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khaosmatical

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Everything posted by khaosmatical

  1. khaosmatical

    US Military Mod

    HOOOOLY FUUUUUUUUUUUUUUUUUUUCK! YES IT HAS COMETH!
  2. khaosmatical

    TFA - Naval Special Warfare Gear

    Hey Spectre, is there any plans for a 1.54 update fix? Right now the body armor has no protection.
  3. khaosmatical

    Zero Dark Zero

    Ok awesome thanks for the info, I noticed there is an orange or yellow ball on the ground which I'm assuming is the position of the plane? I ask because the stand up option was in a certain radius.
  4. khaosmatical

    Zero Dark Zero

    Hey Von, are you aware of the stance bug that's occurring in the current version? Seems when you are in urban prone or sniper sit you are standing up until you fire wherein you then snap back down to the correct stance. Is there a chance of a hotfix if this can be replicated? It was tested only with SpookWarCom *Edit* I've also noticed that while doing a Ops Desk Assassination Mission, every now and then about 20 action menu slots came up about the dive mate. Also what is the 'Stand Up' action menu button for?
  5. khaosmatical

    BWMod

    Have you guys considered doing the G36A1's or is the plan to keep the current ones? Either way the new sounds for them are fantastic. Also I'm with Anialator, the cockpit of the Tiger is great to look at, kudo's to it's creators.
  6. Really looking forward to this, excellent work guys.
  7. khaosmatical

    ruPal AK holding

    Nice! I was hoping for a mod like this, it would be awesome if the M4's and M16's got the same love. It's a shame on normal RHS when you lower your weapon and your entire left arm clips inside your body because of the mag holding.
  8. khaosmatical

    Community Upgrade Project - CUP_Terrains

    Awesome stuff, really looking forward to using these new buildings!
  9. khaosmatical

    TF47 Launchers [WIP]

    Status update, Rebelvg I was completely unaware that the patch was the entire mod, but that saves me an extra 100mb. And John I am also aware of the backblast fixes. My point being is that those issues are still relevant, they could be either ACE's for bugging out or TF47's need updating for the new ACE system. *edit* The crashing issue still stands when using the spotting rifle.
  10. khaosmatical

    TF47 Launchers [WIP]

    I noticed with the new ACE update, the spotting rifle backblast just happened and now in testing it isn't happening. It seems to be in and out with it working and it not working. When not using the RHS compatability patch alongside ACE I noticed you cant switch between the SMAW and the Spotting Rifle. And finally I've noticed a fairly gamebreaking one using the following mods when firing the spotting rifle on Stratis, my game would crash and give me this error: http://imgur.com/Bp71jpx The mods used were: - CBA - ACE3 - RHS:USF - RHS:AFRF - TF47 Launchers - TF47 RHS Compatability Patch
  11. Hey Toadie, I've noticed a small bug with the MP5N's wherein if a base game ACO is mounted and you switch firemode the rear sight rotates.
  12. Hey guys, for a long time now I've been really wanting to create an intro and outro for myself in the same style as ARMA 3's where it has the electrified flickering and distortion. I'm using Sony Movie Studio Suite 13 (Non-professional version of Sony Vegas) and have nearly all the functionality of Vegas yet I cannot match the ARMA 3 style. The current method I've attempted to achieve at least a part of the effect is with TV Simulation but that still only does the vertical and horizontal sync/distortion which isn't even on the same level as the A3 one either. The example I mean is the start and end of this video: https://youtu.be/8lcpLCZDDPY?t=6s Does anybody have a rough idea of achieving a similar effect or would it be something where software such as After Effects is going to be needed?
  13. khaosmatical

    Task Force Arrowhead Radio

    Is it possible to improve the intercom system in vehicles? It is no way near loud enough for when you are crewing a vehicle especially in tanks where there is constant loud noises. It's only solveable at the moment by turning down the in-game sound.
  14. khaosmatical

    TF47 Launchers [WIP]

    Found a fairly major problem, once I equip the SMAW via Virtual Arsenal I cannot switch back to my rifle only to the spotting scope or a sidearm. Is that something to do with the spotting rifle being renamed or something? Also regarding the backblast and deafness, I'm not a pro at ARMA scripting but surely that counts as a different muzzle type or is it to do with ARMA not being able to differentiate launcher and another muzzle alongside it?
  15. khaosmatical

    TF47 Launchers [WIP]

    Just thought I'd throw something in, besides the whole spotting rifle not being named differently. Would it be possible to have it so when the SMAW is on the back the actual rocket tube is detached like how CUP weapons did it? Not only for a slight realism tweak but it also looks hella cool! Besides that nice update and I might suggest you contact the ACE team about naming it differently, at least on ACE 2 they somehow did rename the spotting rifle in the action menu.
  16. Thanks everyone, you guys have been a great help! Hopefully our session tonight will be more deadly but hella more exciting!
  17. Hi gents, so I have been working on an IED set up that solely works in game without any external scripts. It does feature a triggerman that if killed deletes the trigger to destroy the IED (via setdamage 1). The IED will detonate by distance detection on a unit to simulate as jankily as I can the triggerman judging when to set off the bomb, his sight line isn't even used. What I want to know is, is there a way to temporarily disable or stop a trigger from firing in-game without any external scripting and can it be done when a unit is simply in the prone position to simulate the idea I guess of spreading out bodyweight and not triggering a pressure plate and what not. (even better if someone know's how to also detect not holding a weapon so they have to be unarmed too) And to save creating two topics, does anyone know if a trigger sound effect can be isolated to one unit in a MP scenario, e.g. the bomb disposal unit gets a radio warning sound but no one else does. Here is a download for an example of the IED in the editor. https://dl.dropboxusercontent.com/u/100612052/IED%20Example.rar
  18. Just as I was about to say it didn't work, for some reason I though setting Activation to None would mean anybody. The last thing I just noticed, it means you can drive past the IED. Is there anyway to add it so any vehicle will set it off? I'd imagine it would be in the ["STAND", "CROUCH"] area? ---------- Post added at 00:10 ---------- Previous post was at 22:58 ---------- All I've found is to do with named vehicles whereas I am wondering whether or not it is possible to just detect any vehicle like how the script you linked Johnny had _x in
  19. Ok scratch the previous Icaruk, if I set the condition using: if (stance player == "STAND") then { ied1 setdamage 1; }; It does detonate the ied correctly due to stance however it does it anywhere the player changes stance. Is there a way to isolate it to only inside the trigger?
  20. Its not about not wanting to do external scripting, it's because F3 Framework is used and I don't want to hassle around things like the INIT just in-case it breaks F3. Also what about temporarily disabling the trigger while a unit is in such a stance? I know of deletevehicle for actually removing a trigger but is it possible to halt one or would I literally write the ((ASLToATL (eyepos _unit)) select 2) < 0.4 AND currentweapon _unit isequalto "" in the condition instead of true?
  21. khaosmatical

    3CB BAF Weapons

    +1, would love to see HLC's Minimi's and his AWM as they rock. They are also completely open source so anyone can use them.
  22. khaosmatical

    3CB BAF Equipment

    Great to hear, so far me and my group are extremely impressed with the gear pack. Made our Friday session even better now we can also play as most of our own country!
  23. khaosmatical

    3CB BAF Equipment

    Does the team have plans for doing any older British camouflages like desert DPM or some such?
  24. khaosmatical

    3CB BAF Equipment

    Hey gents, I just ran a test with only 3CB weapons and gear and I noticed the optics for the weaponry didn't work. They were just invisible.
  25. khaosmatical

    3CB BAF Equipment

    Standby for the PW6 update post in a few seconds. I look forward to using these!
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