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Everything posted by khaosmatical
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TFA - Naval Special Warfare Gear
khaosmatical replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Spectre, not sure if you are still around to make some quick edits but an update on the outfits so they reach A3's latest updates? The ACE team said with the RHS uniforms the clothes meant the interaction points on a unit were in the wrong place due to the old way BI handled damage zones or something like that and the same issue is present with your cool gear. -
Now we just need the PW6 guys to update it and bam, it will be time to go dark. ---------- Post added at 16:42 ---------- Previous post was at 16:41 ---------- Holy fucking shit no way, we both post at the same time, fucking spooky spookwarcom!
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Huzzah there is release! Thanks man, looking forward to playing with it tonight. Also the only problem with the USAF pack is it's size, I would love to use his C17 but it's just too big. Any idea if it would be possible to get just the C17 included in SpookWarCom?
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All I can reply with is:
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Besides the fact that this news has made me happy, regarding the name it's a tough one. It's got to be tier 1 enough but it probably should reflect what the mod is as well, maybe an acronym or abbreviation like TacOps or simply use the VQI title as that was fine.
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Great to hear you are back man! I had a question regarding the project, is it still being separated into parts or is SpookWarCom back on as a whole project? Also is it possible in this new version to turn off that new font?
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Hi goblin, any word on the next update? I keep getting this bold text problem as well as the other guy and it seems to decrease the responsiveness of my in-game menus.
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US Military Mod - Questions about addon editing
khaosmatical replied to Delta Hawk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Excitement is brewing, mixing your classical units with the new terrain will make for some cool near Nam-ish type scenarios. -
I said to some people a while back, the new expansion would most likely be a pacific themed map and due to the naval stuff in like dynamic waves and underwater environments I bet there would be multiple islands. Now it is not a lot to go by especially if this is just a hoax but the plane wreck in the tree image looks like it has an old allied star on and a lot of wrecks are around pacific islands. They also said (I think) that the terrain will be unlike any of the previous games and we have had forests, deserts, mountainous but no pacific-ee/archipelago (all on one map at least) terrain or snowy terrain.
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Toadie's SmallArms and Animations for Arma3
khaosmatical replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In the weapons list open to vote by Toadie's Patreons the E6 is on there. The Mk48 I think as well however I think it was in brackets next to the Minimi's -
ACE3 - A collaborative merger between AGM, CSE, and ACE
khaosmatical replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've found out yesterday that even without compatibility RHS' .50cals work on and off. Majority of the time they don't seem to kill or even deal damage. -
new identity types for faces and glasses?
khaosmatical replied to Delta Hawk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Delta Hawk, you make me tingly inside. I know that Toadie2k just got done making some amazing M249s & Minimi's and all the source material is out there. I'm confident he can help you out and he is also updating his AR15 pack too. Really looking forward to this! -
new identity types for faces and glasses?
khaosmatical replied to Delta Hawk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've noticed that ACE has actually got a new voice setting which automatically is applied to all units on the map when a mission is initialized similarly to when the identities are set for units. All of ACE's files are open source so I'm sure they wouldnt mind giving some help too? -
The Username Change/Merge Thread
khaosmatical replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
Is it possible to have my name changed to Khaos or if taken Khaosmatical? I did make another account for it but this was my first one. -
Toadie's SmallArms and Animations for Arma3
khaosmatical replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So as I am watching Blackhawk Down I looked to see if Deltahawk was still make his early 80's to 2000's units for ARMA 3 (turns out he is!) and I though hot damn would it be cool to have the M16's in the AR15 pack and the old classic Minimi with the round softmag?. Wink wink nudge nudge Mr. Toad? http://www.imfdb.org/images/thumb/6/6c/BHDMinimi-4.jpg/450px-BHDMinimi-4.jpg -
TF47 Launchers [WIP]
khaosmatical replied to blackpixxel's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please tell me that beautiful SMAW is coming, it looks so wonderful! *EDIT* HANGON, I just tried out the mod after it supposedly needing an update and the SMAW is there. Has this suddenly just come about? Hurp durp hurp, it was RHS' one, damn! However it is cool how RHS one removes the rocket tube when it is on your back. The level of durpness is unreal, turns out a mod added CUP which explains my confusion. -
Toadie's SmallArms and Animations for Arma3
khaosmatical replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Indeed it could so I guess just making that part non-visible would work? -
new identity types for faces and glasses?
khaosmatical replied to Delta Hawk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I do not think it is possible as it is hardcoded into ARMA as to which faces are randomly used. As far as I am aware such a file is hidden behind one of the many .pbo's BI have made. It could be possible via scripts the same way Virtual Arsenal does with 'SetIdentity' and maybe just creating a list with the classnames that can be used like how BI does the random gear selecting for the FIA. It's fantastic how you want to go into that level of detail but wouldn't that also mean players set characters could possibly not be used as that would kind of suck a little if my characters awesome beard was unusable :( As for the goggles that can simply be done when scripting the unit loadouts (as to my knowledge) in a way where it just detects the classname, e.g. "birthcontrolgoggles" and then just replaces with your ones. No wait scratch that I misread. Again for the glasses I think it is the same thing as faces which again is most likely solvable by a script but obviously the more and more scripts initialize it could have potential to cause issues or conflictions, etc. I am just using my experience of unit scripting so I am not the most solid resource. -
Toadie's SmallArms and Animations for Arma3
khaosmatical replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have noticed that the arm of the character clips through the ammobox and is highly noticeable. If it is possible to extend the arm a little more it could be fixed or even making the ammo box (where the arm clips) not visible. -
Toadie's SmallArms and Animations for Arma3
khaosmatical replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The level of spookiness with this release is unreal, just last night I was telling my friend about it (not sure if the release was annouced anywhere) and BAM! Some beautiful ARs! They truly stand out from any weapon pack. I had a question if it is answerable, that being the quality of the iron sights (the antialiased roundness?) on the Minimi/AR pack are wonderful and properly round however this is not necessarily the same for some of the M4's in your AR15 pack they are much more blocky. Will the AR15's receive a sight quality upgrade of sorts? My bad if this is asked in the wrong place! ---------- Post added at 11:25 ---------- Previous post was at 11:11 ---------- Two very VERY micro bugs that are barely noticeable is that 1) on the soft pouches like the Minimi's the very bottom has texture misalignment primarily with the zip but also the camouflage. 2) The casing ejection port on the Squantoon Special if looked through shows a transparency through the gun as the top hatch? (Unsure on the name) is made invisible. http://i.imgur.com/dnO2ZPj.jpg (298 kB) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
khaosmatical replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Huzzah, a release worthy of Banana's! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
khaosmatical replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Someone said a while back that the action menu was drastically impacting performance and I can confirm this. Inside the back of a Huron with 12 players and then opening the interaction menu dropped me from 20 fps to 11 fps. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
khaosmatical replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
ACE will have shrapnel as far as I know this video from Nou showcased it's work a long time ago. It is fragmentation: -
ACE3 - A collaborative merger between AGM, CSE, and ACE
khaosmatical replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have a question which made the immersion in ARMA 2 increased tenfold with ACE which was with staying brass and obviously the medical equipment on the ground, has staying brass been worked out for ACE 3 on A3? It was so useful for tracking enemies and seeing where firefights broke out. *edit* Will we also see 'Weapon On Back' returning? I know we now have different slots for backpacks and launchers but having wire cutters on back or a breaching shotgun was great. And you might not have room to swap stuff around in a bag. (In fact it would be badass if weapons on the back appeared on the character model come to think of it. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
khaosmatical replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am very excited about the coming of ACE, and please don't take me as that kind of guy when I ask, is ACE going to be adding back/officially teaming up with content creators? It would be awesome having the units back, etc.