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Everything posted by banky
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Sweet. One step closer to a 416. Lol
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Very much appreciate all your work on this, I'll be seeding for a while as well.
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Great idea combining the bipod and laser. Nice new silencer too. This pack just keeps getting better man. And it's good to see that you ruled out making any M4's, but didn't rule out the possibility of a 416. ;)
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
banky replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I tried the search function and tried skimming the topic as best I could but I couldn't find what I was looking for, so I'll ask. How do you turn off the noise that comes from the objectives, the one that almost sounds like an alarm that leads you straight to each objective? -
I'm getting something weird happening. When I fire a round with the scar h, the weapon will just continually rise slowly, I have to keep pulling it back down. It will rise like that for the rest of the session, unless I put the supressor on and fire a shot. Then it's fine until I fire another shot without the supressor on. This is ONLY with the scar H's, none of the L's or the 110 do it.
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Have you slept since this thread was started my friend? Lol
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But with the scars, breaching charge, and some 416s this would almost be a one stop seal pack.
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If you're bored you can easily turn that IAR into a 416 and release it to the masses. ;)
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I noticed these don't have the shiny overlay on the arms for the ir flag. Are the models you use the old bis ones from the alpha?
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Not necessarily, just that the picture i showed has a smaller, lower powered scope attached to it so it doesn't make the rifle look as small.
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He's not far off. Just a little bigger would be perfect. I think the giant scope makes it seem a little smaller than it is. http://usarmy.vo.llnwd.net/e2/-images/2008/06/26/18108/army.mil-2008-06-26-104405.jpg
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There's a version for AIA at the bottom of the first post which takes out the ponds so you don't get the waterline. Works for A3MP as well. http://forums.bistudio.com/showthread.php?148400-WIP-F-A-T-A-Federally-Administred-Tribal-Areas-Pakist%C3%A1n
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And here's the M110.
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Keeps getting better and better. How bad is this guy?
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I did get his pack before yours, but I no longer have it running, or even on my computer at all, so I don't think that's it, plus his textures were much lighter than yours. I do have the Arma 2 samples in my P: drive, and that's the only reason I think that I would be special. :-\
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Artificial intelligence Support System! Released
banky replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same here. On dev branch. -
UPSMON Updated to ArmaIII
banky replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have the exact same issue. Dev build also. -
Randomly generated roadside IEDs
banky replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You just make your own area markers and add the marker name to the script where all the town names are. -
These work nicely: http://forums.bistudio.com/showthread.php?167781-Middle-East-Irregulars
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Now it's perfect. You're on a roll after those earlier frustrations. As long as the next patch takes care of the missing textures, this pack is solid gold. Nice work.
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Randomly generated roadside IEDs
banky replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh. I haven't gone that far into it. I've just made my own makers and used those, haven't set up the automatic map-wide ones like his sample mission. Shouldn't be hard to do, though I'm at work right now and far from my Arma. -
Randomly generated roadside IEDs
banky replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It works fine, I've already put it to use. As long as there is a road you're good to go. Question, can you set the number of dummy ieds placed? Like have a bunch of crap littering the road but only one of them being an actual ied. -
Finally! Lol. Keep up the good work man.
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Randomly generated roadside IEDs
banky replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just tried it out, I'm liking it a lot. One question, does the script put anything out when you disarm all ied/ieds in the area that could be used in a trigger? That way a mission could be to clear all IEDs in a town or area then have the mission complete when you've done it. -
I second this request. And I'm very excited about an updated Sangin. Should the caves have grass growing in them though?