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DrunkenVeteran

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Posts posted by DrunkenVeteran


  1. Is their any way for you to edit the Helmets. I know they are RHS helmets. But if you could add the Airborne Patch I know the 101st have one unsure about the 82nd

    101st: http://i79.servimg.com/u/f79/17/60/67/79/506th_10.jpg

    As I just went to confirm the 82nd Airborne was not allowed to have these patches on their helmets in theater or CONUS.

    Nope, only thing the 82nd can put on their helmets is on their camo bands. Rank and Last name, and First Initial and Last 4 of your social is what goes on the camo bands.

    And awesome texture work on these units!

    Airborne, All the Way!


  2. AcqoLmG.png

    UNIT UPDATE - 24 AUG 14

    Task Force Apache (TFA) has just concluded Operations in the Altis region in support of Operation Stone Claw. Operation Stone Claw ran the course of two months, this also included our 24-hour charity live stream event.



    Throughout this Campaign SEAL Team 9 (ST9) along with Helicopter Sea Combat Squadron - 84 (HSC-84) were able to support the Altis Government to reclaim control of the 16th parallel from Western Altis Militia (WAM) control, TFA used various tactics during this period such as, and not limited to; air assault, seaborne assault, HALO/HAHO insertions, direct action operations, asset recovery, rotary wing and fixed wing close air support.

    mFegTTj.jpg

    TFA also had four individuals earn the right to join the ranks of ST9, congratulations to the following individuals:

    SO3 C. Greene (Communications)

    SO3 G. Carroll (Corpsman)

    SO3 J. Foster (Pointman)

    SO3 J. Rev (Pointman)

    bh5Prc1.jpg

    As ST9 and HSC-84 draw down from Operations in Altis we transition into a training work up for the month of September in preparation of Joint Operations with Joint Security Assistance Force (JSAF). During this time we will also be conducting a Basic Skills Testing for potential parties interested in becoming a member of ST9 or HSC-84. We encourage anyone interested to apply, we still have openings in the current positions:

    Communications

    Corpsman

    Demolitions

    Heavy Weaponry

    1aoKeIZ.jpg

    As a disclaimer – going through our Basic Skills Testing (BST) does NOT mean you are in our unit. You’re a member of the public when you go through BST. Meaning, if you’re looking to possibly join us and aren’t sure if you want to, you can sign up for BST (if your current unit/clan doesn’t have a regulation against this).

    Again if you have any questions or concerns, please let us know via our Teamspeak or our Forums.

    Visit our website for more information: TFApache.com


  3. This does not fix the issue for basic revive. It simply removes a script error and corrects an eventhandler call that has been going wrong.

    For the basic revive module, it will be part of the next update.

    Though for now, you could try including the following in your init.sqf file:

     CSE_ENABLE_REVIVE_F = 2; // Enable for. 0 = disabled, 1 = players only, 2 = players & AI
    CSE_REVIVE_TIMER_F = 600; // Timer, in seconds
    CSE_REVIVE_NUMBER_MAX_F = -1; // Hits while unconscious

    That should be a workaround for the time being.

    We used this earlier today, made all the enemies placed via Zeus invincible. All of the enemies that were spawned via ALIVE however we were able to kill.


  4. god awful scoprion crap that the army is pushing over to

    Hell of a lot better than ACUs. Only thing I was able to find that it blended in with when I was in was gravel roads. Plus the ACUs were stained just looking at dirt, specially the sand hills in Bragg and Benning.

    But yes, Ships, A3 needs more of them.


  5. hi there,

    one question about the biometric scanning. is somehow possible to predefine the attributes of a person in editor or via script?

    Yeah, you can do this to setup HVTs and what not in-game so you can scan them with the HIDES and get a hit on it if it's the right person.

    This should work here: this setvariable ["cse_biometricScannerInfo",["Name", "DOB", "Known Info", "Additional one", "Additional two"]];


  6. Hey so I was wondering if you could make a .50 cal beowulf conversion for an AK, it doesn't exist currently but it would be awesome to have the .50 cal stopping power for taking out car engines and stuff in Arma 3

    http://shop.tacticalrealm.com/assets/images/img_8321_wm.jpg

    http://i150.photobucket.com/albums/s95/MMcfpd/Beo_abuts_soviet.jpg

    I own a Beowulf and can provide pictures if you need them for modeling purposes.


  7. http://i259.photobucket.com/albums/hh309/rossco145/Arma3/OHallys%20T-10/arma32014-03-0514-10-33-91_zps7fbee285.jpg

    First post updated with status of features.

    Above is a screen of the "Hanging Ruck" when using the in progress "Jump Out" function

    Nice. You going to model in an Lowering Line? Also, will the Ruck be hanging once the chute deploys or will you have a mouse wheel option or other option to release your ruck?


  8. oh boy you guys still jump t-10's? this is looking cool though. hope you add in the m1950 weapons case along with the rucksack dangling between the players legs. if you can make a mod that will drop a 50 pound ruck on the players lap in real life... and then let him sit there for a bit with the pack crushing his legs lmao. good stuff man, keep it up

    Feet and Knees together Airborne!

    Lower Jumper has the right away, Slip right to avoid collisions.

    Balls of the Feet, Calf, Buttocks, Pushup muscle (More like ass, feet, head).

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