Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

serjames

Member
  • Content Count

    2348
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by serjames

  1. wow great job on this.. Would love to be able to "Man Battle stations !" Great job SJ
  2. Not even sure where the VBS reference comes from..? Never seen it. But I remember being able to walk into your A2 chinook and wander around ? No ? The ramp comes down ? Maybe I've mixed up my mods :) Either way to walk and have the ability to chose the seat you want to sit in, and perhaps MORE importantly have a proper "get out of Seat" option so we can de-bus out the back of the chopper properly without all looking like a spawned pool of troops all "appearing" at the side of the chopper...... would be amazing :)
  3. Any chance at all that you would be able to walk inside and pick your seat ? Would be an amazing feature ! SJ
  4. serjames

    WIP CTRG camo

    Just from an editors / mission build pov can you be more specific with the faction name? "British" I can imagine will mean other mods getting merged in there too - or your mod getting lost into other mods. "British CRTG" would mean we could ACCURATELY pick and select your units to use in the Editor. Trying to sort mods within the editor is a nightmare and this could help a lot. SJ
  5. serjames

    ArmA 2 C-130J and MV-22 Redux

    I say max it - We run ops all the time where our transport is limited or we lose a chopper or two and the ability to pull all units from the field in one VTOL aircraft is great. From a realism pov as long as the "official" seating gets filled first then in those emergency combat scenarios, the floor ceiling, hanging on to the wheels etc spots gets filled AFTER the seats, then I think it's the right thing to do. SJ
  6. serjames

    A2 SCAR Port

    Yep looking forward to a HQ versions for sure ! SJ
  7. I can't seem to get this to work either - new armor values have really kiboshed it for me... SJ
  8. @Spoor - what is not working - please can you be more specific ? I'm running @A3MP and using MCC fine ? SJ
  9. Just to add some feedback I reduced the OPFOR unit count on the takistan insurgency map (stupidly I got greedy and it had managed to creep to 3800 units). Back in a more sensible 2500 arena the Red squares populate properly and update appropriately. It's odd as the load was never a problem with the 3800 units, server FPS remained high, but I suppose whatever is doing the math for the Squares was struggling. Can't wait for the CQB to be sorted as there is a dryness to just using the standard mil or civ placement modules the units just walk around in long lines. There doesn't seem to be any diversity to squad level activities. As a suggestion a Module to allow fine tuning of the Squad level Ai would be superb. Something that allows the same level of higher Ai that Upsmon gives. I.e. fortify, Patrol, Hold etc would be excellent - I will add to the tracker. SJ
  10. serjames

    Blastcore: Phoenix 2

    I must be the only one here, but I prefer the Speed of sounds Gibs Blood spray - with the Stupid armour values that seem to mean 5 to 6 hits is needed to take someone down a spray on a hit at least gives me some idea I'm doing some damage. I don't seem to be able to get the same visual cue from Blastcore. Is there a way to "turn-off" the blastcore hit indicator so I can put the SOS gibs one back ? Other than that I LOVE the mod :) SJ
  11. Hmm, ok odd, Yours go really FAST !! I definitely see them fade out and they take about 3 mins maybe more to fully populate the map, then maybe a minute to disperse. They do not stay lit. There is a long wait till they next show up (i've told the troops on the ground that's the satellite Orbit time.. they're buying it for the moment (!) :) ) Great on the CQB work. Currently I have the CQB markers down, but they do not activate anything. I know they worked on Altis, but not for some reason on Takistan.. Odd. Keep up the great work - loving the Frames we get !! SJ
  12. Hello yes didn't think this was a bug so didn't log it - just a "how do i get it to work 'cos I'm rubbish request" :) Let me explain what we are doing. Basically I've re-build our Arma 2 Insurgency server using ALIVE to control and generate the OPFOR units. FIA rebs as insurgents in all civi locations and CSAT mil units in the Military bases - with significantly more firepower at their disposal (the way I always wanted Insurgency to work :) ) Only issue is I want to keep the "grids" lit up red to show players what their objectives are and equally the strength of the opfor they are facing. When I placed the Military Sector module it does flash up the red grids, but they fade away. I need them to stay and then refresh periodically to adapt to the force remaining within that grid. Hopefully that's something that I missed or is easy to do. If not I can add a tracker for it with no problem SJ
  13. serjames

    Blastcore: Phoenix 2

    Just to add to the smoke Grenade discussion - Vanilla Nades are useless. Provide absolutely not cover and are more like Flares with the amount of smoke they produce not Smoke grenades... See here http://www.peacebus.com/CyanideWatch/070322FlareGraemeCrossing.jpg apart from the fire element of course. So we need more smoke, but do need clarification on the AI visibility etc SJ
  14. How do I get the Military/Player Sector Display to stay live. I.e. I need the red enemy sector markers to stay marked and not fade (until we kill all the bad guys !) Thanks SJ
  15. serjames

    LEA - Loadout Editor for ArmA 3

    Noticed a few of the Carrying Capacities don't actually match in game values - likewise some objects are bigger/smaller than their Addon config suggests - I think it could be a real headache to try and balance :( Examples the At4 mag is heavier/bigger than the config suggests, whilst the A3 Carryall back packs are at least 33% larger in capacity. Most of the Uniforms from Massi's UK special forces packs are listed as having 40 capacity, but I think it's nearer 90. Vest as 120 I think they are nearer 240 etc etc etc. Not sure why the LEA addon builder is not spotting that ? Did I import them wrong ? SJ
  16. serjames

    L85A2 Release

    That looks really good !!
  17. serjames

    LEA - Loadout Editor for ArmA 3

    can't you just rename the config.cpp file to cfgweapon.hpp ? sj
  18. serjames

    B-Hut worth building?

    The more usable buildings the better I say - will AI be able to navigate them ? That would be important. SJ
  19. Shay we mentiuoned to spirit last night about the odd permenant "move" marker that appears in non MCC missions when you are running the mod. He'd never noticed it apparently. Are you aware of this bug ? Basically a gray line stretched from your current map location to a "move" cross somewhere on the map, normally where you first spawn. It's always there and follows you around the map. Can that be hidden ? SJ
  20. serjames

    LEA - Loadout Editor for ArmA 3

    ok done a few and loaded them for you - late now so if they all work let me know and I can try and add some more SJ
  21. serjames

    LEA - Loadout Editor for ArmA 3

    where do you want them uploaded to ?
  22. serjames

    LEA - Loadout Editor for ArmA 3

    looks like most people downloaded the manual installer and just ran the exe from the archive (well I know I did :) ) Didn't install properly. Follow this link to the wiki for the proper installer http://www.sonsofexiled.fr/wiki/index.php/LEA_ArmA_3_Wiki_English Hope that helps Be sure to let us know when you want custom addons to add to the repo Major Shepard. I'm already got the L85s ready to go etc SJ
  23. serjames

    LEA - Loadout Editor for ArmA 3

    Brilliant - just brilliant - thanks so much Major Shepard Most useful Arma tool ! SJ
  24. Currently the BEST thing to happen to A3... Getting OFF of Altis is really important for sanity - there is only so many times I can rope onto a building in Prygos !! :) lol SJ
  25. serjames

    ArmA 2 C-130J and MV-22 Redux

    Good work - great photog skills too. I imagine that took some work to setup.. Thanks SJ
×