gmjaken
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Everything posted by gmjaken
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We use massi's NATO/Russian SF Weapons with his US SOCOM and UK SF unit packs, Canadian Armed Forces, Tao Modular Realism with all options enabled, Community Based Addons, and Hidden Identity. If I can get a few on to do some tests, we'll start removing them one-by-one and see if anything changes. ---------- Post added at 01:16 ---------- Previous post was at 01:04 ---------- Just tested it. Its Canadian Armed Forces that's interfering with your flashbangs. Here's a link if it helps: http://www.armaholic.com/page.php?id=19420
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Giallustio, I know you're having computer troubles, but I'm very interested in the development of your WIP healing system. Without ACE, this is the best option, however after a single COOP, we encountered a shipload of problems. I haven't seen much chatter about it in the past five or so pages, so I was wondering what progress we can see in the next update (whenever you find time to work on it). If it helps, here are two consistent bugs my unit discovered: 1) Occasionally upon being revived, a player has no control of his character and still has a free-moving cursor on his screen. Killing him and reviving again usually fixes the problem. 2) When trying to put someone down from Carry, the carrier goes to a black screen and the carry-ee just floats mid-air. I post this mainly to show that there is interest to see your WIP healing system improve, and I look forward to using it when it is more reliable.
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Well, now my team is saying "THROWING BUCKETS!" when they use a flashbang, LOL. When we were using it on our training mission, everyone could see the buckets, including the man who threw it. I don't know if that helps...
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My unit just tried out the latest update of your flashbangs, and we found it most amusing. It seems that when a flashbang detonates, its spawns a handful of metal buckets at the point of explosion. Sometimes these buckets shoot out and do damage. We've been using your flashbangs since you released them to the public, and this is the first time its done this. I don't know what changed from previous versions, but the bucket-spawning is... bizarre.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
gmjaken replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here's a serious newbie question: how the heck to I use this as a script? I'm trying to add tpw_civs to my mission. Figured it out... I think I was expecting more density, but I can change that in the array.- 5767 replies
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- single player
- realism
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Were you using DELTA faction, specifically, or another Massi units faction? Because it happened to me both times as DELTA Autorifleman.
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New bug: Sometimes, when I go down, my Vest and Backpack items are replaced with Watches. Not just 1 for 1. It fills them with Watches. It also fills my empty space in my uniform with watches. If I switch vests, it fills the extra space with watches, infinitely. its happened twice, both times not using the new system. Dafuq? ---------- Post added at 01:30 ---------- Previous post was at 01:21 ---------- To elaborate: Both times I was the host and playing the Autorifleman unit, using Massi's US SOCOM mod with corresponding mods and units. No effing idea why this keeps happening, but its fairly game breaking for me. I do, however, know what time it is. It doesn't happen to anyone else, and it seems to exclusively affect the Autorifleman.
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Cessna 185 Skywagon - Light Aircraft
gmjaken replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are there plans to bring this mod up to date with release build? I'm very interested in using this for my missions. -
Enemy occupation system (eos)
gmjaken replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just tried it with a switch to normal patrol. Curiously, all the squads immediately moved away from the barracks and clustered in the same point each time I tested it before beginning their patrol routes. Its not an error so much as when I use House Patrols, no one spawns. Also, I found the right syntax to spawn Independent, thanks. -
Enemy occupation system (eos)
gmjaken replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I must be doing something wrong, because I can't seem to be getting v1.9 to do what I want. I placed a game logic called "server" (no quotes in-game) and I was able to make this script function in the previous version. I placed a 30x50 rectangle marker called "barracks" (no quotes in-game) and have the following set up in OpenMe.sqf: null = [["barracks"],[3,2],[0,0],[0,0],[0,0],[0,0,0],[0,0,250,EAST]] call EOS_Spawn; The zone appears to work, but no units spawn and the area just turns green when I enter. Also, I'd like to make it Independent troops, but the ReadMe didn't include which numbers corresponded to which faction. I thought me fiddling with the number to match INDEPENDENT was making it break, so I switched to 'factory default' but to no avail. I thought maybe the buildings I was trying to occupy weren't functional, so I moved it to another location and still had the same result. The two buildings I'm trying to occupy are a pair of Barracks (Old) at grid 207072 on Altis. What am I missing? -
My group has noticed that we lose our binoculars/rangefinders whenever we are revived. It's actually been going on for a while now as far as updates to the script. Any chance of fixing this in the next release?
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NATO SF and Russian Spetsnaz WEAPONS for A3
gmjaken replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great update, massi! My group will be trying out your updated versions of the weapons and US SOCOM units. When you say RPG, you mean the classic RPG-7, I hope. -
So, I was prepping Thronos Castle for a mission I'm making and I realize that you cannot reach the battlements of the keep-like section from the ground. In an effort to remedy this, I decided to try and use scaffolding to create a path up. The problem: The scaffolding sits upon approx. four-meter-high concrete pillars. Now, I have scaffolding that can be accessed from the room, but still not the ground. What I've tried: I adjusted the Elevation down (-4), but it didn't change. I did this with and without the Initialization code I'm using. Currently, I'm using this in the Initialization: this setpos [(getpos this select 0), (getpos this select 1), 0]; this SetVectorUp [0,0,1]; this enableSimulation false; I'm new to editing, having only started in Arma 3, and I lack the knowledge to get this dang thing to sink. If at all possible, I'd like to do it without a script. Please help. Thronos Castle needs this! ---------- Post added at 22:14 ---------- Previous post was at 21:30 ---------- So, I got help from a Steam friend. I suspect this thread will be closed, but for any curious how to fix it, this is what you need: In the Initialization: this setpos [(getpos this select 0), (getpos this select 1), -4]; this SetVectorUp [0,0,1]; this enableSimulation false; Changing that number alters the height. Oops.
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I've always used this: this setpos (((getpos this) nearestobject objectID) buildingpos #);
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I'm new to TMR, so I apologize if I ask questions that have already been answer. I think I only have two. 1) is it possible to list which pbo matches to what feature? Some of them are self explanatory, while others I'm not sure about. Just found the About TMR section on your webpage. 2) is it possible to add weapons provided by another mod to the list of weapons that have bipods and thus can have them deployed? Thanks.
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Does anyone know how to get a fully AI HMG Team to deploy their HMG?
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What is the advanced wounding system? EDIT: Okay, I tried it out. I like it, however I don't know how I feel about it taking 4 FAKs to revive someone w/o a Medikit, and then they still have to have a medikit to be able to move beyond a walk. In the future, is it possible for you to add some module options to this function, such as disabling the need for certain steps (thus reducing the amount of FAK needed) and maybe even disabling the medikit requirement at the end of the revive?
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USSOCOM DEVGRU and 75th RANGER A3
gmjaken replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you waiting for Arma 3 release to update? How soon post-release can we expect the update, without being specific? No pressure! -
USSOCOM DEVGRU and 75th RANGER A3
gmjaken replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If/when you update your unit packs (I suspect they are waiting for you to settle on your weapon pack - which is fine by me), I would like to suggest that a basic Rifleman unit be made for each Class. Its frustrating that the Recon Classes don't have one. Also, it would be nice if the DA Units Class had a Rifleman [AT]. Additionally, I hope your new CQB rifle variants are made the standard loadout for the DA Units. -
NATO SF and Russian Spetsnaz WEAPONS for A3
gmjaken replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love your CQB variants, and I hope they become NATO SF DA Unit standard-issue if update your unit packs. -
NATO SF and Russian Spetsnaz WEAPONS for A3
gmjaken replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Massi, this mod is perfect for my group. Thank you for keeping up with it, and continuing to refine the quality. You're updating faster than we can play! I was wondering, is there any in-game performance difference between the standard and short barrel weapons, or is it just cosmetic? -
enableSaving [false,false]; What's this do? A ReadMe would be much appreciated. EDIT: Found out. It has nothing to do with the script, forgive a newb.
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Antoine Flemming's Mediterranean Operations (NATOSOC + SCOJFC bundle)
gmjaken replied to antoineflemming's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Some preview pictures would be nice! -
Fire-Fight Improvement System
gmjaken replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I, too, am interested how is works in MP, as I don't play SP. My group is sick and tired of Iranian Immortals, unafraid of bullet or explosion. -
Yep, it was the lack of addons folder within the mod folder. Herp derp. Thanks a bunch.