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Everything posted by outlaw2101
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RHS Escalation (AFRF and USAF)
outlaw2101 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the new update RHS! I'm enjoying the new Serbian forces and all the new additions to RHS. (PASGT helmets - thankyou so much for that! Pity there isn't a bare version though lol. :p ) Also whilst I'm on the new update - anyone else experienced any unusual occurrences with it? AFRF, GREF and SAF seem to suffering from missing weapon magazines, lacklustre of icons, texture errors, memory crashes and missing scripts. I'm thinking it might be something to do with AFRF. Tested it with just RHS and CBA - still receiving the same outcome. Just an example. Other than that please keep up the good work!- 16574 replies
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Hey Zabb! Just wondering if I can make a request for a few AK magazine pouch versions in place of the regular magazine pouches on some of the TAC vests? Thanks!
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Just out of curiousity - has the Saddam-Era Iraqi military been considered?
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Hello I'm having trouble executing GKB_fnc_randomAAFire by Gekkibi. I am familiarising myself with scripting through a mission where the only objective is to sit back and watch random firefights, artillery and airstrikes in a city. I've successfully scripted several MLRS and artillery fire missions as well as Scud strikes - however I want to add some ambient AA fire Baghdad style. I've dug around and found Gekkibi's script however I am not sure on how to execute this script. The methods of nul = [] execVM "script.sqf" and execVM "script.sqf"; that I commonly use unfortunately do no work with this script. I have never used a script that has been written in this way. Searching GKB_fnc_randomAAFire with Google or on the Forums yields no results on how to use this script - so all in all, I am stuck. Here is the script in question I have not gotten to arrays like this yet - so I am a bit puzzled on how I can execute this .sqf. I would message Gekkibi but he hasn't been online for 2 years, and I don't want to bump a 3 year old thread. It is probably something absurdly simple that I have missed - hah. Thanks.
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.Right. I've had success with the _nil promopt - but I am still unsure how to activate this script. I'm trying to get this to work with 3 ZU23s. So at the moment I have a trigger set up with _nil = [ [GKB_aa1, GKB_aa2, GKB_aa3], [[0, 4500], [7000, 8000], [1000, 500]], 20 + random 100, 0.1, {alive GKB_radar}] spawn GKB_fnc_randomAAFire; in the Trigger's Acvtication. I've renamed the three guns to their respective names and synced them to the trigger. I am still not sure about alive GKB_Radar though. This seems all rather complex.
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Howdy. I still cannot get the editor to accept the script for some reason - whenever I input the syntax into the init of a unit or a trigger, I simply get "Missing ;". I'm not sure how to get this script to initialise - whether I plop it in the Activation of a Trigger or the Init of a unit.
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Howdy Folks I'm playing around with scripting with an ambient mission in a base, where the only real objective is to wander around and admire detail. I want to have some units sleeping on beds - however I can't seem to get it to work. I have a unit named "Sleeping1" who is positioned on a bunk. He is synced to a trigger which is activated by Anyone. On Activation is the entry sleeping1 playmove "AidlPpneMstpSnonWnonDnon_SleepA_sleep1..3"; sleeping disableAI "ANIM"; with the "disableAI "ANIM" to stop him getting up. I have assumed the reasoning behind the failure of the script is because the animation is not present in Arma 3? If anyone could help that would be super! Thanks
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The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
outlaw2101 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just thought I'd throw in my two cents. I'm really enjoying this mod so far. AI are struggling to fly the UH-1 series of helicopters. I've tested it with Vanilla AI and VCOM AI - still a problem. They can't seem to follow waypoints or tilt the helicopter forward. Another issue - I get memory crashes with the Da Krong map. I've tested it with just Unsung and CBA enabled - still get a crash. -
RHS Escalation (AFRF and USAF)
outlaw2101 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just out of plain curiousity - can we expect to see any other variants of the M16? Such as the A1, A2, A3?- 16574 replies
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I've had a bit of a scavenge but I can't seem to find much info - is it somewhat possible to add custom loot to the loot table?
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No Haleks I have been using Tanoa. So that is the reason it hasn't worked? Bummer. Is there any way to put it into the Tanoa map? Or any alternative way to save my progress?
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Darn okay, no pressure. I'm also having a problem saving. When I find a radio I cannot 0-0-1 to save. Radio option is greyed out. Not using ACE. EDIT: Tried it with only CBA, CUP, RHS and Ravage enabled - still suffering same issue.
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@Haleks Having a problem with CUP addon. Whenever I go to resume my Ravage missions I get an error telling me that "CUP_Weapons_L7A2.pbo" is missing. This .pbo was removed in the latest CUP Update. Is it me or something else I'm missing? lol.
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Toadie's SmallArms and Animations for Arma3
outlaw2101 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@toadie2k Thankyou for the latest rendition of the AK Pack. I am enjoying the new additions. However, I have a small question. The AK74Ms are using late plum Bakelite magazines? Whilst I'm aware this happened, as of the early 2000s the Russian Military mainly use the polymer magazines in their AK74Ms. It is extremely rare to see Bakelite magazines used by active Russian units now. -
Iraqi-Syrian Conflict
outlaw2101 replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is anyone able to explain to me how to disable the randomization script? I'd like to add some custom loadouts to some units and keep the script for others. -
RHS Escalation (AFRF and USAF)
outlaw2101 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, the new Ratnik Future Soldier system for the Russian Army. It includes brand new bodyarmour, load bearing equipment, helmet and an entirely revamped communications system called Strelets which works through the GLONASS module. The 6B43 is the prime body armour in the Ratnik system. The 6B45 and 6B46 BNZ have not been actively adopted by the Russian military thus far.- 16574 replies
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RHS Escalation (AFRF and USAF)
outlaw2101 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a quick question Do the RHS Crew have any intentions of adding the newest equipment to the AFRF that the Russian Military has acquired since 2011? Such as the new UMBTS Set which includes the 6Sh112 and 6Sh117 as well as the new RATNIK equipment?- 16574 replies
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Iraqi-Syrian Conflict
outlaw2101 replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've got a problem with IS Squad Leader isc_is_squad_leader_o No entry '.model' Not a big issue, but just wondering if anyone has encountered it? Can't find anything relating to isc_is_squad_leader_o in my RPT. -
Howdy. I've probably missed this but some of the firearms do not recoil? They visibly kick in the player's hands but do not affect his stature and aim?
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G'day I'm interested in creating the Serbian M79 "Osa" re-useable anti tank launcher for Arma 3 as it does not look like a very hard object to model. I have basic knowledge on how to create, texture and export models in 3Ds MAX 2012 as I have created a few of my own in MAX (for Trainz Simulator) Like this http://hostthenpost.org/uploads/4d53a4d2458313175726d57a5b03356b.jpg However modeling for Arma is a whole new ball game to me in terms of creation and exportation as well as texturing, I'm not familiar with the modelling requirements for Arma. I sincerely apologise if I have overlooked any threads regarding the same topic however a lot of the posts I looked at didn't make a whole lot of sense to me. Thanks.
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Toadie's SmallArms and Animations for Arma3
outlaw2101 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
G'day! Some Russian RPGs would be a nice addition; like the RPG-29 or RPG-30. :) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
outlaw2101 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
G'day Just tried that - I still get a red circle in the middle of the screen. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
outlaw2101 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
G'day name = "Community Base Addons v1.1.23"; Newest one, downloaded it a few days ago. Both menus fail to function. However now when I press Left Windows a red circle pops up in the middle of the screen. I don't have a right windows key either. Happens with all units. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
outlaw2101 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
G'day. Yes sorry, I have ACE3 and CBA_A3 enabled, yet the Interaction menu still refuses to work. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
outlaw2101 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
G'day I cannot get the Interaction keys to work. I had this problem in Arma 2 but I fixed it somehow. I have disabled all mods except ACE3 and tried then but it still doesn't work. Any ideas?