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Everything posted by serjames
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Brilliant stuff Jamie.... SJ
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Yep looks like six have updated the wrong version.. They're gone 1.1 to 1.3 instead of 1.2-1.3 Different mod names too, so it's going to be a problem on most people's servers. Massi please can you get PW6 to delete the older version (@mas_UK_SFTG_A3) and just update @UK_SFTG_A3 as per this http://forums.bistudio.com/showthread.php?160601-UK-Special-Operations-A3&p=2617978&viewfull=1#post2617978
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Thanks Massi ! :-)
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A.C.R.E - Advanced Combat Radio Environment for Arma 3
serjames replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Roll back to 3.0.11 the ACRE you are using is not compatible really with anything past this point. (remember you're using a bodged Arma 2 code versions NOT the unreleased ACRE2) SJ -
So, hang on.... Run Goodson's mod and the Ponds Bug disappears ? Bravo if so !!! Nice to get some ponds and rivers back.... FATA anyone ! SJ
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+1 for releasing files here too as WELL as steamworkshop... Cheers SJ
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Combat Space Enhancement 0.2
serjames replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Agree with Lifetap, have raised a ticket SJ -
+1 to one combined Config fix that's signed... :)
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NATO SF and Russian Spetsnaz WEAPONS for A3
serjames replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
massi I would suggest setting that option as DEFAULT.. and having an optional config to show all weapons might be the most popular option ? 99% of people will always mix and match their loadouts. One gun from here, a scope from there. So as long as the option was still available to your units ie.. with the "scope=1" scenario mentioned above we would all be happy and your excellent units would still have correct loadouts :-) SJ -
what you can do is track the player radius from a smoke shell of a certain type (i.e. chem shell) then apply a status i.e. dying UNLESS they have appropriate kit on... See following gasmask.sqf //////////////////////////////////////////////////////////// // teargas.sqf by Armaidiot - edited by serjames [3CB] // call from units INIT with: _null = [this] execVM "teargas.sqf" //////////////////////////////////////////////////////////// #define DAMAGE 0.15 //Damage per Interval _damage = damage player; While{true} do { "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [0]; // enables normal vision "dynamicBlur" ppEffectCommit 15; // time it takes to normal resetCamShake; // resets the shake 20 fadeSound 1; //fades the sound back to normal waituntil{ ((nearestObject [getpos player, "SmokeShellArty"]) distance player < 30) //and //(getpos (nearestObject [getpos player, "SmokeShellArty"]) select 2 < 0.5) }; //sleep 5; if (gasmask == 1) then { player say3d "scuba_breath"; player setFatigue .5; }; if (gasmask == 0) then { playsound3D ["A3\Missions_F_EPA\data\sounds\WoundedGuyA_07.wss", player]; "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [20]; // intensity of blur "dynamicBlur" ppEffectCommit 5; // time till vision is fully blurred enableCamShake true; // enables camera shake addCamShake [10, 45, 10]; // sets shakevalues player setFatigue 1; // sets the fatigue to 100% _damage = _damage + DAMAGE; player setDamage _damage; 5 fadeSound 0.1; // fades the sound to 10% in 5 seconds }; sleep 10; }; and teargas.sqf ////////////////////////////////////////////////////////////////// // teargas.sqf Function file for Armed Assault // Created by: TODO: serjames ////////////////////////////////////////////////////////////////// While{true} do { if (goggles player != "Mask_M40_OD") then {gasmask = 0}; if (goggles player == "Mask_M40_OD") then {gasmask = 1}; }; This used the Gas mask from the @hiddenidentityV2 pack Note this was tested on an MP server and did work, but I'm no coder and it was cobbled together from parts and may (WILL!) be buggy SJ
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tart... ;-)
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Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
serjames replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Brilliant structures.. please releases these as a pack when you are ready, as they are superb !! SJ -
you need everything in the pack BT.... SJ
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BI has overhauled their configs I think.. probably worth having a look at the current Vaniall AAF again and checking all aligned etc. SJ
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[OPEN BETA] [SP] bCombat infantry AI Mod
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Aye I still prefer the old Updater... was so much more.... feature rich. BUT PW6 is what we have and for 90 of the unit we run it's the only way they will get their mods on-time before an op... SJ -
Cat, please can you also check if the units are Zeus Compatible ? Would be superb and a good additonal mod to add to our Stage 3 Dev. (I assume if they are zeus compatible they will be ALiVE compatible ? ) Anyone know ? SJ
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ALiVE - Advanced Light Infantry Virtual Environment
serjames replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
really liking the look of the re-enforcement module... and the music... must be getting old (!) Quick question, if they have no choppers will they use ground transport ? Just thinking aloud here, say Caf_AG tribal guys all rolling into a town in pickups and in the back of those little flatbeds... Would be very cool :) SJ ---------- Post added at 17:37 ---------- Previous post was at 17:35 ---------- There are demo missions linked on the main ALiVE website, but truly and honestly it's SO easy to setup a child of 37 3/4 could do it.... trust me. And you might find you have just as much fun playing around in the editor getting it ready as you do knocking down targets..... Give it a go ! Pull apart one of the demo missions and learn how it all ticks, or follows ARJays excellent you-tube tutorials.. SJ -
[OPEN BETA] [SP] bCombat infantry AI Mod
serjames replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Perhaps because he, like a large proportion of Arma-heads use it to propagate their mod compilations. I would imagine fabrizio must be pretty pleased with the state of the mod, If you tied it up and called it dandy I would assume it was all good to go and would not know it was still a work in progress - so seems logical that people are now asking to have it released on Pw6 ? Course, you could just be trolling... lol ;-) SJ -
Could you consider adding ASDG support as an optional Pbo ? I've not come across a group that doesn't use it yet to be honest.... Otherwise we get stuck with 3d scopes etc... they don't play nicely with TrackIR systems etc. SJ
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[COOP] Digital Infantry Combat Environment
serjames replied to Kushluk's topic in ARMA 3 - USER MISSIONS
Is there a way to re-configure the menu key ? Delete is my "lean-left" :) Cheers SJ -
HAFM ArmA 2 UK Wheeled - Import
serjames replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Flax_ don't forget to credit Goodson who did the config fixes :-) -
Come on guys it's not about when you joined. Many people have enjoyed the game for years ( and the mods like OS's ) and just not registered here. So lets not paint a picture that's wrong. What IS wrong - and decidedly fishy is posters with low counts finding this thread to come and support in what can only be described as leech-like sycophancy someone's blatant COPY PASTE job. OS even us newer posters appreciate your efforts and recognise when someone is being an A*S£ SJ
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hope PW6 spot the update... missing my Trixie fix.... SJ
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Rooftop Static Weapons Script
serjames replied to Gudsawn's topic in ARMA 3 - MISSION EDITING & SCRIPTING
GOOD job Goodson. Can you do something similar with bunkers / sandbag emplacements i.e. for Metis launchers or Recoiless at rifles ? -
Authentic Gameplay Modification
serjames replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really? Do you really want to apply a tourniquet to each limb BEFORE you apply a bandage to each limb ;)

