

wiggie
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Everything posted by wiggie
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I am adoring the latest releases for the mod, Adacas. You update at such a relentless rate that I barely have time to fully appreciate all the new stuff before I am showered with new content again. Thank you for your time and efforts continuing my favourite arma mod. All of your new gear is brilliant and I look forward to seeing what you are working on next!
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Another stellar update Adacas! I love the attention to detail and the standalone belts are awesome!
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I think Adacas is right on the variant regard, we have 6 vest variations, each with a belted variant, each of those has five different sets of back pouches to add to it, giving a grand total of 60 physical vest variations. Each of those then comes in four different colours which gives a grand total of 240 vest variations. I can imagine that working on one type of object using nothing but variations for too long can get tedious , so doing another vest or something will hopefully keep things fresh and interesting. 240 possible options (excluding gear like caps when they come back) for 65.99MB is one hell of a good deal in my eyes.
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Hey Adacas, Congratulations on the release, the new content is amazing, especially the coyote variants of the vests, you absolutely nailed the colour, it looks perfect. The back pouches are also awesome and really bring even more variety to the pack. You've done an amazing job once again. Looking forward to seeing what you come up with next!
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Phew, I was worried I might have been annoying there. :)
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Hi guys, Just an observation, the Osprey MK II's seem to sit quite far forward on the character model. It hugs the back quite tightly but there is a six inch gap between the stomach and the armour at the front. Though it looks fine on the desert version (as the inside is rendered black and is in shadow) I noticed that on the other variants it is just a stretched texture that looks a little odd. Sorry if this seems like unnecessary scrutiny, it's not meant to be, I just tend to pick up on these things. Though the only folk it really effects are those who take a lot on in game photo's, otherwise it's generally only seen in 3rd person when a character is playing the animation for dropping into prone, or when they are lying on their back wounded. However I love the inclusion of the MK II's, they are very nice. As always I look forward to seeing what comes down the pipe next. :)
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A definate +1 here from me. I adore Coyote Brown, especially the darker colour that the RHS SPC vests sport. I would love to see your famtastic vests amd belts in CB!
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That would actually be pretty funny, especially for screw around missions or more fun stuff. Go out hunting Raptors, whoever comes back with the most Raptor claws wins the game.
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Hi BB, loving the mod a lot! Just a bug report: BB Raptors is conflicting with RHS:GREF (and possibly other mods but it isn't fully tested) and prevents players injuring or killing the occupants of UAZ's and Ural trucks from the outside. They can only be killed or injured if they're shot in the legs, otherwise they are invincible. All I do know is that it is raptors that is causing it. (Perhaps something to do with the raptors attacking vehicles?) Anyway, loving the mod lots and looking forward to see more.
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RHS Escalation (AFRF and USAF)
wiggie replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys, Just a little bug that I think might already be known (as it has been in RHS for a while, or at least it was fixed and has then reared it's ugly head again). I did a search for anything UAZ related on the thread but came up with a bust (searching for UAZ's) so I thought I would report it. Many of the Russian soft skinned vehicles, In this case, UAZ's and Ural trucks have a problem where external fire makes it very difficult to kill the vehicle occupants. For instance, on the Ural's, I couldn't shoot the drivers or front passengers out of the vehicle (whilst it was stationary) even when the doors were open and I was stood right beside them. On the UAZ's it was a little different; Gunners could be shot out of the vehicle but they had to be shot repeatedly in the legs (on all variants, including the SPG9). Passengers could be killed with chest/head shots but drivers were more or less invincible. I tried messing with the difficulty and disabling all my other mods but the problem still persisted. I will continue to test but these are my findings so far. Edit: Running vanilla on a new modset (PW6) seems to have removed the problem, will continue research. Edit: Turns out that I had the mod running (because I am an idiot). Not in any way an RHS bug, it's a conflict with BadBensons Raptor pack!- 16574 replies
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Loving the updated gear, Adacas, I am a sucker for heavy looking, pouch laden vests and so your pack is brilliant already, even though it's in it's infancy still. I am sad about the caps as I absolutely adore them, the little surefire light on the brim makes me happy as hell. So far, looking great! In regards to back pouches and what not (I leave out any brands, products or designations just as I believe it is easier for you to get a feel that way and then choose what you would like to actually use) I have a few ideas: 1: A heavier hydration carrier that looks more like a small, integrated backpack. (For general rifleman/operator use) 2: A larger radio or two with longer antenna. (To create comm's variants) 3: Spooled up rope/para cord, karibiners and a larger pouch (For some sort of combat climber variant) 4: Back mounted shotgun (much akin to the breacher vests in VSM's pack). 5: C4 pouches, chemlights galore and a tool kit for EOD or explosives specialists. Just a few ideas for you to mull over. Not requests, you add what you want to add as it's your pack, but if you are after idea's then I will give a few :) Anyway, stellar pack, man. I can't wait to see more!
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KA Weapons New (for KICKASS)
wiggie replied to sasha013's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The reason for that is that the FNP .45 in the KA pack is indented to be used with a ballostoc shield (which you can equip in the bipod slot). Unfortunately the animation doesn't change without it. -
BloodLust (Version 2022.04.13)
wiggie replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I was just screwing around on Tanao, as one does, spawned myself in as a MARSOC scout and dumped a bunch of enemies in a town to shoot at. After a short, intense firefight I realized that there was a body missing and remembered clipping an enemy in the leg as he ran behind a building. I went to see if he was there and ended up following a blood trail about half a click into the jungle in search of my quarry. Suddenly, the trail ended. So I started wandering around the vicinity looking for the next splat like an idiot. It turned out that he must of FAK'd himself and it turned out that he was about twenty meters to my left in a bush and so he shot me... Much sad. It was an amazing little experience, it made me feel like I was a hunter following his wounded quarry. However it made me think that it might be cool if the mod spawned a bloody bandage or empty dressing wrapper on the ground if somebody uses a FAK or MedKit so that wanna'be hunters like me can tell if the trail has gone cold or if there is another splatter nearby to be found. Either way though, another massive shout out to this small but much needed mod, and all the work that has gone into it! -
I know it's little late, my apologies for that, but I have a little feedback. Map drawing is brilliant and very well done but would it be possible to add a ruler function to quickly draw dead straight lines? It would very much help for navigation purposes.
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The Limitations of HiddenSelections and SetObjectTexture
wiggie posted a topic in ARMA 3 - MODELLING - (O2)
Hi all. I have been having a few ideas about a mod as it is both something that is close to my heart and I also want to give something back to the community. I am fairly competent as a 3D artist to some degree bit have no doubt I will need help with configz and whatnot later but that is not the purpose of this post. My question is on the workings of hiddenselections and their limitations inside ArmA. I was inspired mostly but Road Runner and his fantastic idea of using hiddenSelections on his vests to apply different setups. I have read into hiddenSelections a bit but I can't find the answers to my questions. I will use an example first. For this example I will use Road Runners vests, but I have absolutely no intention of doing anything with his splendid work. I am just using it as an example. So, I have one of Road Runners LBT's. I decide that I want to pick up a smoke grenade and have it change one of the magazine pouches to a grenade pouch on the vest (as I noticed they are in the same space). If I used the setObjectTexture command to try and hide the magazine pouch and unhide the smoke grenade pouch after the mission has initialized, would it work, or not as the config for the particular vest is set up to have a magazine pouch instead? Next question, lets say hypothetically that this works, wonderful, but now I want to scuba into the AO so I put my vest into my pack and don my rebreather. When I take the vest out of the pack and put it on the ground or on myself, will the game retain my changes to the hiddenSelections or revert it to whatever the object config has them set to? I ask as I would like to know the possibilities of using the features in a way such as this before I get carried away with designing a mod that cannot work. To recap: Can hiddenSelections be hidden/unhidden after the beggining of a mission? Will the game retain those settings if the object changes states (cargo, on the ground) Thank you in advance for any help. -
The Limitations of HiddenSelections and SetObjectTexture
wiggie replied to wiggie's topic in ARMA 3 - MODELLING - (O2)
I see. Whilst this does halt the mod idea dead in the water, it makes a lot of sense and answers both my questions. Oddly, it was yourself and StalkerGB that i was thinking of when I wondered who would be able to answer my queries :D. Thank you very much! -
BloodLust (Version 2022.04.13)
wiggie replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I really am trying to fall in love with a version of this mod but I can't... I can't because you update it at such a blinding rate that I keep doing it over and over again. Seriously, man, you are a bastion of hard work and dedication. I can't wait to finnish work and take the new version for a spin! The fact that you have started on MP support is also extremely exciting so again I thank you for your hard work, and look forward to playing with your mod! P.S: Is Make ArmA Not War does a second contest, I'm voting for Bloodlust to win. -
BloodLust (Version 2022.04.13)
wiggie replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So you should be ZooLoo. You have taken a simple concept and taken it so far that it is really a gallmark of what a dedicated individual can achieve. Not only have you made ArmA more immersive and of course violent, but you have portrayed gore in a tasteful way that adds immersion and realism to the game. An outstanding job of which you should be proud as punch, I look forward to seeing what comes next! -
I'll play with it again tonight and see what is messing my attack mode switch up. It probably is something on my end but I'll get to the bottom of it. Yeah the L85 is fine for the most part but when I fire it in fully automatic mode or on semi in quick succesion I become deafened even with earplugs in. The shothun was mainly tested in arsenal but I will try it in the editor tonight and see if it's only the Virtual Entities that are the issue.
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Howdy guys. We are absolutely loving the weapons and units you've provided for us. From myself and all of the members of my team, a massive thank you for all your had work. I just wanted to point out a couple of little things that I've noticed and I don't think have been mentioned yet. 1) The Javelin will not switch to direct attack mode (though I was reading on another thread, ACE3's I think that the top attack wasn't working properly. I couldn't get it to work on the Spike launcher anyway.) Just in case I though't I'd mention it though. 2) The L85's deafen the user after a long burst on full auto, even with earplugs in. I found five or so shots had my ears ringing without earplugs, but a burst of ten or so had my ears ringing even with earplugs, which makes firefights quite difficult and thus we've had to disable ACE hearing for the time being (Again, not sure if it's an ACE issue but other weapons such as vanilla and RHS's seem okay to me) 3) The buckshot round on the shotgun was causing units to stretch quite a bit, almost as if the meshes were spiking out like a hedgehog when the buckshot passed nearby. Not sure if this has already been reported but I thought I would. Anyway, thank you again for your wonderful service to the ArmA III community. I look forward to seeing what comes next! Stellar work gents!
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ACE3 - A collaborative merger between AGM, CSE, and ACE
wiggie replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Evening Gentlemen, A friend of mine and fellow team-member is having some major issues getting ACE3 to work, which is strange as for the other fifteen members of my group, everything has been fine. Whilst trying to update his ACE to the latest version after a short absence, he has encountered an error saying that he is unable to download/install "ace_medical.dll". I have been sat with him for the past two hours trying desperately to figure out how to get it to work but for the life of me I cannot find the answer. We have tried almost every possible option on PW6, manual installs, and even me sending him my medical.dll file to replace his own but every time we get into game it tells him that the file is missing, despite it being there, and every time we try to use PW6 to update or verify the ACE3 mod he is met with the error "Disk Operation Failed". He is running both PW6 and Steam in admin mode and we are positive that all of the file paths are hooked up right. Has anybody else encountered this issue and better yet, found a fix for it? -
That is true, to be honest I have never needed to put anything into the rebreather until last night. Usually we H.A.L.O on our Spec Ops mission night so I use TFA backpacks which are huge, but I used an RHS backpack last night and actually had to load gear into the stingray. Still, it's your mod, Goblin and whatever you decide to do, I won't complain. I love the VQI mods and will continue to follow and utilise your works regardless. :)
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Yeah, as Johnny mentioned it's just because TFR rigs the trancievers to the actual rebreather rig itself. I love TFR but I agree that they should be seperate radio objects. Perhaps make it possible to H.A.L.O with the vanilla rebreather as a workaround for now?
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Sorry, duplicate post.
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Really looking forward to playing with all the exciting new features! My group are massive fans of all of your work for our smaller, SF sessions. If I may inquire/make a request; in the new version will the scuba/halo gear have TFR underwater tranciever support? When we "jump wet" into the ocean we findit difficult to get organised when we hit the water as the stingray doesn't have any form of sub-surface communication option. Either way though? Really excited to see your newest work!
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