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jocko-flocko

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Everything posted by jocko-flocko

  1. Nice work fellas! So awesome that you decided to go ahead and use the APEX Tanoa foliage as it really makes the jungle settings come alive with much better system performance. There's currently no other *game*, never mind modification, that comes remotely close to simulating jungle warfare in the Vietnam War era like Unsung does. Also, kudos for using the Torrent download format, I was pulling the file down the pipe at 12.5 MiB/s. :)
  2. jocko-flocko

    3CB BAF Equipment

    This is an absolutely outstanding addon, especially when combined with your units and weapons. It's nice to have some half decent Royal Marines in A3 now. I only wish that you awesome addon developers could give a mirror or two for the downloads. I used to rely on Armaholic but what they are asking per month is a no go for me. Great work! :)
  3. jocko-flocko

    POOK SAM PACK (May 2022)

    This modification is absolutely brilliant, thank you so much for porting it. I've been playing since the very first European release of OFP and the series has always needed some SAM and AAA assets, however back then the islands were small compared to what we have now and our view distances were quite limited. It's absolutely awesome watching these missiles chase a high speed fighter jet 5km in the air on the 'Mach Loop' terrain addon. You're work is greatly appreciated, it's added so much more realism to the game. Again, thank you. :)
  4. jocko-flocko

    APEX Drakon Jet-Powered UAV

    My god, I love you. :O
  5. I just tried this terrain this afternoon for the very first time and I am absolutely blown away by the incredible detail, especially the forests. I have never seen any terrain come as close as this one in terms of representing the thick forests and brush of Finland. Since Northern Canada is very similar to Finland's forests, lakes and brush, I was extremely impressed with how you have been able to simulate the northern boreal woodlands like you have. Awesome job, keep up the fantastic work! :)
  6. jocko-flocko

    [WIP] Terrain "X-Cam-Taunus"

    Wow, holy $#@%!! :o That looks absolutely fantastic, so gorgeous and sureal looking. You guys that put so much time and effort into this awesome military simulation really deserve high praise, without you OFP and the ArmA series wouldn't be what they are today and were almost 15 years ago. :)
  7. jocko-flocko

    JSRS3: DragonFyre

    Thank you. :)
  8. jocko-flocko

    JSRS3: DragonFyre

    Just wanted to say thanks LJ for your current work. For me high quality soundsets have been a massive part of the immersion factor of the simulation since way back in the early days of Operation Flashpoint and Resistance. Your explosions sounds are absolutely superb, especially the grenade ground hit and building hit samples. Great stuff, keep it up. In the meantime the affected HUMMV's and MRAP's are pulled out of service and gottena huge armor update from a seperate mod. ;) Cheers Jocko
  9. jocko-flocko

    United States Air Force( 2015)

    Outstanding bunch of addons. The nuclear warhead detonation sounds perfect, in fact, I would say the rumble should last about a minute and taper off slowly using a fade-out. Gotta love that fallout effect too, very well done. The mushroom cloud looks perfect, very ominous looking. :)
  10. Outstanding! Thanks for the update Ryd, it's a fantastic mod. :)
  11. jocko-flocko

    RHS Escalation (AFRF and USAF)

    Yes, many times. ;) ** This page was last modified on 23 April 2015, at 11:54. This page has been accessed 4,252 times.**
  12. jocko-flocko

    RHS Escalation (AFRF and USAF)

    Thanks man, it's greatly appreciated. This modification has breathed new life into Arma 3 for me as I am in no way a fan of "fake futuristic units" that use none existent equipment and manufacturers. There's nothing better than seeing the exact same perfectly modeled and textured AR-15/M4/M16 variants I shoot at the range on the weekends. Cheers. :)
  13. Thanks for replying Rydgier, it's greatly appreciated. Just thought I would see if I was missing anything in terms of adding the correct script in my init.sqf file. I'll keep up to date with this thread and look for any updates when/if you get a chance. If you could, could you show me the code that would be used to add the RHS artillery and rocket addons? Btw, your Hetman artificial leader is absolutely awesome, it is far and above the easiest modification for creating large scale battles with any addons. Thanks for your mods. :)
  14. This is a great addon. I am having no issues making the RDS artillery and mortars work with the example code you provided in the manual, however I am unable to add Red Hammer Studio's rocket artillery in any way that works... Could you perhaps give me an example what the code would look like for an init.sqf entry? The below names are from the specific RHS unit: Class name: rhs_bm21_msv_01 Weapon: 122mm rockets Weapon Class: rhs_weap_grad Magazine Class: rhs_mag_40rnd_122mm_rockets The above info was taken from http://doc.rhsmods.org/index.php/BM-21 Any help with this would be fantastic, this is such an easy to use module and very easy to configure for quick skirmishes in the editor. Thanks! :)
  15. jocko-flocko

    RHS Escalation (AFRF and USAF)

    Did anyone notice this? Please give me a hand.
  16. jocko-flocko

    RHS Escalation (AFRF and USAF)

    I know the RHS devs probably haven't had the time to update the RHS Escalation http://doc.rhsmods.org page in regards to the new vehicles and functions. But is there any documentation regarding raising the antenna mast on the GAZ-66 (R-142N) via init, or setting the different positions of the Iskander mobile missile system? Any info would be great. :)
  17. jocko-flocko

    RHS Escalation (AFRF and USAF)

    I'm getting a serious crash when using the U.S. Army Grenadier in the editor. By serious I mean total freeze, ctrl-alt-del to start task manager and alt-F4 to kill Arma 3 because my mouse is frozen. This is with the latest BIS public patch, *not dev* and no other addons. I've repeated this freeze 3 times, however when I place a few AI U.S. Army Grenadiers the game doesn't freeze, the AI simply don't have a weapon and are in the holding an invisible rifle "pose". The unit is: rhsusf_army_ocp_grenadier **********EDIT************** I found the issue on my end, sorry for the confusion as I forgot to disable Joint Rails and community addons. It seems to be related to a conflict with either Joint Rails or Community Addons.... *********EDIT************** Found the culprit, a 3rd party addon to make Joint Rails compatible with RHS: Escalation. File name is: asdg_jr_rhs.pbo Take care Jocko
  18. jocko-flocko

    RHS Escalation (AFRF and USAF)

    Outstanding modification and update fellas and congratulations on your MANW prize, it was well earned. I've been using your mods since the early OFP days, without RHS, the old BAS crew and many many others, those OFP and OFP Resistance days would have been quite boring. Just as excellent as your modification are the two small cmd window based updater's. They are tiny, none intrusive, fast and very easy to use. I imagine take quite of a bit of bandwidth load off of Foxhound's servers. ;) Great work, and thanks! :)
  19. Just thought I would give a big thanks to the authors who took the time to create these awesome weapons. These models and textures are some of the best I've seen. The texture artists that have been able to simulate patina, wear and tear, metal chips, etc on the older rifles like the Kalashnikov variants did an outstanding job, the same can be said for the models, they are highly accurate and look gorgeous. Nice work! :)
  20. jocko-flocko

    FHQ Firearms and Weapons Pack

    Great looking weapons, you can never have to many guns. ;) Thanks for your efforts.
  21. jocko-flocko

    JSRS3: DragonFyre

    Just to let you know your sonic cracks have disappeared for me as well since the latest Steam auto-update. Also, I would like to take the time to thank you for an outstanding job with this audio modification, especially the way you are doing it via scripting. Without access to a game engine that lets you implement convolution mapping from environmental and building reflection signatures, it's quite a feat! Great job. :)
  22. jocko-flocko

    ASR AI Skills

    Disregard. I forgot to update the asr_ai_settings.hpp in the userconfig\ASR_AI directory. All works fine now.
  23. Looking really cool, especially the new foliage and weapons. I was creating my own DSAI sounds from all the old SEB NAM OFP stuff and other older mods that I had backed up on CD-R. It would be really cool if you could release the DSAI stuff in steps as to fill in the huge lack of oriental voices and whatnot for DSAI. DSAI really improves the immersion of Arma 2 in a *HUGE* way. Cheers. ---------- Post added at 07:06 PM ---------- Previous post was at 07:00 PM ---------- Also, I forgot to ask, is there some kind of "Addon Music Template"? For example, a addon config file ready to go where all you need to do is fill in the names of the songs in the config file, add the actual ogg files of your favorite Vietnam War Era music and pack it up as a .pbo file. It would really save time when just messing around in the editor; I really wish I knew more about config editing...
  24. jocko-flocko

    ASR AI Skills

    Interesting, I had no idea that the AI were supposed to be programmed that way in vanilla Arma 2. From what I have seen while playing with the default vanilla AI in Arma 2 they still act in *certain* situations the way they used to back in OFP.
  25. jocko-flocko

    ASR AI Skills

    I've been using this AI mod for about a couple months now while comparing it to others and I must say it is the best one out of them all IMHO. Firefights between the AI seem to last for ages now as the AI aren't dumb enough to just stand out in the middle of a field and get picked off by enemy forces. AI will seek out cover, either behind a rock wall, fence, corner of a house, inside a house, behind an empty vehicle and in the worst case when there's nowhere else to hide they will even seek cover behind a tree. But what is really cool about any of the cover they choose is the fact that they will peek around the corner to shoot, pop up from behind a rock wall to fire on the enemy AI and fire from house positions. It really makes it interesting to just sit back Using Charons TroopMon 2 and watch a great show that the AI will put on for you. I have a few question regarding way-points and how the AI act with this mod when you create way-points in the 2D default editor: 1> Does ASR AI skills prefer certain types of way-points? Does the mod have any effect on certain types of way-points? I have found that by using a way-point of "MOVE" along with "COMBAT" as the behavior, the AI will be extremely cautious about making their way to the "MOVE" way-point. They will completely make sure no enemy is in the way-point area until proceeding to the objective. 2>I am guessing that the ASR AI Mod also effects armor but if you wish to override the mod using this setVariable ["asr_ai_sys_aiskill_exclude", true] you must do it to an infantry commander as the groups leader then use the moveIn command on each unit, correct? The override doesn't seem to work on default tank that is placed in the 2d editor.
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