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spookygnu

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Everything posted by spookygnu

  1. spookygnu

    ARMA 3 Addon Request Thread

    aaahh thats great my friend, hadn't kept uptodate with it. I'll mention it to our GU. thanks dude!
  2. spookygnu

    ARMA 3 Addon Request Thread

    has anyone asked for afghani civs yet? (without using AIA or using CAF aggressors and removing their weapons?) alot of the units made seem to be military based, it's too unrealistic seeing surfers in Takistan and Zargabad.
  3. spookygnu

    Afghanistan Map - No Name.

    Sangin was up there with the rest of the better desert/ afghan maps. It was modeled on the actual place not an "homage" to an area as such. That was more real than any of the maps.
  4. spookygnu

    Soldier protection (dev branch)

    I think this might answer the second part of your question. http://www.armaholic.com/page.php?id=24339
  5. spookygnu

    Terminator Rising (WIP)

    with those early images you've just posted, do the units actually move atm?? If they do I'd be interested in seeing the mechanics of it actually while you are playing. Loving this idea you have now big time. I was abit dubious at first on how it might look. But you have the terminator's pretty much spot on. They look cool. Could you do a 1 min record of some game play or something please??
  6. @shay_gman I hope you continue to dev this tool for Arma. It is very handy for all kinds of mission makers and noob editors like myself. I do however have a slight critique if I may! one thing that stopped me using this for a time was the fact that deleted objects were always back in once you re-opened a map. I have only juts got back to using it again so if this is fixed or changed in someway, my apologies. Also, with regard to object manipulation, is there a possibility you could implement the use of vertical rotation aswell as horizontal rotation? thanks
  7. spookygnu

    Terminator Rising (WIP)

    Yeah but still! "Armanator" is quite fitting! lmao! liukang168 this is really nice to see and the progress you have made on the first stages of the models is really quite amazing. although it might be somewhere down the road, do you think it would be possible to make some good animations for the weapons on the bikes etc? some of the futuristic tecno transformations would be AMAZIING to see in game.
  8. spookygnu

    @A3CS - ArmA 3 Combat System

    Did you know that there is already a fast rope script out. the animations are not up to par with this but it does the job and using it in with ALive is a great combination. http://www.armaholic.com/page.php?id=23961 Alduric! good work man! hope you achieve some positive results through testing!
  9. I've seen the code params for the F18 somewhere so I can use it for CAS, can someone point me in the right direction. When I use the CAS in game it gives me a buzzard.
  10. spookygnu

    J.S.R.S. 2.2 Soundmod

    Thanks LJ, not that I noticed much apart from a few closer sounding weapons than they should be. Be cheers for the update!
  11. appreciate the tip Zach72 but where/which file do I change this in?
  12. hi! I'd like to adjust the time for when you are hit?? sorry if this has been mentioned before but I don't really know what I am doing if I was to adjust it for my mission. As good as it is, I don't want the players waiting 600secs if they are hit and have to wait that long if no one is around until they respawn. Is this the line I need to change?? X39_MedSys_var_LifeTime default: 600 I'd like to have 180secs or maybe, 240secs if at all possible. If this is correct, where is the file I change it in?? Thanks
  13. @ArJay, I managed to reduce the time by only using one town. I followed the insurgency tutorial to get me going with Alive and this must be the issue. Having the whole island populated is taking waaaaay too long for me or anyone to get in game. regarding the RPT's where do I find these??
  14. Hi! I seem to be having unusually long load times for my missions. Any tips on shortening it down and getting in game quicker? I was told that the update had fixed long load times but seems to be different in my case. Has it something to do with the amount you select in the mil_civ_placement module or things like that. Altis took nearly 10 minutes to load on one game I tried.
  15. Read my posts again and then try and understand what my point actually was and what frustrated me! I got it sorted, savage understood my point! Move on fanboy! I have! Oh and last i saw, my name isn't "spookyguru"!
  16. I'm not saying there is lack of help on the forum, I was more concerned about the lack of thoroughness on the tutorials. One tutorial that I thought was helping was the simple mission on the wiki. Maybe explaining the CS module like that would help aswell. I wasn't the only person who had the initial issue with the CS module not showing up. I just voiced my frustration because I'd been trying to figure it out all day and wasn't getting anywhere, hence I got hot headed in my post. It wasn't a slight on the dev team of alive I was merely venting frustration. Anyway for those that might want to know. Place ONE CS module on the map, thats all you need. pick a particular Combat support module you want on the map and place it exactly where you want it to appear in game. (whichever place you put it and direction the module is facing will determine how it appears in game.) Sync all your Cbt Support modules to the main Core CS module. This should then add them UI and be available for use in game.
  17. yeah you can speak the truth and I don't care tbh, when I've been trying to sort this out all bloody day, with lack of information on the tutorials. And you finally have to say, make sure there is ONE on the map. That isn't clarified anyway before your statement, if I'm aware. Anyway, I've sorted it now, with help from someone who didn't even make the alive mod. I'm done complaining and spending the best part of my whole day trying to get it working how it should. Btw one last thing! THANKS!
  18. This is taking the piss now! your tutorials need some work I can say that for sure. I believe I have to place an individual Combat support module on the map and then sync that to each individual support module I want. But I placed a 3 Arty modules on the map, on of which was for mortars, the the others for artillery. They come up in two different tabs on the UI. I also placed a two more Combat Support module on the map, one was synced to a transport module and the other to a CAS module. All I was getting was CAS which I don't want. What I should have is one for mortars, one for arty, one for CAS and one for transport. I'm getting abit pissed now, because I've been at this all bloody day and just when I think I'm getting somewhere, something else goes wrong. Seriously, can you get your tutorials sorted out and give better descriptions on using multiple combat support instead of just one.
  19. I've done this and still nothing! On the youtube video the Laser designator is a different model to the default A3 one, is this the issue I wonder? otherwise I am at a loss as to WTF is going on here. I've even reDl'd the mod and mad sure it was current, restarted countless times making sure the keys are staying put, I was given another "alive" mission by a fellow mission maker "who" had his working. Something is definitely wrong because it doesn't work when I try it and I hadn't even adjusted anything from his mission.
  20. Ok! I have been messing around following the insurgency tutorial on YT. Really great tool and thanks for bring it to the community. My issue is though! The Combat support module. I place a unit on the map, assign him a laser designator, place the CS module on the map and placed a CAS module, Combat Transport mod, and Arty mod on the map, synced these with the CS module. Assigned my custom user 20 key to the app menu key. Restarted the game. I then go in mission and nothing happens EVERYTIME I press that key. I even have my Custom user key assigned to a joystick button and nothing happens with that either. Whats wrong here?
  21. spookygnu

    Sangin WIP

    yeah I wasn't saying for first released! it'll take time if he can do it. Like I said "try".;)
  22. spookygnu

    ASM - Arma Samples Mod

    Looking forward to seeing the Apache when it is finished. I tried as best I can to use the Ah64 block II, but it's not consistent on our dedi server. : (. Be nice to see the vanilla AH64 in Sangin when thats released aswell. Wohoooo!
  23. spookygnu

    Sangin WIP

    I think he wants to try and get it as a standalone so you won't need to download 5gb+ of pbo's just to play it.
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