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Phantom Six

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Everything posted by Phantom Six

  1. Phantom Six

    Phantom Six's Missions Singles

    Added 2 new missions CO 12 Oggy Men CO 12 CWR2 Chilling in the Dark Ace version of oggy men: Ammo bearers have no map
  2. Phantom Six

    @A3MP - ArmA 3 Map Pack

    Hello Alduric, First of all, I would like to thank you for your wonderful contributions in porting the Arma 2 islands over to Arma 3 with the ability to use custom islands on Arma 2 as well with your Arma 3 Map Pack. I do however have one concern about #7 on the readme. "7. If the author ask you to place a banner of his A3 group on you webpage/facebook/forums, you have to do it. If you do not agree, do not use A3MP. " I'm not sure if you're quite serious about the above statement in the readme seeing that A3MP also contains a few config from All in Arma and is created from Arma 2 sample packs on APL-SA license. The fact that you are enforcing the users of A3MP to create a banner of your Arma 3 group on their webpage/facebook/forums seems to be a method of forceful advertisement in itself. If I am correct, the APL-SA license did mention "you may not use this material for any commercial purposes." Thank you for your time in addressing this concern.
  3. Phantom Six

    Phantom Six's Missions Singles

    We completed it yesterday during CiA Coop nights too :)
  4. Phantom Six

    Phantom Six's Missions Singles

    New mission added. COOP 9 Tank Bush
  5. Nice, I shall update my missions. Once you confirmed it is fully stable on for the last version, I shall release my Arma 3 missions publicly :) . Nice job on the script, fills in the missing gap of the First Aid Module that I like back in Arma 2.
  6. Phantom Six

    Phantom Six's Missions Singles

    Check here for my collection of Arma 2 missions.
  7. Phantom Six

    Phantom Six's Missions Singles

    Armaholic mirrors: - Stealth Hunt Nagarack Co-02 - Lightbulb Killers Co-05 (@) - Trucker Porter Co-06 (@) - Humbug Thiefing Co-09 - Tank Bush Co-09 (@) - Frosty Needle Co-10 (@) - Chilling in the Dark Co-12 (@) - Oggy Men Co-12 (@) Check out my Arma 2 missions http://bnp-creations.weebly.com/arma-21.html
  8. Phantom Six

    SP/COOP 02 - The Marksmania

    Hey VanBuren. Nice to see some more missions. I'm not just in a masochist mood, but one life version? :D
  9. Phantom Six

    SP/COOP 02 - Hunting Grounds

    About your custom respawn script. Is it possible to have no respawn version as well?
  10. So I'm attempting to try use some setObjectTexture to try to get custom SWAT skin for all 10 playable units. It works fine in SP, but in MP and dedicated servers, it's not working. Basically, when I join as one of the team, I don't have the custom skin nor do the AI under my command have the skins. The AI on the other team who is lead by an AI leader however have the skin. I can teamswitch to them and have the skin however, but I want it on all players. Here's a rundown of the code that does this in the init.sqf _swat = [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10]; [[{_x setobjecttexture [0,"Texture\swat.paa"];} forEach _swat],"BIS_fnc_Spawn",true,true] call BIS_fnc_MP; Here is what I'm talking about on the other team have the SWAT uniform but mine. http://i.imgur.com/STO2105.jpg?1 (490 kB) http://i.imgur.com/QTn69KC.jpg?1 (347 kB) http://i.imgur.com/Jr6ZnHD.jpg?1 (491 kB)
  11. Is it only me or when I use this enableGunLights "forceOn"; Sometimes only 1 of the squad member walk around with his flashlight on. Sometimes they all do. Sometimes none of them do. I made sure they all have flashlights. Its pretty random if their flashlights on force on or not on their patrols. this addPrimaryWeaponItem "acc_flashlight"; this unassignItem "NVGoggles_OPFOR"; this removeItem "NVGoggles_OPFOR";
  12. Phantom Six

    See, I told you the modding community will be active

    This. What I find ironic are that the try-hards who are saying that modders will fix it/improve it is BIS genius masterplan is all the work of BIS all along are the guys who aren't willing to put in the effort to even attempt to mod or the very least make a decent mission. Well, anyone can create something if they want to, but it requires the effort to be pour in and time to be spent to do it. The first project may be really messy and then your skills hone as you continue to do it. People should don't ever take that for granted...
  13. Phantom Six

    See, I told you the modding community will be active

    This is the ironic of the situation. Instead of thanking the modders, people just leave them out in the dust. Why not "THANKS MODDERS!! Way to go!!" That's their work that was contributed into some polishing. Nevertheless, the modding community will be active and there's no need for some "See I told you so" thread. Everyone saw it coming. Could it have been better? A lot better. As for you, you're one of those guys who scares off modders... Instead of a "See I told you so" thread, how about actually contributing... even a small portion.
  14. Phantom Six

    FHQ Arma 3 COOP missions

    Plant Your Fields, that was a great combined arms mission and session during the coop nights :) .
  15. Phantom Six

    @A3MP - ArmA 3 Map Pack

    Good work, this fills the void missing in Arma 3, now I can actually get creative with the more diversity of objects of Arma 2 now in Arma 3. Time to make some missions once I get to it.
  16. Phantom Six

    A "Guild" function for multiplayer

    No. Each mission has certain designated role assigned by the mission creator. If you want to restrict people to certain roles of the mission, you can do it like those milsim groups and assign each member of the unit to a certain role they're trained in. Having this "mmo" system restrict mission and modding design.
  17. Phantom Six

    A few no-respawn COOP missions

    Awesome, more no respawn/revive missions. I like the concept. I'll inform Variable to add it on the server for testing and playing :) It's nice to see more no respawn/revive coop mission makers. Keep up the good work.
  18. Thanks man, that does the trick. I created the invisible man and use an attachto to the tank.
  19. I'm just wondering but how do you force enemy AI to shoot heavy armored vehicles with small arms fire. I tried doTarget and doFire and that doesn't work.
  20. I tried doing a test with attachTo on a soldier that I made invisible. If the soldier is visible and is sticking out the tank, AI will shoot, but if he's invisible or blocked by the tank, the enemies start fleeing.
  21. Phantom Six

    Ghost Missions

    Hey ghost, any no revive/respawn missions? Or group/side respawn?
  22. We might as well start having people who are about to get flanked from behind to pull that "180 quick scope" of their's by quickly spinning to take out a guy who flanked them. In a situation like that if you are prone on the floor, the guy who is already facing you is going to get the chance of giving the first bike. There's no chance of you 180-ing instantly shooting him since if you were to turn like that on the floor, you'll have to readjust and fire in which the guy will shoot you first; you'll have to rely on your spotter to cover you there. (Don't give me a I have a 180-quick scope skill shot excuse because that won't cut it).
  23. A problem I see is that some people downvoted some stuff and one comment I saw I thought was stupid... saying something about "let BIS be creative about having automatic loaders". If its a model of the Merkerva tank, might as well go all the way through with it instead of have it missing a few features... I thought its the future, not the past where you make a dumbed down version of a tank *sarcasm*. A futuristic model wouldn't just strip down such that something once have. Merkerva missing 60mm mortar (didn't go the whole way through with the models) http://feedback.arma3.com/view.php?id=15641 Commander guns (I remember tanks in Arma 2, all the battle tanks have a commander gun) http://feedback.arma3.com/view.php?id=14264 That'll be some of it. It'd be nicer to have some tanks that are more proper.
  24. Phantom Six

    The New York City Project

    This is brilliant. If they're addon for buildings, I'd like to use them and spawn them in with Lynx's GID script for some CQB/Tango hunt missions that I'll be working on (progress slow because of college). I like how you added interiors and being able to go upstairs and such as well.
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