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Hoffinator

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Everything posted by Hoffinator

  1. Hoffinator

    Zero Dark Zero

    I'm loving this mod so far! The HALO and Submarine features are simply amazing! I haven't tried the sniper functions yet but I'm sure they're great the way the rest of the mod looks. Anyway, my question is is there a way to change the faction or units that spawn with the SOCOM feature? I'm using RHS and would like to fight russians or terrorists or something, not CSAT. I can understand if the system to change unit faction isn't in place yet, but it would be a great feature! Or maybe I'm just missing something super obvious haha. Thanks for any info you can give. Love the mod!
  2. Hoffinator

    MGSR Mod

    Already loving it, the trailer was awesome! Can't wait for you to release that custom face, it'll be getting a lot of use from me. If only there was a way to put a mullet in Arma... My only question, why is the mod called MGSR? Maybe I missed some information somewhere, but this is a MGSV mod, not a Rising mod. Just curious about the name, not saying it's wrong or that you should change it. Love the work, keep it up!
  3. Hoffinator

    [SP]Day 256

    Take control of Larry Johnson once again in the second segment of the 'Day~' campaign. After some R&R from his last assignment, he has to report in to Sgt. Burr. Features: -Only about 10~15 minutes long, give or take -Dialogue (not voice acted) -The second entry in a story driven series -There is combat if you hit the people. You can also completely avoid combat as well -Make sure to jump out of the chopper when the pilot tells you, or else experience bad results. (ew) Bugs: -Sometimes the AI in the chopper like to get out and run around. If so, just wait and they'll get back in eventually. -I don't have checkpoints implemented, save or face the consequences! -No voice acting (BIKB is way too much work for a novice like me, maybe I'll redoux this mission and add voices later.) -Couldn't get an intro working so it'll just start. Shouldn't be too much of a problem. Download from RGhost Download from Steam Workshop Day 256 - Armaholic Requirements: Nothing. It's vanilla. Credits: BIS for the game and photo. My graphics suck really hard so I can't take photos myself :\ Random people on the forums that I used for scripting help Disclaimer: This can't and will not mess up your game. If it does for whatever reason then let me know. (EPISODE 3 IS CURRENTLY IN THE WORKS) If anyone gets the easter egg in the dialog at the end, then I am happy. P.S. Sorry for the wait, it's been out on steam workshop for a short while and I forgot to post it here in the meantime. Sorry about that :\
  4. Alright, so I've added the semicolons and fixed a missing }; spot, now it properly loads the units! Yay! However, my game has started crashing a bunch now! Woohoo! I haven't been able to do the copytoclipboard thing, idk why, it just wont work. File TPW_MODS\tpw_skirmish.sqf, line 598 Error in expression <(_cfg select _i) >> "scope") == 2} && {[_str,str _cfgname] call BIS_fnc_inString> Error position: <_str,str _cfgname] call BIS_fnc_inString> Error Undefined variable in expression: _str That came up like 500 times in the crash log - along with tons of other (non-skirmish related) errors. It's probably not the problem though. I'll try and see what the thing causing the CTDs is, but honestly I have no clue why it's just now crashing - I've used all these mods in sync before, why would Skirmish cause it to crash? ---------- Post added at 07:55 PM ---------- Previous post was at 06:17 PM ---------- It's not crashing anymore, which is good, though for whatever reason the Kae_SZ units are spawning on the friendly side and the USMC guys I set are spawning on enemy side. I guess I'll just reverse it in the config, but still rather odd...
  5. I've been trying to get Kaelies' excellent South Zagorian Army Mod to work with Skirmish, but it isn't spawning any of the units I've put in the _unitstring bit. Went into the TPW_Skirmish.sqf in the mod folder, tried to follow the same thing as the other mod-oriented spawns such as CAF and etc. and added this (underneath the other enemy types) Case 7: if (isclass (configfile/"CfgWeapons"/"kae_TK_Hat")) then { _unitstring = "kae_TK_FAL" _carstring = "Kae_RDS" }else { _unitstring = "o_soldier"; _carstring = "o_mrap"; }; }; Then went into the userconfig's .hpp file and changed tpw_skirmish_enemytype = 0; to 7. Did so in the Skirmish.sqf too, but it still spawns CSAT? I'm sure I'm missing something super simple, any ideas?
  6. Hoffinator

    Sham's US Armament Pack

    Hmm... Okay, so I've disabled all mods except for your mod and ASDG. Went in game, used M16's from the ammo box and just to check, from the config list. Have tried every sound config and still nothing. I have no idea what's going on, I really like the models and the sound for the M27! Man, I really wish I could get this working.
  7. Hoffinator

    Sham's US Armament Pack

    Just noticed the mod on Armaholic and downloaded it. I love the models, but the M16A4 (all variants )and M4 (also all variants) make no sound when they fire? They all make noise when reloading, however. The M27 IAR makes sounds and it sounds awesome, and so does the M40A5. I'm fairly certain I installed it correctly, so is it a mod problem or am I just missing something..?
  8. Hoffinator

    [SP]Day 254

    Assume control of Larry Johnson in his 254th day on Altis, who's mission for today is to do recon on a nearby town with his team before discovering something shocking leading into episode two of the story driven 'Day~' campaign. I guess this could be described as a 'teaser', however, it is an actual story segment. Features: -Only about 10 minutes long, give or take -Dialogue (not voice acted) -The first entry in a story driven series -There is combat. Just in case you are wondering xD Bugs: -Team Leader Burr is a terrible driver. The wheels shouldn't pop or anything, so don't freak out if he hits a house. -I don't have checkpoints implemented, save or face the consequences! -No voice acting (BIKB is way too much work for a novice like me, maybe I'll redoux this mission and add voices later.) -Couldn't get an intro working so it'll just start. Shouldn't be too much of a problem. Requirements: Nothing. It's vanilla. [sP]Day 254 - Armaholic Download from Steam Credits: BIS for the game, and the photo. (It fit the mission pretty well so I figured I would use it. If it's a problem, I can take it off.) Random people on the forums that I used for scripting help Disclaimer: This can't and will not mess up your game. If it does for whatever reason then let me know. (EPISODE 2 IS CURRENTLY IN THE WORKS)
  9. *hype intensifies* Can't wait for the release!
  10. Hoffinator

    =BTC= weapons A2

    I don't remember arma 2 zooming in so much when you look down the sights of the stinger missile (any launcher really), after all it's just a rubber eye protector and some glass; there's nothing telescopic about it. It's just my personal peeve that there's no peripheral vision since it zooms in so far when you look down the sights is all. But if that's the way it was meant to be, I'll get used to it eventually! :D
  11. Hoffinator

    =BTC= weapons A2

    Great mod, been using it for a while and I love it, best weapon mod out there. However, it seems like the ADS on the launchers is a bit much... They work better than binoculars :p I can understand if this is done on purpose because the sights don't work properly otherwise or something, but maybe it could be trimmed down? Just a little? It's starting to become a hack :D
  12. Hoffinator

    [CO-05] Altis Bus Driving Simulator 2014

    The people thinking the creator is a gay-hating evil man, keep in mind he's referencing a real movie While I can't speak for the creator's ideology, I'm sure these "homophobic and white supremacist undertones" are just there because he's referencing a movie. Watch the damn film and you'll understand the joke instead of just assuming he's a gay-hating redneck.
  13. Awesome work, loved it in ArmA2 and can't wait to try it out in ArmA3!
  14. Hoffinator

    [Coop04] Sigma Quadrant I & II

    OOTTTAAACOOOOONNN!!!!!! I'm sorry I just had to do that, making MGS references is a bit of a habit. Nice looking missions as well!
  15. A four man team is in disguise to transfer important data from an enemy laptop to help with the future invasion of altis. Objectives: 1) Find the helicopter wreck and look for survivors 2) Transfer data from CSAT laptop 3) Exfil Notes/Features: If you enter the truck at the start, and no CSAT sees you do it, you can go around the map without getting shot (disguise). When you are /not/ in the truck, you will get shot. If CSAT sees you getting into the vehicle, they will still open fire. When you look at the laptop, you will get a 'Download Data' option. The GUI does not appear right now (working on it), but the download will finish with a 'Download Finished' message. There are ammo boxes directly infront of the spawn/respawn position. Known Issues: The 'Download Data' task finishes when you approach the laptop. I don't know how to make it finish after using a custom action, so that might stay that way for a while. Should add more roaming patrols. AI like to jump out of the truck and get shot, so I recommend disabling them. This is just the AI, I can't do anything about it. IF IT DOESNT LOAD FOR ANY REASON, TRY DOWNLOADING AND INSTALLING/ENABLING THIS: http://www.armaholic.com/page.php?id=21785&highlight=TMR PLEASE ALSO TELL ME IF YOU HAVE TO HAVE THAT REQUIRED TO PLAY, I WILL FIX IT ASAP AND MAKE IT VANILLA IF IT IS SO. Operation Iguana Co-04 Requirements: Hopefully none. I recommend TMR (see above). Credits: BIS, of course T800A, for the Download Data snippet, even though I can't get the GUI to work :p Disclaimer: There is no possible way this will mess up your game. If it does, uninstall it, it should fix everything.
  16. Haven't tried it out yet, but it seems useful and rather unique. Thanks for the release! ---------- Post added at 09:44 AM ---------- Previous post was at 09:10 AM ---------- Edit: Works great so far, thanks for the release! I am, however, having problems with getting the GUI to appear. All of the scripts seem to be in order, and #include "downloadData.hpp" is in the description.ext... and yet nothing pops up upon downloading! I know nothing about .HPP files, but I read that that "Upon binarization included files are merged into the single config.bin file that is included in the final PBO". Yet when I .PBOed it, still nothing has appeared. I would appreciate the help, as this is quite a nice thing you have released.
  17. Hoffinator

    Operation Arid Fear

    OPERATION ARID FEAR [MP] [COOP ~6] SORRY I FORGOT TO ADD THAT TO THE THREAD'S TITLE AND I DON'T THINK I CAN CHANGE IT NOW :( Description: A six man Ranger team (Callsign 'Underdog') is inserted into Altis at night to upset the balance of power and add US control over the country by assassinating the current 'president', a dictator that came to power via coup. We have friendly choppers in the AO delivering supplies to refugees, but otherwise, you're on your own. Mission Objectives: Assassinate President Exfiltration (Going to add side missions in the future, if the mission needs more meat.) Mission Details: -Six man team -Night Mission -Possible Stealth -Assasinate a president (honestly just looks like a general) Requirements: NATO SF and Russian Spetsnaz Weapons by Massi African Conflict by Massi USSOCOM 75th Ranger and Navy SEALs DEVGRU by Massi Massi Addons Dedi Fix by Massi (optional but highly recommended.) Mission: Operation Arid Fear Co-06 (@) How to install: Download and put into your Steam\Steamapps\Common\ArmA 3\MP Missions folder! Give me feedback via PM or comment on this page! To install the required mods: Extract @foldernamehere to Steam\Steamapps\Common\ArmA 3\ The Massi addons don't come with premade folders, so I made @MAS and threw the addons folder of each one in there. So it would be Steam\Steamapps\Common\ArmA 3\@MAS\Addons ^ Once that directory exists, right click on ArmA 3 in steam, and then properties. Once the menu opens, click on 'set launch options' Add -mod=@modname1;@modname2;@modname3; etc etc. Armaholic has a much more in-depth installation guide on the addons' pages. Thanks to: BIS for the epic game, Massi for the great addons, and TPW for the wonderful scripts. DISCLAIMER: If this blows up your game somehow then its not my fault blah blah blah (its not going to happen.) HOWEVER, This mission's scripts (the TPW ones) will more than likely not work in a dedicated server. The mission will run, just not the shiny awesome scripts. Just FYI. If you really want me to make a vanilla version, I will. But these mods are great! Sorry for the terrible photo, I have to run the game in an awful resolution to get decent FPS so... if you take any nice photos be sure to send them to so I can get this current photo garbage off the page! Changelog: V1.0 First Release
  18. Behind Enemy Lines X-28 I've made a D-Day morning (3:25am) mission for I44, using UPSMON to randomly generate patrols and ambushes. It's pretty decent (for a mission making newbie) right now, but I will be adding more objectives once I learn how to script them in from my pal, this is my first real 'big' mission I've made. Basic Objectives The main objectives of the mission are to neutralize three AA Positions around the map. While this may sound simple, there are tons of other little objectives and three towns for you to clear out if you so wish. You start in four C-47 Skytrains and AUTOMATICALLY :eek: jump out in a proper 'static line' at four separate DZs. With a second in between each guy, this can lead to scattered drops and losing men in the dark, which will make the dark drop even more fun! The planes you are travelling in can be destroyed by enemy AA, and if that does happen you will respawn at a small allied FOB near the south of the map. Known Issues Sometimes the planes just don't fly straight and turn in circles... I think I have fixed it, but it still happens ocassionally. If it happens, restart the mission. The UPSMON zones take a bit to disappear of the map. It's known info anyways, the enemy is all over, but still annoying. I don't think I can do anything about this. The objectives, on completion, don't actually say they are complete, so I guess it's more of a marker-finder for now. Notes I haven't properly tested this with the full 28 people (I have about ONE person to test it with :\). Only the radio men have radios (ACRE handheld VHFs (if I used the backpacks it would look weird)) because personal radios weren't really a thing back then as far as I know. Read the mission briefing, etc... It has important info! Most I44 modules are enabled, except wounding. If you want one with I44 wounding, just ask! :D The mission works in singleplayer, the AI teams still jump on their own (Auto line-jumping remember?) and have waypoints, so you are in luck if you want to play it that way. (Don't disable AI that isn't in your squad in MP, they will help out on objectives if you go there as well.) Enemies spawned with UPSMON and randomly patrol or set up ambushes, the mission is never the same with its hostile placement! (objectives still in same places) It will get lighter in about ten to fifteen minutes. Requirements I44 ACRE ArmA 2 MISSION Behind Enemy Lines Co-x (@) CREDITS The I44 team for this wonderful mod BIS for this wonderful game UPSMON guy(s) Universal Weapons Respawn Script guy(s) Nuttex for helping me with scripts VERSION V1.0 - First Release I'll add more objectives in time and tweak the mission a bit, I really appreciate any feedback, especially since I am fairly new to big mission editing... Will also take suggestions for more side objectives (as well as other things) because I need more of them in the mission! I was thinking about a wave-defense once you capture a town with a road to the beach (have to hold it until dawn or something). Thanks for checking it out! P.S. This has nothing to do with the film, if you haven't noticed already.
  19. I highly recommend that you add an additional ACE version of this mod, it would be epic... For instance, you get tired from lugging around so much stuff, you could drink the thermos of coffee you brought along to slowly regain stamina? I dunno, but it would be so cool... If ace added nerves or something, cigarettes could calm you down... Well, HAVE FUN!
  20. Hoffinator

    Gore Mod / Wound effects

    This would be hard to code, but I agree with Kyle_k_ski. Maybe add a hit-mapping of a sorts? because a grenade that landed at someones feet would most likely not blow them into a million pieces. The whole thing about grenades is shrapnel. Modern grenades do have a bit more of a punch, but to plop someones body into 10 different pieces? No way. So a hit-mapping of sorts, there is a video I could link to you that shows what happens when someone steps on a landmine. Its gross and gruesome, and you probably wouldn't want to see it, but maybe. Also, certain gunfire can rip someone into shreds, like an M60E4, or an HMG like that. they wouldn't explode.. they might have their arms ripped off, etc. this would probably require re-making the ArmA2 skeleton, but possibly not. A realistic gore mod would be fantastic, I'm sick of all the games now being like: when you shoot someone, a little puff of red mist comes out and they fall over. Adding the ability to be cooked inside of cars (body roasted after death) or compatibility for the ACE white phosphorus would be great. And small things like the body is intact, yet and hand was missing would be great. Also, it would be fabulous for mission-makers. To show acts of violence against civilians in their briefings, would possibly inspire the player to kill some baddies and add a more somber ambiance to the scene. If you could do this, I would love you forever. :459:
  21. This is a GREAT mod, and I was reading over the AI PBOs and it looks like it changes AI in combat, but does it make them more realistic with sneaking and things? If you have used Zeus AI, you would know it is truly a great AI mod. but does SLX conflict with it? I would still like the realism of Zeus, merged with the realism of SLX. If it works, or if SLX changes the "awareness" (I guess you would call it that) of the AI, that would be fine too. ALSO, SLX changes movement speed so does that conflict with SMK? Sorry for all the questions, but it would be nice to know. Keep working on this great improvement to ArmA2. ~Hoff
  22. Very Nice, although when using this script I discovered that it doesn't work with the V2.6 I44 vehicles! SO, I was wondering if there is going to be an update anytime soon for I44? Because I would love to be able to load the airdrop containers in a C47 and drop them! Hopefuly?! Either way, I love the script! :dancehead:
  23. I have a VERY IMPORTANT QUESTION!!! If, I have ARMA CO, on steam, then how would I install mods? I know where from, (armaholics, wooo!), just not were to put them or if I need to make a new folder. I have modded almost all of my games, but this is a first for ARMA so someone please help! I NEED that AC-130, or those French weapons, or AI core updater thingy! HELP MEEEE!!! P.S. I know I use lots of commas, don't point me out on that.
  24. I just installed arma OA and trying to play it on steam. BUT, when I try to play it an error message occurs before the game is launched, saying "Cannot open file C:\Program Files (x86)/Steam/SteamApps\Common\ArmA 2\addons\Character2.pbo" Sadly, ARMA 2 is still downloading so, I cant test if its like this because the base game isnt installed. Can Anyone Help!? But it says \Addons\ so it shouldn't be because ARMA 2 isn't installed
  25. I am now, It is going to finish 2morrow though, its huge.
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