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Everything posted by serjames
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[WIP] Blood Trench 1914-1918(Looking for help)
serjames replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yep +1 to this.. sounds awesome ! -
Just to give everyone a taste of what's to come, we've been re-configuring our units pack to use our new weapons and the soon to be launched Equipment mod. In addition we've been working hard to try and get the next iteration of our vehicles pack out with significantly improved Jackals and Coyotes. Massive amounts of work, but should be ready sooner than later... [/img] Quick advert: We have many more unskinned assets and lots of UK specific models donated, what's holding us back is a lack of texture artists - if you fancy joining up with a fun and easy going group of mature UK realism gamers and have Texture or modelling skills please let me know - we have skilled config gurus who will help you get your creations into game.
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HAFM ArmA 2 UK Wheeled - Import
serjames replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep... Some big updates coming down the line for these too... -
...amazed at people's attitudes....
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Terrain Pack Lost Island/Lost Island Winter
serjames replied to Cype_Revenge's topic in ARMA 3 - ADDONS & MODS: COMPLETE
+ other maps are still going to be calling JBAD - so guess what you've just doubled up you space needs.... -
[WIP] A3WarMod - a WarMod for Arma3
serjames replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We're in a holding pattern for ACE3 too. A few bugs need ironing out before we jump. Looks good though :-) -
[WIP] A3WarMod - a WarMod for Arma3
serjames replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Fingers crossed you get it sussed... -
3CB Kill Zeagle - Disable Zeus Eagle & Notification
serjames replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So if we just choose "" we get no bird ? That's cool. Thanks Moricky ! SJ -
Looking lovely !!!
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Community Upgrade Project - CUP_Terrains
serjames replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just had my section wiped out on Takistan (AiA_Tp) please tell me you'll be fixing the Rock Geometry so that AI cannot see and shoot through it... lol -
But it doesn't allow you to strip Cartridges from Belts and re-pack Box magazines like this mod did... that was a superb touch of realism imo. SJ
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Joining Public Servers Running Mods/addons Isn't Rocket Science!
serjames replied to infiltrator_2k's topic in ARMA 3 - GENERAL
LOL True I suppose. Yeah Server welcome messages... hmm, we used to run them but I don't think they appear until AFTER join ? Will check -
Joining Public Servers Running Mods/addons Isn't Rocket Science!
serjames replied to infiltrator_2k's topic in ARMA 3 - GENERAL
Realistically, how resource intensive would that be ? Bis could even open the interface to us to modify it for them... lol -
Joining Public Servers Running Mods/addons Isn't Rocket Science!
serjames replied to infiltrator_2k's topic in ARMA 3 - GENERAL
jackal... the original premise of the post was a discussion about how frustrating it was for players to join modded servers. We seem to all agree about that? Some ideas were suggested and you're sitting there shootings down those ideas... :-) Licensing is a perceived issue, but if modders actually read those licenses ( or took legal advice) you might be surprised that they're not actually as restrictive as reddit might popularly have everyone believe. I'm sure our resident legal beagle Alex can help there. Anyway I'm no legal expert and actually not a fan of the workshop, but it's being actively discussed in depth elsewhere. My preference would be for a simple mission side config field where WE could load in a website link. Not BIS. That way we could guide newer players to our website, or at least a central "how to use mods" site. -
Joining Public Servers Running Mods/addons Isn't Rocket Science!
serjames replied to infiltrator_2k's topic in ARMA 3 - GENERAL
Tbf all it needs is a proper link we can show to direct users to our repo link. Ultimately what's to stop steam doing this ? -
You have placed a "PLAYER" unit first right... Editor won't let you do anything until the Player unit is down on the map
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STALKERGB's British Infantry
serjames replied to STALKERGB's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We're working on a Non Marine skin i.e. no badges if that would help.. I've had no reply from Stalker now for a little while. SJ -
ACE3 - A collaborative merger between AGM, CSE, and ACE
serjames replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry - "BFT" ? Can someone decode that TLA for me ? -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
...yes -
... being debated now actually. Out of interest and with no promises, what would people prefer. Make the 3CB_weapons dependant On ACE or an additional ACE3_Config released seperately ? It may be that we can be clever and do something integrated - but interested in the feedback from the user base
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ACE3 - A collaborative merger between AGM, CSE, and ACE
serjames replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone know if this is possible ? -
Community Upgrade Project - CUP_Terrains
serjames replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
lol luddites ? -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Some of the modules have changed in name I think, but genuinely it's fairly self explanatory once you get started... You can also use the info screen on the right hand side of the module placement UI; it does a pretty good job of showing you what needs to be linked to what etc.. Good luck with it and start small so it doesn't take forever to boot up. Use Debugging "ON" to show you what each module is doing... and HAVE FUN :-) -
ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It will happily chugg through 120 objectives, but it's gonna slow the cycle down each time it runs... I.e. you'll get less responsive OpCom reactions (IIRC) It's also probably not that memory friendly... Is the mission compromised if you raise the filter threshold a little to ignore smaller objectives ? That's the best way.

