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distractor2004

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Everything posted by distractor2004

  1. distractor2004

    JTD Fire And Smoke

    This was one of my most favorite mods in Arma 2 and I am hoping you are still wanting to have it ported to Arma 3. I noticed in earlier threads that the mod worked fine at first in Arma 3 Alpha but then some classes were removed from the game that broke it. One of the mods I combined with this one was Blastcore and I noticed the A3 version can generate extended smoke and dust particles. Maybe getting ideas from how Opticalsnare generates the particles in Arma 3 could help? All with his permission of course. Hope this mod lives on in Arma 3 and thanks for reading.
  2. distractor2004

    Georgian RRF-NATO v 1.0

    I for one have been hoping for a Georgia addon in Arma 3 ever since playing them in Arma 2. My opinion would be that there are a lot of other addons that can be reskinned and added to this faction to expand it, such as the UH-1 Venom, Mi-8, the Mi-24 Hind, the Su-25 Frogfoot, and perhaps a reskinned T100 tank from the CSAT side. Most of the mentioned addons have already been ported by other modders, so they would just need reskins. As for weapons, it would be cool to see an army with a mix of both East and West weapons, like the Takistani army had in Arma 2. In short, I think this mod will be popular with players wanting a faction that utilizes both East, West, and Independent weapons and vehicles, and keep up the good work!
  3. Great work and thanks for reading my feedback in advance. I am noticing that when playing the FATA map sometimes a black flat plane will appear that expands and contracts. Not sure if it is an artifact of the map or the video card, but I encounter it whenever I am at higher altitudes, like the Abbadaez village, and it seems to be affected by the Object Distance and View Distance game settings. Just seeing if anyone else has this and if it can be fixed. Thanks again and really appreciate the work!
  4. distractor2004

    Altis Defence Forces v01.BETA

    Awesome mod! But I am getting the following error when using the Men(Recon) Team Leader unit: ca\characters_e\tk\data\tak_soldier_equip_ti_ca.paa as well as some missing texture reports with some of the other recon units. Just letting you know and great work!
  5. distractor2004

    R3F French Weapons Pack

    Did some more testing to make sure no other mods were causing the issue, and it is definitely this addon that's affecting the B_sniper_F unit in the NATO side in Dev build 1.05.111358
  6. distractor2004

    R3F French Weapons Pack

    The weapons are amazing, but when this mod is running the scopes on the BIS NATO Sniper unit are missing. I believe Purple had this same conflict with his Famas pack but it was resolved in his 0.7 version. Is anyone else experiencing this issue?
  7. Excellent units, but I am noticing some of the units are missing ammo for their pistols. An example would be O_SCO_GR_PARAMILITARY_F unit. Keep up the great work!
  8. Great work and I am having a blast with these units. I am noticing that most of the units are carrying the ACP-C2 .45 but are not carrying any magazines for them. They have the 9mm mags instead. Keep up the great work!
  9. distractor2004

    AV_IndUs (US Army inspired units)

    No worries and looking forward to your future releases.
  10. Having a blast with this mod, but I noticed on Wamako I can't seem to open any doors. It appears that the AI can, but the icon to open objects does not appear on the screen or in the action menu.
  11. distractor2004

    AV_IndUs (US Army inspired units)

    I noticed that the 2013 Ghille and 2013 Spotter units are missing weapons. Awesome mod though and keep up the great work!
  12. distractor2004

    Russian GRU and OMON Spetsnaz A3

    Hello Massi, your mod is awesome but I noticed that the Russian units are not carrying compatible suppressors for their Makarov's. They are carrying a U.S. suppressor instead. I think they used to carry the makarov suppressor or it used to be compatible, but it could just be my imagination. An example unit it the O_mas_rus_Soldier_F unit. Keep up the great work and the units and weapons are awesome!
  13. Hey TPW I had been away from the PC for a few days and tried out the latest version today, 1.07. I am still getting an issue with the chopper rotors being destroyed upon mission start. To recreate the bug, go into the Editor and place yourself as the Pilot of a helicopter from the start, like the AH-99, and then set the helicopter to be "Flying" upon start-up. The key difference is to make sure you are in the helicopter and flying from the beginning, and the rotors should be destroyed once your addon initializes. I would restart the mission at least three times if it doesn't cause the bug the first time. This seems to only happen if the player is in the helicopter from the start, as it does not seem to occur with an AI unit flying around as pilot and gunner. Would there be a way for your addon to check if the Player is in a vehicle before creating a shell around the Player? Thanks again for the awesome addons and quick fixes!
  14. Anytime, and it seems to be random with various choppers. Sometimes the rotors break at the beginning and sometimes nothing happens at all. The only chopper it seems to not affect is the Mi-48, maybe because it's rotors sit higher above the pilots than the others? Just a guess though.
  15. I have been using version 1.06 of this mod and it appears the shell still affects helicopters by colliding and destroying their rotors. Whenever the mod is activated and I am flying in a helicopter from the start, the rotors are instantly destroyed. Great work as always though!
  16. Just tried it out and I have had no problems with it =) Your speed at providing fixes seems legendary keep up the great work sir!
  17. No problem and it looks like the script is starting. The new bug I'm running into is that units don't always die from there wounds, just perpetually writhe on the ground. These units also do not die when I shoot them either. I have set the % integer in userconfig file to 10 to accelerate the process, but it now seems to be hit or miss with wounded units actually dying. I placed a group of units in the editor and shot them with a pistol and rifle, which is how I discovered the new issue. I think after that it should be golden, but always easier for me to complain than actually script =)
  18. Anytime, and if you cannot recreate my unique problem, I wouldn't worry too much about it until other players chime in, maybe just due to the Dev Build or something else on my specific machine. The final release in September should fix a lot of addon problems overall too. The last thing I want to point out is in the latest Dev Build at least I could not find the "isBleeding" function anywhere in the Functions Viewer section of the Editor, even with CBA A3 beta4 enabled. I am no expert so I may be looking in the wrong place or it may have been removed.
  19. Thanks for the reply. Perhaps I am just being too impatient or maybe have other mods affecting the units. I will crank up the damage in your userconfig file and try it without any other mods. ---------- Post added at 02:22 AM ---------- Previous post was at 01:05 AM ---------- Ok so I think what my real problem was is that the TPW Bleedout script isn't initializing at all, and I was imagining that units were being affected. My slow brain realized this when I finally activated one of your other mods, TPW EBS as an example, and the "hint" pops up saying it is running at the beginning of a mission. TPW Bleedout does not show a hint even if Show Hint = 1 in the userconfig. I am using ARMA 3 Dev Build 0.77.109446 and have just used these mods by themselves and with other mods. Is there anything I'm missing to get the script to start? Thanks again for the help.
  20. I was using civilians as guinea pigs for this script but it appears that civilians aren't affected. I wounded one of my own BluFor teammates and he seemed to react to the script. Does this cover only soldiers or does it affect civilians? Keep up the great work!
  21. Yeah I can only imagine having to keep up with BIS changing the classnames every few weeks, but all of it looks amazing! Will the Bo105 have different variants, such as multi-role, Anti-Air or passenger versions? I agree with Goblin, can't wait!
  22. This is a great mod, but I have some feedback using it for the .20 version. I am using the ARMA 3 development build .77+ and noticed that the MG Wamako units are now using a SAW M249 model, although it is labeled as a PKM, and gives an error when the inventory is accessed for the MG unit. I am also getting the error config.bin/cfgAmmo/M_RPG32_F.model upon starting ARMA 3 with this mod. The final bug I've encountered is that when I select the RPG rocket launcher, the unit does not switch to it but the HUD shows that it is active, but I cannot fire or use it. Thanks for reading this and keep up the good work!
  23. Amazing mod, just wanted to leave feedback that the M110 does not revert to rail ironsites when I remove the M110 scope. It just uses the same scope optic but is not sighted at 50m. Keep up the great work!
  24. distractor2004

    Arma 3 plans for 2013

    Check out the Arma 3 website and select "Alpha". will list all the editions and compare their features, but the Support Edition gives you the most bang for your buck in my opinion in terms of past and future content.
  25. distractor2004

    Arma 3 plans for 2013

    I am getting that Support Edition right out of the gate! Here's a toast to the Armed Assault Developers and the amazing community of players they support that has brought so much talent, ideas and content to this great franchise! Thanks for letting me be a part of this.
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