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10 GoodAbout GreenGriffin
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Lance Corporal
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The base isn't that large to begin with. How would making it smaller be an improvement?
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Very nice. Why don't you guys try antagonizing Leight and insulting his hard work a little more? Maybe then he'll get pissed enough to drop the mod altogether, and we can all blame you for it. Grow up already.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
GreenGriffin replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, that's happening to me too. And the only other mods I was running in that scenario were CBA, ALIVE, and ACE. Had to dump the medical system PBO for that reason. -
JSRS3: DragonFyre - LITE
GreenGriffin replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I switched over to LITE after the 1.40 patch broke the sound scripting. Overall is seems to work well, without real obvious problems. The sonic cracks are the only thing everyone notices are missing at the moment. Oh, and the minigun sounds on the helicopters are either really low, or not playing. Not sure which. -
Must be something on your end. Not only is the mod very playable, the AI is roundly kicking our tails with coordinated tactics. Great work Robalo. Thank you for continuing to keep this mod updated.
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ALiVE - Advanced Light Infantry Virtual Environment
GreenGriffin replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So do dozens if not hundreds of other modders on this forum. Some of them have created even more ambitious projects than this, and never attempted to re-brand my entire game. RHS Escalation, for example. The ALiVE splash screen alone was enough to make the point, and I was fine with that. Now it has become obnoxious. -
Authentic Gameplay Modification
GreenGriffin replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would really like to know if this is possible myself. If not, is there another way to pick up and load a dead body (or turn it into bodybag, then do so)? This is an important part of a mission I'm working on, and I can't seem to be able to figure out if there's a way to achieve this. Thanks, GG -
NATO SF and Russian Spetsnaz WEAPONS for A3
GreenGriffin replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree. I don't believe foregrips give the shooter a higher level of control, except perhaps in full auto under CQC. Either way, I'm with the others here who do not want to see Massi's weapons given foregrips. It's getting tiresome seeing them everywhere. Unless Massi is willing to add them as an additional option, I too would prefer his rifles to remain without them. -
Insurgency | ALiVE - Official Release
GreenGriffin replied to hazey's topic in ARMA 3 - USER MISSIONS
Wow, even better than providing instructions. Thank you kaysio! -
Insurgency | ALiVE - Official Release
GreenGriffin replied to hazey's topic in ARMA 3 - USER MISSIONS
Hi, sorry if I'm about to ask a silly question. How exactly would I be able to copy this mission onto a smaller map, say Stratis for example? I can easily move the base around in the editor myself, but I'm just not sure how to actually change the map of an existing mission into another map. Thanks for any help. -
ALiVE - Advanced Light Infantry Virtual Environment
GreenGriffin replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, Two things. First, thank you so much for one of the most outstanding, game changing mods. Really incredible work, and I hope you continue to develop it into something even more mighty than it already is. Second, I apologize but in my opinion, the new intro music is god-awful. Due to the repetitive nature of the track, it's very grating after just a few consecutive game loads. I appreciate everything that you do, but between the ALiVE splash screen, the big Johari logo now on the main menu, and the new music, the mod promotion is a little over the top. Love your mod beyond belief, but for the next version, I beg you, please stop hijacking the rest of the Arma user interface for it. Or at least, make this stuff easy to disable. Thank you, GG -
I'm pretty sure I was able to get rid of the backpacks in my early tests, but in the end I decided they needed them anyway to carry a decent amount of ammo, so I skipped it. What about adding a command to your loadout script that waits for the Aggressors randomized gear script to finish, then removing the backpacks in your loadout?
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JCae2798, you can do this quite easily. You can set up a gear script (just a quick .sqf file listing the loadout you want for that unit), then place the unit, and have that unit execute your custom gear script in its init. So for example, I have several loadout scripts....AK74rifleman.sqf, marksman.sqf, grenadier.sqf....loaded with exactly the equipment and weapons I want. Then for each unit I place, I stick the "exec" command in its init (sorry, I forget the exact command) to call the script for the loadout I want. Works perfectly. I'm currently doing this because I prefer to have the Aggressors units using Massi's AK's and other weapons.
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J.S.R.S. 2.2 Soundmod
GreenGriffin replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any news on that updated download? Some of us audiophiles are eager to get our grubby little fingers on it :D -
That doesn't justify being rude to the people who are excited about your mod, and want to see it develop further, but okay.