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Everything posted by Frankdatank1218
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NATO Replacement HQ
Frankdatank1218 replied to eduardcomando's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So you are? That's not very clear.- 104 replies
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NATO Replacement HQ
Frankdatank1218 replied to eduardcomando's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you gonna upload it to PlayWithSix? Do you need help uploading it?- 104 replies
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Community Upgrade Project - CUP
Frankdatank1218 replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Desperately needs HLC animations. If it had that the weapons would be excellent. -
NATO Replacement HQ
Frankdatank1218 replied to eduardcomando's topic in ARMA 3 - ADDONS & MODS: COMPLETE
PlayWithSix Plz?- 104 replies
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HQ Replacement CSAT
Frankdatank1218 replied to eduardcomando's topic in ARMA 3 - ADDONS & MODS: COMPLETE
500% yes! -
HQ Replacement CSAT
Frankdatank1218 replied to eduardcomando's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks eduardo. Already in my clan's playlists. This is great because I find Massi's guns really low quality as far as anims and meshes go, and there is no good additional enemy faction that uses just HLC guns without some large and/or broken mod also being a dependency. We had all of this cool gear, but unless I used the 2D editor and copy/pasted manually to each unit's init, we had to fight the same enemies with the same vanilla guns. Truly appreciate this. Would love replacements for other factions in the future too. -
HQ Replacement CSAT
Frankdatank1218 replied to eduardcomando's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please put this on palywithsix. My clan needs this badly, but in pw6 format. I asked for tips on how to make such a replacement mod for the AAF myself, but the "oh so helpful arma community" didn't give me a single reply. Bunch of jerks. -
These pistols have still not been updated to have the new audio enhancements added in the Marksmen Update. Would love these to have echos and indoor reverb.
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ARMA 3 Addon Request Thread
Frankdatank1218 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
For Opfor: https://en.wikipedia.org/wiki/Arsenal_Firearms_Strike_One -
I want to make custom units for placement in editor, noobie modder, need help.
Frankdatank1218 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What I'm trying to do: Okay, so I want to make a conversion for all armies in Arma 3 vanilla to have HLC weapons. I figured I'd start smaller scale and just redo the AAF. For a basic example, I'd want HLC versions of factions placeable via editor or Zeus as an additional GreenFor faction. So if you were to place them you could go to Greenfor->HLC AAF->Men and say place an AAF grenadier rearmed with an AK12 w/ GP35 instead of his Mk20 w/ GL. Obviously this would have dependencies on various HLC weapon packs, and perhaps RH pistols to rearm them with new handguns. All of this while the faction retains the same vanilla uniforms, equipment, and vehicles. Why I need help: I have a good deal of experience making basic missions for my clan and installing/testing/configuring existing mods. I have no real expereince making my own mod. But, since no one has made a good, simple faction mod that just is dependent on HLC guns and uses them, I figured I'd step in and take matters into my own hands. But I don't really know how to make custom infantry entries. Here is an example, I want the below picture to be a placeable unit in the editor/zeus unit list What I have: All of these loadouts in Arsenal set up already, and notepad documentation of both their unit init field coding and respawn loadout coding any help for a noob modder would be appreciated -
Toadie's SmallArms and Animations for Arma3
Frankdatank1218 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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RHS Escalation (AFRF and USAF)
Frankdatank1218 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Audible distance of RHS infantry guns is considerably lower than vanilla. Vanilla guns post-Marksman can be heard quite audbily at up to 1.5 km, RHS guns only around 900m or so.- 16550 replies
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How to put Endgame's revive in a user mission?
Frankdatank1218 replied to Frankdatank1218's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I used the Description.ext code and it works, but everyone spawns incapacitated and have to respawn, they won't start alive. -
How to put Endgame's revive in a user mission?
Frankdatank1218 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do you put the new revive feature in your missions? -
General Discussion (dev branch)
Frankdatank1218 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Anyone notice today's DEV build has long range gunshots way way too quite. Gunshots are silenced beyond 400m. There was some arcadey dope complaining yesterday on feedback that he was crying that his sniper rifle's sound could still be heard at 1km. BOO HOO! Now the game is messed up the next build. -
RHS Escalation (AFRF and USAF)
Frankdatank1218 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Equipping any M16A4 variant in the virtual arsenal crashes the game in the DEV build.- 16550 replies
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CMMG designed the fictional MX rifle in Arma 3, recently it released the MK47 Mutant, a long-stroke piston AR hybrid that fires 7.62x39mm AK. MX: http://vignette3.wikia.nocookie.net/armedassault/images/b/bf/MX_6.5_mm.png/revision/latest?cb=20140205021720 MK47 Mutant: http://global.fncstatic.com/static/managed/MutantMk47YouTube.jpg Looks related doesn't it?
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Laxemann's "Enhanced Soundscape" (L_ES) - Gun reverb and echo based on terrain
Frankdatank1218 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Fortunately the DEV branch weapon additions make it perfectly fun to play with no mod guns and LES works in DEV with no modded weapons. I would like it if you did fix that issue though. -
Laxemann's "Enhanced Soundscape" (L_ES) - Gun reverb and echo based on terrain
Frankdatank1218 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just letting you know using this mod with mod weapons in the new DEV branch causes a crash-to-desktop upon trying to go in-game/load a scenario. -
For the weapons with which this audio overhaul is working, it's fantastic! Some weapons don't seem fully overhauled yet, I get that, it's not finished. However, I do wonder if you have a "tail" for inside rooms, it sounds different in rooms but nothing like real life or competing sound mods which have a loud, abrupt, echoey reverb. I do hope in-room is not considered near finished or that you don't plan to do it. Gunfights indoors should be terrifyingly deafening affairs (unsuppressed fire of course).
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A2 map ports having AI X Ray Vision. Any fixes?
Frankdatank1218 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In ported A2/A1 maps in Arma 3, AI sees through trees and various clutter likes rocks and fences. Any way to fix this? A3MP and AiA porting jobs both have this issue. And people keep ignoring it, even new user made maps made for A3 have A2 clutter and inherit the problem. If no one is going to make new clutter objects for maps made in different climates/cultures (therefore different fauna and architecture than Altis) then can someone at least fix the issue with ported map objects. -
A2 map ports having AI X Ray Vision. Any fixes?
Frankdatank1218 replied to Frankdatank1218's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You said mod the damn game, not take screenshots or video. Way to not remember what was said. -
How to make Custom mission with Zeus Recognized Players
Frankdatank1218 posted a topic in ARMA 3 - ZEUS EDITING
I have a great template mission for Zeus, and I want to play as Zeus with the option to switch to a player, I have basically done this by using the Modules->Zeus-> Game Master module synchronized to my player via the "Owner" field of the module. Example: Player name is "frank" so I type "frank" into the Game Master "Owner" field. This allows me to play as a soldier, then switch to Zeus. BUT! This is not fully functioning, in the official BIS missions, players are listed on the "Edit" side list, example if I am a rifleman "Rifleman (FrankDaTank)" will be listed, it will have an icon, I can use "f" to view it, and it can ping Zeus and that player doesn't initially spawn unless Zeus lays down a respawn. When I use the method at the top of the post however, my player is not listed, and any playable units (other players) I put in are already spawned (as in normal multiplayer missions), not listed, have no icons, and cannot be interacted by Zeus at all. My question is how to get a Zeus player, and other players to be recognized by the Zeus system in a user made mission? This is important because when I play it is difficult to find my own character or others in Zeus, and the lack of recognization by Zeus is what I suspect is behind a bug where these unmarked players aren't reliably respawning at Zeus-created spawn points. I would just play a vanilla Zeus mission, but there is no BIS-made multiplayer missions yet where I can be Zeus and player unit in MP. I would appreciate either specific advice or a link to some source of knowledge on how to make a custom Zeus-enabled missions. -
A2 map ports having AI X Ray Vision. Any fixes?
Frankdatank1218 replied to Frankdatank1218's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I said I wouldn't know how, any player can mod the game, not all are qualified to thoroughly do so. ---------- Post added at 15:03 ---------- Previous post was at 15:00 ---------- I'm sorry but you are wrong. I have 1100 hours in Arma 3 and I'm familiar with how AI "guesses" in Stratis and Altis. On any map with Arma 2 clutter, they will even initially see me through bushes and trees with no issue, meaning I wasn't spotted and THEN went behind an A2 object. I'll be hiding in an A2 bush and the guy will immediately see me up to 200m away. This simply does not happen in maps with only A3 objects. Trust me, this is abnormal AI behavior and it continues to ONLY happen in maps with A2 objects. -
Any way too fix the ported map AI "X-ray vision" issues?
Frankdatank1218 replied to Frankdatank1218's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I could but I am not skilled at all.