Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Spectr3

Member
  • Content Count

    44
  • Joined

  • Last visited

  • Medals

Everything posted by Spectr3

  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 :)
  16. Hey there TPW, Just wanted to say thanks for the epic work. The last time I posted was with regards to certain vehicles only spawning at certain times of the day...boy oh boy did you do a great job of implementing that, so theeeeen..... I was recently doing a search for a script that deletes dead bodies/vehicles in Arma 3, found several, ALL turned out to effectively use the same code, except ONE which was different in that it not only deleted the relevant stuff after a set period of time, but ALSO checked how far away you are, albeit this feature is initially off and has to be set via the sqf. However, once I started using the "distance from" feature, the timer until any object is deleted became largely irrelevant because I was too far away to see it anyway...which in turn led me to wonder if you could implement something similar. To be clear, can you implement a feature where dead bodies and vehicles are deleted once the player is a certain distance from the dead object, making the distance etc. definable (including the entire feature can be disabled as per all TPW modules) . The original code was found here and might over far more insight into this powerful script: http://www.thebutcherbay.org/showthread.php?tid=63 I find that unless the mission consists of no more than some "attack the tiny village with your tiny squad who has no support(that isn't spawned in)" the deleting of dead units is almost compulsory for mission makers. With todays release of ZEUS it remains to be seen if this stays true, but since I mainly focus on single player, I was just wondering, anyway....cheers and kind regards
  17. Hiya, just popping in to say thanks for implementing those random amount of cars, I knew you'd come through. Any chance to split it into day and night time specific amounts?
  18. To be clear, when I say rhythmic, I am referring to the spawning of a new vehicle moments after the previous one completed their waypoints. I was trying to explain the unlikely-hood of traffic being THAT consistent even during nighttime on some god forsaken road somewhere....Also, I actually don't mind the vehicles driving into a firefight, that happens (sadly) in real war zones every day, I was attempting(poorly, mind you) to once again refer to the fact that on the above mentioned god forsaken road, at 02:00 in the morning, one probably wouldn't find some bloke doing 100 kmh in a fuel truck....this was merely in support the "WHAT vehicle gets spawned WHEN" suggestion. For what it's worth, this is all second language territory for me here...and believe you me, "lost in translation" sometimes doesn't BEGIN to cover it.....:confused: Cheers, and thanks for the quick response, I appreciate it.
  19. Hi there guys and Mr. TPW. So, firstly, thanks for this must have addon. EVERY single request I've had (by myself, without posting anything)has been taken care of within a 1-2 updates and that is just awesome. All except one.... In order to save you a long lists of reasons and motivations that I think will be evident enough to such an bright community, I'll rather just jump straight to my requests and we'll take it from there... I) In order to make traffic spawn more randomly, it should be spawned via two parameters setting the min(eg 25) and max(eg 60) amount of seconds between EACH spawns fro a single vehicle, letting the vehicle spawn somewhere between those times. II)EDIT:What TIME OF DAY the car is spawned and what TYPE of car. III)The previous parameters could then arguably be further used to set the amount of cars depending on the time of day, FOR INSTANCE: 10:00pm - 04:00am only civilian PRIVATE VEHICLES(pickup, hatchback, no commercial) and between 04:00am - 10:00pm all types of civilian vehicles(the argument being those are the earliest and latest times commercial vehicles would be operating on a island this size, remember we're NOT trying to depict midtown London here where the commercial vehicles NEVER stop moving....) I don't know if it's possible to set which KIND of civilian vehicle can be spawned during a certain time of day, or even if it's possible to spawn vehicles DURING a certain time of day only....HOWEVER if you can we can use parameters(E.G.) call 04:00am - 10:00pm time period "OnPeakMIN" and "OnPeakMAX" and for 10:00pm - 04:00am we'll have "OffPeakMIN" and "OffPeakMAX". Then by setting e.g. "OffPeakMIN=300" and "OffPeakMAX=480" and also then "OnPeakMIN=60" and "OnPeakMAX=180". This will result in 1 vehicle being spawned every 5 to 8 minutes (resetting timer upon spawn) between 10pm and 4am, consisting of only non commercial civilian vehicles AND 1 vehicle being spawned every 1 to 3 minutes (resetting timer upon spawn) between 04:00am and 10:00pm, consisting of any civilian vehicle including commercial vehicles. Currenly I find night missions close to roads VERY frustrating, due to the near constant an rhythmic spawning of vehicles, even when setting the amount to 1, THE MOMENT the vehicle that just higlighted my squad trying to sneak up on the enemy is gone....BOOM here comes ANOTHER one....to predictable. LOL, if I find ONE MORE fuel truck gunning it down some deserted backroad right in between the EPIC firefight going on....boy, they sure do blow up well.......anyway, that's my 2p. Hope it made sense. If what I've asked for is impossible just say so, but I think the logic would fit.
  20. Spectr3

    STALKERGB's British Infantry

    Good thing you asked MistyRobin! I went on a EPIC search through my browser history, almost two weeks back, but I found it! Turns out I had my Bullpups mixed up! The rifle I was thinking of was the Famas, not the Sa80. Here's the source though, good old wiki - http://en.wikipedia.org/wiki/FAMAS#Future_replacement - under the Future Replacement section. Apologies Everyone and Mr.Stalker. The question however stands...are you using the Sa80 for nostalgia purposes(have people indicated that they want it this way) or is simply because the outstanding quality of Kiory's Rifle fits the outstanding quality of your troops so nicely. After all we can add what we want through scripting, however Arma 3 have introduced more people to the Armaverse than ever before, I'm just wondering if forcing a new player to learn how to use the init/scripting commands straight of the bat, merely to replace a rifle that is surely not gonna be used anymore, is maybe gonna scare of too many people that will already be overwhelmed by the complexity of the game compared to other FPS-ish games. BTW MistyRain, that was a interesting article. Cheers.
  21. Spectr3

    STALKERGB's British Infantry

    So these are just great, however I'm curious if you're gonna stick with Kiory's FANTASTIC Sa80 for nostalgia'a sake, since it's already being considered for replacement, some saying the F90 being the primary candidate and the ADF guys -http://www.armaholic.com/page.php?id=20582-have entered a GREAT F88 model into their mod(the sound alone....) with apparently the F90 on the way. Now I know all too well the military can be slow to implement some things, but one would think that 22 years from now they would have done this already.....The Brits generally have decent kit after all, with upgrades not quite as frequent as say the USA, but still 22 years is a long time....I would believe it. Not bothered either way, just food for thought.
  22. Spectr3

    INKO Disposable

    Hey Inko, many of us need your "disposable love" on the R3F at4cs release like you did for A2/AO! Please? I've been using this since A2 and find it very irritating when I'm lugging around a spent tube now. The author of that mod said it'll be up to you again whether you add it or not, as they have no intention of including CBA as a requirement in their mod....However, not only is the At4cs not included (yet?), but some users(check out "germ"'s comment on the armaholic page comments) have reported apparent conflicts with this mod.
  23. Spectr3

    H&K USP 9 mm Pistol

    And so I learn.....Thanks! (mumbles while walking away*damnthesenewcommandsmakingmelooklikeanoob*)
  24. Spectr3

    R3F French Weapons Pack

    Confirmed, AT4CS shows up just fine now, thanx for the release! Are you gonna make it disposable or not? No biggie either way, just asking since APPARENTLY inko causes a conflict(comment by "germ" on armaholic page comments), but I haven't tested that for myself.
  25. Spectr3

    H&K USP 9 mm Pistol

    No errors when using the ammo box, had some difficulty getting the weapons into a box when copy'n pasting the classnames from the armaholic page though(thought I'd test that too), but maybe that's just me. Also, regarding the damage, will the difficulty setting you used be the only one where the damage is different or how does that work? Remember to put those classnames in a readme, I for one won't always have internet readily available to check online, I made my own for now, just a thought though. EDIT:Also, you might wanna add the different variants w\ attachments already on separately. When adding your primary and secondary weapon and it's respective attachments via the init or scripting only the first weapon entered has it's attachments added automatically, not the second. This goes for vanilla pistols as well. Those attachments go straight into the inventory. BIS therefor has the various variants w attachment combos available under separate class names ie With and without suppressor. Rifles and such can still maybe get away with not adding the different versions, because they're usually added first in the init and/or scripting files, but it'll make things a whole lot easier if the pistols at least have their variant combos under preset class names. When space is of the essence in ones inventory, I'd rather have 3 more mags than have the pistol attachments take up that space, only to have to add then on the mission's start anyway. Furthermore the mag classname posted here and on armaholic for the .45 should be "Flummi_12Rnd_45ACP" and not "Flummi_15Rnd_45ACP". For what it's worth.
×