from somewhere.... -
Ill second that
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WW AIMenu (complimentary commands)
Mav87th replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Love the mod WindWalking - is it possible for you to put it on the Play with Six modlist? -
Hi great mission. With two survivors the base was cleared and Bravo ordered extraction. Went to the extraction point (checked all zoomed in on map) and waited a good 20 minutes. Nothing happened. Mission never ended. Medic would report unable every time he treated a man or me. Also one of my men got stuck in a kneeled position at the antennas - not a mission fault i presume, but a regular bug.
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How do you make AI walk up on "objects" used in a fortification?
Mav87th posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In a "Platoon House/Compound", that has to be partially defended by AI troops, some of the shooting positions are made from pallets arranged so you can stand on them and shoot over a wall. But how do I enable the AI to walk up on them. It's not happening with the "Move To" command in 3d right now. I know how to place a unit on the pallets at initialization, but i would like to know if there are a possibility to make them walk up on the pallets by them self's if told by the player. -
I had one of these, but found that i could get out of it by going to Map view with "M" and then back to 3d.
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Hmmmm I have tried a LOT now, but have not gotten it to work. I tried this but have not been able to make the AI units shoot anything with it. Do you have any pointers, helps or tips RavenDK?
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ArmA 2's Artillery Module
Mav87th replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did this using USMC M252 mortars with the leader as a Lieutenant, but it fails out with "Out of Range" and a script error like this: Execute Template Mission Error Generic Error in expression If (glbbattery |#|getvariable "ARTY_BADTARGET")then 2\missions\MortarTest.Brik\FireMission.sqf Error getvariable: Type String, expected namespace, object,group,control,team And it gives a HUD feedback of "Out of Range" Any ideas what is wrong ?