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f3n1xesp

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Everything posted by f3n1xesp

  1. f3n1xesp

    TMR Modular Realism

    I have a bit of a problem using your mod: when I do the tutorial missions, the key assigned to "Bipod Deploy", or to use the predictive launch of the PCML appear as "undefined". What are those keys and how can i bind them?
  2. f3n1xesp

    VTS Simple weapon resting

    Hmmmm, no news on this bug? Am i the only one suffering it?
  3. f3n1xesp

    VTS Simple weapon resting

    Well first of all Letranger, congratulations on your outstanding mod, it has become one of my must haves when playing ArmA 3. That said, I'm experiencing one problem with it: when I start a new mission it works like a charm, and if I have to reload a saved game from the mission itself i.e. I have died and reload, it still works fine. The problem comes when I save the game, exit ArmA and then I load the mission, now the weapon will refuse to deploy wherever. I have tried using the ArmA expansion submenu, using the -mod command line on steam and even launching it with PlayWithSix, always with the same results. I am also using CBA, TPW realism bundle and recently started using WWAI cover, but the results are the same no matter what mods I am using. Do you have any idea what could be the problem?
  4. I think i'm going to start it over just to see the latest adds. By the way, is there a way, any, to refuel/rearm vehicles as of now? I'm talking about SP. As you push forward the island, enemy vehicles are a little headache and i've already used up all the ammunition in the Marshal i got except for the 6.5 LMG. Do not misunderstand me: i'm not complaining if i can't refuel or rearm my vehicles, i'm just asking IF (and where) i can do it.
  5. My number 2 doesn't have a silencer. Not much of a concern, though, as you will find them on huge numbers. But i've noticed, shouldn't the team leader (me) start with a rifle with an underbarrel grenade launcher? Mostly because of the secondary mission where you are required to fire a green flare. I know i can take a Katiba "borrowed" but... :P
  6. First things first, thanks Sa0k for this splendid and immersive map. I'm enjoying it a lot! One of my favourite missions so far! Now, i would like to ask you some questions: First, i've taken LZ Connor with the help of the locals, but they sounded the alarm. The problem is, the alarm doesn't stop sounding! Even if LZ Connor is totally occupied by my allied forces, the alarm still goes on and on. Is it as intended, or is there any way to turn it off? It's quite annoying. Second, i've just realised that you have just released a new version of the mission. I assume it's not savegame compatible, is it? I'd like to give it a try, but i don't want to start all over again. i want to at least finish it once, and that's not gonna happen anytime soon, as i like to take my time to get to the objectives. Anyway, thanks again for your work, i hope to see more of your missions around :)
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