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Everything posted by khaosmatical
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US Military Mod (80s, 90s)
khaosmatical replied to Delta Hawk's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
A quick not so much bug report but suggestion. The rolled up sleeves actual inner material rolled up and shown on the outside is quite bright? IMO making them a slight bit darker would be a lot nicer picture but that may just be me. Keep up the excellent work. You and Millenia (Fallout texture/modeller) are the greatest non-professional texture/model artists I have ever seen! Better than nearly all AAA+ games. -
As far as I am aware, most of the "mods" you have seen are just effectively unlocks of textures and models already in-game?
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US Military Mod (80s, 90s)
khaosmatical replied to Delta Hawk's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Besides the ACE Team. Project Reality Team and LordJarhead, your one mod has permanently scored a place into my favorite mod developers list. I love how you have the hidden texture slots for customization and if only ARMA 2 had ARMA 3's (and a bit more advanced) clothing system! Absolute stellar work and I am amazed how one modder has done so much by himself. When you release the patch you are talking about fixing backpacks/backpack ace compatibility the small group I play with are super excited to start using these units! Once again thanks for the hard work! Looking forward to see this mod develop. -
US Military Mod (80s, 90s)
khaosmatical replied to Delta Hawk's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, I am loving the mod so far. I have always wanted the 80's to 90's units in the ARMAverse and when I heard about this add-on I was filled with happiness! My only question is that the radio's are supposedly ACRE compatible yet I do not get the option to use them? Is that a bug or will ACRE support/ACE backpack support be in a later release? Thanks for all your hard work it is spectacular! -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
khaosmatical replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
.kju you have done something amazing, I don't know if it annoys you when other mods are brought up on the discussion with yours but if you and the ACE team worked together my oh my I would die from excitement. I know at one point they said that it is most likely that as well as doing ACE for both Future setting and Modern in one download but if you worked together then they would not need to worry about re-creating or adding in all the previous units, etc in so they could focus on the game features. It would be the mega mod for ARMA but just an idea, congrats on the launch of this mod! -
Changing a unit to another class.
khaosmatical posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi everyone I have been wondering and looking around for a script that will let me change the Interpreter role into a Rifleman skin because the Interpreters for some factions looks really silly I.E no Helmet and it just looks bad and as far as I am aware (especially with ACE) that it means he is less armored and I would like to fix it. -
ARMA 2 UnitCapture (need help with a most likely simple error)
khaosmatical posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Recently I have discovered the wonders of UnitCapture added by OA, The whole radio command works and it follows the flight beautifully but I have made it so the heli starts of as landed with its engine off. When the radio command is issued and the heli spools up and takes off but the heli does not actually spool up, It wobbles and you can see it move like it is spooling up and it takes off but the engine is not actually going and the rotor is not spinning. I have tried adding the simple engine on to the trigger before and after the "rec = [] spawn Mypath;" but the engine on does not trigger? This is the exact script I put in the initialization field "rec = [] spawn Mypath; this engineOn true;" and still no engine? Does anyone have any ideas? -Thanks -
ARMA 2 UnitCapture (need help with a most likely simple error)
khaosmatical replied to khaosmatical's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah you just answered it effectively with that statement by Big Dawg KS. The only thing I am stuck on now is why the engine turn on script did not work in the trigger? If I put that script "this engineOn true;" on the helicopters initialization field the engine will start and it will play all sounds and the rotors will spin, etc. But for some reason putting it in the trigger with the playback of my flight path causes that engine script not to run? And I assume then by that quote it is because the engine does actually start but then the flight path kicks in and overwrites the engine start up and then does the pre-recorded path. Thanks for this information panther42. Would you happen to know a way to make the rotors spool up then when the script is played without having the helicopters 'Special' field set to 'Flying' ? -
(Sorry if I have missed a thread like this but I have nay seen one) Vaulting into certain objects like rocks will cause you to be stuck inside Dropping your pistol before your main weapon will cause you to go into a swimming animation Custom scripted weapon boxes (Because there is no clothing/attachment box) will not let anyone besides the host pick up backpack or clothing The underwater weapon shouldering causes clipping issues because the stock is raised off of the shoulder The non toggle scope key only zooms you in when you hold the button down (May be because of the zoom in function?) Not using any vest will cause the walk with gun animations gun to protrude off the chest (Probably because the animations were not designed for it?) The ATV controls with keyboard on E speed are insanely sensitive as in a 130 degree turn by tapping A or D That is all, I hope these help out and if this thread does stay up feel free to add any bugs you find.
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Feedback on the lowest prone stance...
khaosmatical replied to Flacracker's topic in ARMA 3 - BETA DISCUSSION
So pretty much the step lean when doing CTRL + A or D? That would be nice to have back. I.E. That position use to be in if you watch some earlier videos where you could lay to the left or right but it has seemed to have been removed... -
Walking animations MUST be changed: BI Please read
khaosmatical replied to CombatComm's topic in ARMA 3 - BETA DISCUSSION
Yeah I agree I mean I like the default walking animation in ARMA 3 and I hope it stays in it is just there needs to be more than one maybe to increase immersion, Fatigue restoration or some such. The ARMA 2 lowered weapon walk is already in but only occurs randomly (And if you turn it brakes). In my opinion I would really like to see the ability to switch between walks maybe by custom keybind's or some such just to be able to add a little maybe aesthetic difference to groups/patrols.