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cosmic10r

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About cosmic10r

  • Rank
    Warrant Officer

core_pfieldgroups_3

  • Interests
    Arma, Downhill, Real Steel

Profile Information

  • Gender
    Male
  • Location
    Behind a Scope...
  • Interests
    Arma, Real Steel, Downhill

Contact Methods

  • Youtube
    c/UCv1fDFyJjnWGV1zb5lTn5XA

Recent Profile Visitors

4262 profile views
  1. cosmic10r

    Exploding Objects

    Cool stuff EO
  2. cosmic10r

    Ravage

    Pics look great EO.
  3. cosmic10r

    Ravage

    Very cool haleks
  4. cosmic10r

    Ravage

    Awesome. Looking forward to seeing what you come up with.... You definately need to strike the sqf while the coding is hot... I'm having trouble getting my forge started again lol
  5. I hear you. Plus all the unexpected workarounds that become needed. I'm no expert but what I learned is that for MP you have to be really cognizant of where stuff is executing in terms of locality and once you wrap your brain around what/where the engine wants it becomes much easier... So I'm told lol
  6. While I understand the sentiment it might be worthwhile to complete one and code it for mp then finish the other 2. I ve done some testing on a sp mod that transitioned to mp and a lot of it is remote exec and locality issues that once you figure out once it will carry over to your future work saving having to rewrite and test all 3. I guess what I'm suggesting the learnings from mod one will speed up mod 2 and 3s mp readiness. Just a thought ...
  7. cosmic10r

    Boeing 737 and variants

    So much of this! Nice job!
  8. cosmic10r

    UnderSiege Gear & Uniforms

    Impressive stuff. Especially those helmet scans!
  9. cosmic10r

    Contact Expansion Feedback

    does this work in cfgAmmo with the new Shotgun Pellet ammo fireSpreadAngle=3; ?, it doesnt seem to be in the config in the viewer so is it now hardcoded? Sorry if this is the wrong thread
  10. cosmic10r

    Rusty Retexture

    and some more work . Made some headway on it yesterday. Its up to about 10. Got it properly built as an addon and got it configured for the textures that are currently releasable based on HS.
  11. cosmic10r

    Rusty Retexture

    Some work on the Engraved R1 from Project Infinite
  12. cosmic10r

    Rusty Retexture

    Well I have some good news for you. Bnae has been kind enough to grant permission for that release as of yesterday so long as its based on the same config style mod that RR is. So it is dependant on the original and is its own mod that inherits the guns and then uses hidden selections. Unfortunately the Colt doesnt have HS so it cant be in that package. I will ask Bnae if he ever is working on that how hard it would be because I really like the Colt. Its one of the highlights imo. At this point I have worked for a few hours on the config and have 6 done as of now including adding the new contact DLC shotgun ammo to them. I will mention that to Bnae because its a one line change in the config to use the ammo. Not sure on when but it will come ...
  13. cosmic10r

    Ravage

    Not to add to Haleks workload but gear arrays for traders would be slick. It would be cool if you could specify lists and then add a call function in the traders init to give him that list thus seperating who has what and making some traders rare and spawned ones could be randomized etc. We could likely build some base gear pools ourselves to help the process along....
  14. cosmic10r

    Ravage

    You and your quiet hunting trips....lol 😉
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