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Spectr3

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About Spectr3

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  1. Spectr3

    FoxFort Camo Pack

    Hey Fox, yeah, that's how I read the site as well. I don't think there'll be any serious problems, I know you'll give all credit where it's due...now, what ya think about that post #33 camo on that thread? I'm thinking keep the print smallish, just big enough to see the detail, worked onto the CTRG gear, worn over the standard CTRG uniform....I'm thinking this as a possible alternative if we can't get a good quality CTRG snake skin pattern. You probably have a better eye for the finished product than I do, so what ya think? PS.HOWEVER, one could say that this - Fictional, custom, "NGone-Hexatal Camo" - would work equally well on ANY gear which would then be worn OVER ANY CTRG uniform, the standard one AND the new upcoming APEX CTRG uniform which is greener...you could hit two birds with one stone if you use this. That depends if you wanna try out something new (which you've been doing plenty of and well lately)instead of just doing the straight up CTRG snake pattern. Just my thoughts. PPS. Is your name the same on Steam?
  2. Spectr3

    FoxFort Camo Pack

    OK then. Do you mean even for me to use them here as links? Is it THAT strict? I openly admit I wouldn't know who strict copyright laws can get... To me at least, that thread just looked liked some sort of source dump for ppl who want camo to use in various games(there are posts and requests for almost every game sporting camo), I assumed the idea would be for any mod makers to sort out the permissions themselves with the creators. I thought it acted like a "window shopping" experience, merely showing the camos and their creators' name (the thread starter named 'RUSTY' made camos on request, so I assume he didn't make them so ppl could just have a .png file to hold and cherish). I thought it allowed you to choose a pattern you like then you ask for all obvious permissions before using any of it. Otherwise, whats the point then of that thread? Just to show ideas that you CAN'T EVER use? That seems like...weird. But, full disclosure, I wouldn't know anything about copyright laws in any depth other than the obvious. Foxfort, if those links are useless, then I apologize for the misunderstanding about what that page does....anyway, I'll get back to searching for our goodies.
  3. Spectr3

    FoxFort Camo Pack

    Hey Foxfort. I'm on it, happy to help. FYI I assume you're probably very familiar with this - https://facepunch.com/showthread.php?t=1419739 - for what it's worth. Check out that links entire post #1 (especially the 6th set, top row, 6th from the left called Fictional, ESP Wars, M90 "Rural",also post #2, 4th set, bottom row, first from the left called Fictional, custom, "NGone-Hexatal Camo" ), then check post #33 cause it looks cool and kinda like the CTRG stuff , then post #54 just cause I wanna be on the same page about what I'm asking for. I KNOW some of these are probably copy righted or something, and I'm not saying they're substitutes for the CTRG snake pattern, I just thought they're interesting. I'll keep looking, but you're right about it being slim pickings out there for a quality image.... Update: The more I look at that post #33, the more think it'll maybe fit the CTRG vest\helmet camo (worn over the standard CTRG triangle uniform pattern) quite....interestingly...to say the least, ah well, it's probably copyrighted to the hilt... but me likes....
  4. Spectr3

    FoxFort Camo Pack

    Hey Fox, Spectr3 here, have you decided if you're gonna do that CTRG Snake pattern we spoke about? You said you liked the idea, was just wondering. Loving that new CSAT uniform pattern, very fitting to the CSAT look, makes me think of a CSAT unit similar to what CTRG is to NATO, I'm thinking of making missions where my CTRG/SBS boys are taking on this "Specialist CSAT" unit....ahem....so I'd love those snake pattern uniforms,lol!
  5. Spectr3

    FoxFort Camo Pack

    That's wonderful news, thanks man, looking out for it. PS. Don't you think that the snake pattern would make a bad-ass looking diver suit? Personally I actually like the CTRG gear snake pattern better than their triangle uniform pattern...wonder why they went with it? Ah well...
  6. Spectr3

    FoxFort Camo Pack

    Hey FoxFort, long time no speak, (Spectr3 on Armaholic). I've been having an absolute blast with your uniforms and vests! Anyway, I prefer to keep things (even modded content) as vanilla friendly as possible, so I just have to beg of you PLEASE make/use the CTRG vest camo (not the triangle uniform pattern, the snake-like pattern used on most of the CTRG vanilla vests) and slap that bad-boy onto your HEAVY vest, in fact just put it on ALL vest not already covered, including the LBV Harness and Rebreather, PLEASE! I'm slowly crawling my way through putting a series of missions together and my CTRG/SBS guys are again taking the lead roles. I'm currently using your Khaki color, which looks pretty cool, but the heavy vest covers almost everything except the legs, so they end up looking just mostly Khaki. I guess I'm currently feeling the lack of any comprehensive CTRG gear selection and think your work is just what the doctor ordered. If you would be be so kind, otherwise, THANKS so much for what you've done so far.
  7. Spectr3

    3CB BAF Units

    Suddenly I get these beautiful infantry, light chopper AND the Challenger 2 (by Burnes15th) all on the same day, just before the weekend starts?! Ima dizzy I swear it....;)
  8. Awesome, thanks man, so I take it you've seen the new update to that mod where the volume has been sorted(apparently, I haven't tested the new version yet.) Cheers.
  9. I love how this mod makes such fantastic use of aircraft mods for the flyover feature and the CAF Aggressor mod for the skirmish, soooooooo....how about using this - http://www.armaholic.com/page.php?id=26188 - for your CAR features (civilians driving around and parked cars). If you REALLY wanna make it SUPER AWESOME, you could make it so only certain cars spawn on certain maps. I for ONE am weirded out everytime the locals in Shapur, Takistan etc. only drive brand new looking BMW X6's and Civic's. On startis or Altis it's no problem, but some maps could really benefit from some more locally appropriate cars. I think it would be exactly what this feature has been looking for. Who's with me? :)
  10. Spot on bud! Gods, when it's something that small...lesson learned though. Thanks. I love how easy it is to use custom units and unit numbers with your script and now I can place them in building too. Cheers ps., In case you were wondering why my parameter for evenly spaced units were set to false, it was only for testing this out, it's actually one of my favorite features.
  11. Hey there Zenophon, I need your help please. I'm trying to use your script on a spawned group, but I just can't make it work for some reason. I'm activating it via trigger (On ACT:_nul=[]execvm "Files\ShapurSpwn.sqf"; ), I have a marker named "GrpM" in editor, then I have this inside "ShapurSpwn.sqf". // First Squad ShapurGP = Creategroup EAST; ShapurGP createUnit ["CAF_AG_ME_T_GL", getMarkerPos "GrpM", ["GrpM"], 5, "FORM"]; ShapurGP createUnit ["CAF_AG_me_t_AK74", getMarkerPos "GrpM", ["GrpM"], 1, "FORM"]; ShapurGP createUnit ["CAF_AG_me_t_AK74", getMarkerPos "GrpM", ["GrpM"], 1, "FORM"]; ShapurGP createUnit ["CAF_AG_me_t_AK74", getMarkerPos "GrpM", ["GrpM"], 1, "FORM"]; ShapurGP createUnit ["CAF_AG_me_t_RPK74", getMarkerPos "GrpM", ["GrpM"], 1, "FORM"]; ShapurGP createUnit ["CAF_AG_ME_T_SVD", getMarkerPos "GrpM", ["GrpM"], 1, "FORM"]; ShapurGP createUnit ["CAF_AG_ME_T_RPG", getMarkerPos "GrpM", ["GrpM"], 1, "FORM"]; _nul=[(getMarkerPos "GrpM"), units group ShapurGp, 100, true,false] execVM "files\Zen_OccupyHouse.sqf"; //??????????? //[leader ShapurGP, units group ShapurGp, 100, true,false] execVM "files\Zen_OccupyHouse.sqf"; //Alternate//??????????? hint "Done"; //I only have this in here to tell when everything is done. Will remove once units are correctly placed in building I have nothing related to this in my init.sqf, I need to spawn these guys later in the mission. I spawn them just fine, using the createunit command you recommended (instead of the BIS_fnc_spawnGroup method I usually use), however they are only spawned, not placed/teleported in positions in building. Please have a look at the lines commented with //??????????? in particular and tell me what I'm doing wrong please. In case there's ANY doubt(lol), yes I'm still NOOBISH. Thanks to whomever ends up helping.
  12. I've dl'd and will check it out tonight. Guys, that was blisteringly quick. Thanks, now I don't have to disable one of the coolest features anymore! To quote Mr. Gliptal...*drumroll*...."YAY!"
  13. Any chance for a response? I have the latest version before the skirmish feature was implemented. I'll install the latest version and see. Here's my original post found under posting tab 161....thanks guys. ---------- Post added at 04:42 PM ---------- Previous post was at 04:41 PM ---------- Hey there TPW. I see you're still breaking barriers left and right. The following is only relevant if this 'issue' hasn't been resolved yet....ahem....I wanted to know if you would consider changing a minor detail with regards to which aircraft are used for the flyovers. Having a 737 (or ANY civilian aircraft, but especially the big ones) come screaming through a battle space at 200 feet is about as unlikely as anything...having it happen multiple times is just weird. Would you consider to EXCLUDE civilian aircraft mods from doing flyovers? Maybe don't include them for that particular feature? Please? I don't mind some crazy little Cessna (or similar) doing a suicide run over the AO (the thought of the pilot sh!tting himself while gunning the little engine actually makes me giggle), but the big ones are a ABSOLUTE no-no for me, UNLESS they can be limited to spawning at +2000 Altitude (for those who don't want them excluded completely). Your thoughts would be appreciated. Anyway, cheers.
  14. Hey there TPW. I see you're still breaking barriers left and right. The following is only relevant if this 'issue' hasn't been resolved yet....ahem....I wanted to know if you would consider changing a minor detail with regards to which aircraft are used for the flyovers. Having a 737 (or ANY civilian aircraft, but especially the big ones) come screaming through a battle space at 200 feet is about as unlikely as anything...having it happen multiple times is just weird. Would you consider to EXCLUDE civilian aircraft mods from doing flyovers? Maybe don't include them for that particular feature? Please? I don't mind some crazy little Cessna (or similar) doing a suicide run over the AO (the thought of the pilot sh!tting himself while gunning the little engine actually makes me giggle), but the big ones are a ABSOLUTE no-no for me, UNLESS they can be limited to spawning at +2000 Altitude (for those who don't want them excluded completely). Your thoughts would be appreciated. Anyway, cheers.
  15. I meant whether you'll consider including this into the TPW mods alongside the cars, fog, air etc. I meant to say that it may well not be an immersion orientated addition, but since most missions require some degree of cleanup, I thought that having it as a permanent and easily configurable part of your "TPW mods" compilation might be nice. I meant to say that you would take the "couple of lines of code" and permanently make it so the mission makers can simply define a few values in the TPW_MODS.hpp(like turning it on\off, setting the distance, maybe even including the "included and excluded" array from the link I send you) and thereby have a permanent feature that takes care of deleting dead stuff in the distance. Sounds nice to me anyway. Your mods add a lot to immersion and since dead object makes FPS take a nose dive after a while which in turn RUINS immersion, I would argue that adding this feature can also be considered an immersion enhancer. Was just a thought anyway, I'll gladly continue adding it via scripting as usual, I merely thought mission makers might enjoy an permanent "deletion of dead objects" feature. No worries mate :)
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