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BadHabitz

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Everything posted by BadHabitz

  1. BadHabitz

    FUTARM: Maritime Units Pack

    That's cool. What you've done here is great already, and would be fine if you just left it alone. It's been 8 years since I've been stationed on a carrier, and they've switched to the new uniforms since then, so I don't really know which pants they wear on the flight deck. I think they also wear blue coveralls, with the sweaters on top, but that would be more for when the weather is colder. If it's hot up there you want to keep the layers to a minimum. The metal from the flight deck and the non-skid coating really drives up the temperature on hot days.
  2. BadHabitz

    FUTARM: Maritime Units Pack

    Just to add; flight deck officers & chiefs wear khaki pants along with yellow and white tops. Also, besides the new blue pants, when I was in the flight decks guys most often wore the woodland camo pants. Plus, if you really want to get creative, I've never seen a clean flight deck monkey.
  3. At the same time I'd also like to know if we've been rejected.
  4. Just a thought, but is there any way to make this an addon? I know that it would make it easier for me in some respects, but I'd still be needing to make exclusion lists (vas_r_weapons, etc). Was thinking the config.sqf would still need to be present in the pbo and I could just repack it with my modified version. My crew and I make content and missions for our own private consumption, so even though installing VAS is pretty simple already, it would make it even easier. This way I could also include my exclusion list and distribute the pbo, and I wouldn't have to worry about my guys swapping out the config.sqf, because they can be lazy sometimes. I don't know how sqf and init files work in a pbo, otherwise I'd have done this myself already. Like I said, just a thought.
  5. BadHabitz

    =BTC= Revive

    If you don't like his attitude or the way he does things, then you're more than welcome to choose a different script or create one of your own. That's how it works around here.
  6. Looks like it should work http://browser.six-projects.net/cfg_weapons/1661559
  7. BadHabitz

    =BTC= Revive

    The majority really appreciate everything you've done for the community.
  8. Yes. You, your brother, and the server all need to run the same version.
  9. BadHabitz

    FUTARM: Maritime Units Pack

    Just what we needed
  10. BadHabitz

    AC-130X for Arma 3

    A lot of mods that are being ported from A2 are suffering the same issue.
  11. BadHabitz

    =BTC= Revive

    I'd definitely like to take a look at the lite version.
  12. I don't mind the fatigue system, but is there a way to disable the graphic effect? I'm assuming the conversation in the thread is for disabling the entire system, where I just want to eliminate the visual 'pulsing' around the edges of the screen. It drives me batsh*t crazy.
  13. It's possible. You have to find out where the config for the Mk18 is looking for the sounds, and then create a new config that tells it where you want it to find the new sounds.You need to be able to unpack the pbo and find a program that will allow you to view the contents of the config.bin to copy. There's info on the process around this forum.
  14. That's why I posted. I too was just accepting it and passing it over. I figured that since I took the time to fix it on my end that it was enough of an issue to inform the content creator.
  15. When I use this mod (which is most of the time) and I go to the editor, I get an error concerning a missing POMI_PMC.icon (or PMC_POMI) when I go to add Independents. I fixed it on my end with a quick icon and config, but I'd assume that everyone else would have the same error.
  16. BadHabitz

    RKSL - Foxhound LPPV 0.5 BETA

    I'd love to see this in A3 with mini-guns up top!
  17. Is this the only way I can increase the speed of my vehicle? I've been playing with maxSpeed and nothing I do can get me past the 86 km/h barrier. I wouldn't mind the speed limitation if I could get the thing to act like a beast, but it feels like a regular car that can't go very fast.
  18. BadHabitz

    converting to PAA.

    I only use PNG and PAA and I haven't had any problems with anything.
  19. BadHabitz

    Official Weapons pack to Arma III please!

    Arma3 is supposed to be futuristic, so we have MX weapons instead of the common stuff you see these days. Besides that, there's plenty of other threads that rehash this same topic over-and-over again. If they were going to give these weapons the official treatment, I suspect that would have been done from the beginning.
  20. If I were you I'd edit the first post in the thread with the video link :cool:
  21. Do you know you need two backpacks to create a static object? Put one on, drop it, and then put another one on. Then use the scroll menu on the backpack on the ground.
  22. BadHabitz

    I34dKarma's Roadblock Site Script

    No. If you only want one roadblock then you can delete ,["roadblock_2",90,"NATO"] If you want more then you can add to that as well; karma_roadblock_list = [["roadblock_1",180,"NATO"],["roadblock_2",90,"NATO"],["roadblock_3",45,"NATO"]]; #include "karma_roadblock\init.sqf" You can actually name the marker anything you want, as long as the marker matches what you have in the string... karma_roadblock_list = [["noob",180,"NATO"],["dweeb",90,"NATO"],["nerd",45,"NATO"]]; For that you'd have to have markers named noob, dweeb and nerd. karma_roadblock_list = ["AnyMarkerName",degrees of rotation,"faction"]; Someone please correct me if I'm wrong.
  23. You're welcome. My only bit of advice for the future would be to put the base weapons on a separate line in your class names txt file, like so; base weapon: m4 derivatives: m4_c, m4_sd, m4_h That way, if people want to include or exclude in the fashion that I mentioned it would save the time to have to search through a wall of text to find the base weapons.
  24. The reason is that his weapons pack is made for his other packs that feature units. When you create a loadout for a new soldier in the editor, you can not attach an attachment. The only way to do that is to create a 'new' gun. That's why you have a bunch of different entries. Otherwise you could only outfit your soldiers with base weapons with no optics or IR pointers or whatever. I felt the same way you do at first. Then when I was making a mod for my unit that included custom soldiers with custom loadouts I figured out why Massi did what he did here. You can do what I did, but it takes a little work. You can look in the mod folder and find the txt with the class names. What I did was I went through that list and deleted every base weapon that I want to see in VAS. Everything left over is stuff you don't want to see. Open config.sqf in the VAS folder and copy the list of weapons you don't want to see in the vas_r_weapons section. That will remove all of those combinations from your VAS list. If that's too much work then you just have to live with the long list. Just to add... if you install his uniform mods with the soldiers, you'll also see a list of new backpacks with predetermined inventory. This is also done because when you're making a soldier loadout you can not add inventory to a soldier and tell it to be in the backpack. You have to create that predetermined inventory backpack and then assign that to the soldier. I know someone might think "but I can add weapon attachments and fill backpacks with a script", which is true, but the same can not be said for when you're creating a loadout in a config.cpp
  25. BadHabitz

    ARMA 3 Addon Request Thread

    M4's with some cosmetic differences. For me, the one weapon I'd like to use that I can't find is the SCAR http://www.military-today.com/firearms/fn_scar_l2.jpg
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