JKNuke12
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CatBook-Yi23332 started following JKNuke12
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Advanced Combat Radio Environment 2 (ACRE2)
JKNuke12 replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Automatic Teamspeak plugin installation with Steam, this would make helping others install much easier. Thank You.- 896 replies
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Can confirm that it's fixed on Steam. Just did a quick test with CBA and Task Force Radio. http://i.imgur.com/ZaSlFCO.jpg
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It's RHS that's giving you this error, it's an issue they know about and that came with Apex.
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RHS Escalation (AFRF and USAF)
JKNuke12 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did the M4A1 Block II's and MK18's get removed, or are they just hiding from me? I didn't see anything about them in the changelog.- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
JKNuke12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've noticed this too, but running vanilla. I think the last update made animals synced between clients. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
JKNuke12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm excited to see how ACE brings Arma forward. It will be nice to see multiplayer communities united on at least one mod. -
CBA changed the debug window in its last update. Nothing to do with TFAR.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
JKNuke12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That would be awesome. The only time I've ever had more than 20 wounds per body part was a person who was on fire. My only concern would be with our medics carrying enough supplies to work on the team rather than one badly wounded soldier. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
JKNuke12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I love CSE medical, but my only issue was the number of wounds that someone could take was a bit rediculus. If there's a way to limit the number of wounds to something less than 50, it would be perfect. There's only so many large wounds a person can take before they would just become a larger wound. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
JKNuke12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sweet mother of god, so excited to see ACE back. -
For some reason, this mod disables the ability to use any explosives. I've tried running it with other mods and by itself and am still unable to plant explosives. It also replaces all of the explosives except for the satchel. Engineers can still disarm, but any unit can't place them.
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A.C.R.E - Advanced Combat Radio Environment for Arma 3
JKNuke12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
8 hours 47 minutes 19 seconds Do you think if 8 hours just happened to disappear from that timer, we'd get ACRE2 quicker? -
Atomic Bomb - Module and Zeus (WIP)
JKNuke12 replied to NeoArmageddon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This right here, makes me happy. Awesome work. -
Virtual Ammobox System (VAS)
JKNuke12 replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
First of I have to say that I love VAS. I have one question and one request. The question is, is it possible to disable the alphabetical sorting as it splits up mod packs all over the lists. And my request, is there a way to add a dialog to say what add on pack an item is from. Running multiple weapons packs, it's hard to tell what weapon is from what pack. -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
JKNuke12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No, when you remote control an AI through Zeus, acre keeps your voice tied to your actual character. We're saying that it would be a cool feature if you voice went with you when taking over an AI unit.