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Janez

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About Janez

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  1. Done. Nice to see you around again. :)
  2. Nice. Will that M60 eventually be held by it's foregrip though?
  3. We need Arma 3 on consoles

    Just to be clear though: The Name Game: Codemasters’ Marketing of New “OFP” Creates Confusion, Provokes Protest.
  4. @GEORGE FLOROS GR, report to development branch ASAP!
  5. [RELEASE] AutoNVG

    Sure, but some might find it odd for units to have NVGs mounted on their helmets or clipping trough caps, hats and whatnot during daytime. It also adds weight. I suppose it's useful for more realistic looking type scenarios. :)
  6. [RELEASE] AutoNVG

    Hi, cool release! One small thing though, NVGoggles_tna_F is a "BluFor" item if I'm not mistaken. At least worn by BluFor NATO Tanoa units. Thanks!
  7. GcCTI [SP/MP]

    I'd be OK with dull :). I hate to annoy but vanilla version would be very much appreciated.
  8. GcCTI [SP/MP]

    Is that mod absolutely necessary though?
  9. Yeah, I remember some issues with that. I went scouting first, 3 side ops and then it worked. I don't know what exactly "fixed" it but after scouting missions I was able to adjust my gear. But if you already did scouting missions and it still doesn't work, then I dunno.
  10. Hi, so it would be nice to export the mission to SP/MP in eden editor and upload PBO rather then just a folder. And try not to use spacebar in mission names since it displays as %. File version would also be nice.
  11. Can a limit be set for bipod to be max lets say 10 or 20cm from surface? Because that last pic looks ridiculous.
  12. Yeah, I noticed some interesting behaviour with groups. I haven't found a reliable to keep them in place and not turn immediately on mission preview, other then disableAI "MOVE". However that, naturally, also prevents them from engaging anything outside los. BIS_fnc_ambientAnimCombat, STAND_IA is pretty much default standing anim iirc. So one can, for example, combine this disableAI "PATH"; and [this, "STAND_IA", "ASIS"] call BIS_fnc_ambientAnimCombat; to keep them in place, make them face desired direction and react to combat. EDIT: actually, disableAI may not even be necessary if you use BIS_fnc_ambientAnimCombat. So, maybe something like: {if (local _x) then {[_x, "STAND_IA", "ASIS"] call BIS_fnc_ambientAnimCombat};} forEach (units (group this));
  13. On first page of this thread course, bottom of their official website and literally previous page but here you go buddy: https://dev.cup-arma3.org/.
  14. Oh wow, that's some seriously impressive texture work as well.
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