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PolyG

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Everything posted by PolyG

  1. PolyG

    N-B U.S.M.C Project

    Nice to know someone still uses it. There will be a update (unknown when) so be watching. Its a single man project off and on as I do have a life of my own and a full time job. So its a project that is based on whenever I have time. I'm rewriting the entirety of the code so it should run better and work with ACE3
  2. On Stratis I have the Insurgency on the south side starting with most of the map - However since the USMC owns the Airfield they seem to have a Huge starting force - even on a small number. I see the AI just send hordes of MRAPs and Armour out and when I debug to check AI positions, They're just gone. I'd be nice to have a setting to allow the ASYM Commander to "recruit" if they have no units. Make a new militia start up in the absence of the old.
  3. I've noticed the Insurgency growth is pretty fast - But At the same time they have no support. Is there any hopes in the future to have them be faster than a real military force in spreading around? I've gotten a Independant faction fighting Russians and US forces for control, and the US just destroys the insurrection as soon as it growls.
  4. PolyG

    RHS Escalation (AFRF and USAF)

    Edit: resolved - Somehow my previously working AiA:TP Broke it. Magic.
  5. I'd say http://foxgamingservers.com/ - Best experience I've had for a reasonable price. Plus JetFox will personally help if you ask him.
  6. Making it day time? Do you not understand what I said? Its SUPPOSED to do that. It makes it Dark and greyed because it is NIGHT time.
  7. Its supposed to grey out and darken to simulate the fact time is passing from day to night time..
  8. That's how we lefties feel everytime we shoot a gun. Left side ports are rare and for some reason super expensive..
  9. Haven't tested this myself, but from my experience these minor changes should fix it - Though as I said, it hasn't been tested. // Config created by swtx and modified by swtx class CfgPatches { class Project_Genesis_acp { units[] = {}; weapons[] = {"hgun_ACPC2_F", "hgun_ACPC2_snds_F"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; version = ".01"; projectName = "Project_Genesis"; author = "swtx"; }; }; class CfgWeapons { class Pistol; // External class reference class Mode_SemiAuto; // External class reference class BaseSoundModeType; // External class reference class Pistol_Base_F : Pistol { scope = 2; author = "swtx"; displayName = 1911 Tactical; drySound[] = {"Project_Genesis\Project_Genesis_acp\dry", 1, 1, 20}; reloadMagazineSound[] = {"Project_Genesis\Project_Genesis_acp\apc_reload", 1, 1, 30}; magazines[] = {"9Rnd_45ACP_Mag"}; inertia = 0.3; dexterity = 1.7; initSpeed = 320; recoil = "recoil_pistol_acpc2"; class Single : Mode_SemiAuto { sounds[] = { "StandardSound", "SilencedSound" }; class BaseSoundModeType { closure1[] = { "Project_Genesis\Project_Genesis_acp\null", 1.03514, 1, 30 }; closure2[] = { "Project_Genesis\Project_Genesis_acp\null", 1.03514, 1, 30 }; soundClosure[] = { "closure1", 0.5, "closure2", 0.5 }; class StandardSound : BaseSoundModeType { begin1[] = { "Project_Genesis\Project_Genesis_acp\acpsingle1", 2.51189, 1, 1400 }; begin2[] = { "Project_Genesis\Project_Genesis_acp\acpsingle1", 2.51189, 1, 1400 }; begin3[] = { "Project_Genesis\Project_Genesis_acp\acpsingle1", 2.51189, 1, 1400 }; soundBegin[] = { "begin1", 0.33, "begin2", 0.33, "begin3", 0.34 }; class SoundTails { class TailInterior { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior", 2, 1, 1400 }; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_trees", 2, 1, 1400 }; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_forest", 2, 1, 1400 }; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_meadows", 2, 1, 1400 }; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_houses", 2, 1, 1400 }; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; Class SilencedSound : BaseSoundModeType { begin1[] = { "Project_Genesis\Project_Genesis_acp\suppressed_pistol1", 1, 1, 200}; begin2[] = { "Project_Genesis\Project_Genesis_acp\suppressed_pistol2", 1, 1, 200}; soundBegin[] = { "begin1", 0.5, "begin2", 0.5 }; class SoundTails { class TailInterior { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_interior", 1, 1, 600 }; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_trees", 1, 1, 600 }; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_forest", 1, 1, 600 }; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_meadows", 1, 1, 600 }; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_houses", 1, 1, 600 }; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; recoil = "recoil_pistol_heavy"; recoilProne = "recoil_prone_pistol_heavy"; reloadTime = 0.1; dispersion = 0.065; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; }; }; };
  10. PolyG

    Flying choppers in Arma 3

    It should be in your game options I believe - Its like Freelook in vehicles or some box, uncheck it.
  11. I agree with space on that belt. Doesn't fit the weapons look like caliber in my opinion
  12. PolyG

    United States Air Force

    His weapons are the ones all the USAF Units carry..He's part of this mod team.
  13. Wait. Are you trying to make a addon built into the mission pbo? I am trying to grasp what you mean?
  14. Spartan III's historically didn't exist til near the Halo 2 ERA..
  15. I was pulling my hair out, it kept telling me respawn point available and nothing would show up.
  16. Hey Champ, I love the function and such, but for some reason when it deploys I can't respawn on it?
  17. Got this working, and its neither documented that I can find, or on the other thread, How do we integrate the new Group System?
  18. A version of the mod is continuing with the discontinued content being reused (with permission.) By TheDog and the team, watch the forums - a thread has opened but its quite barebones.
  19. That doesn't require disrespect and hostility. I believe you can have whatever opinion you want, however knowing the Dev team I choose to side with those that have acted far better to me and those wishing to help, (IE: Burgess, EvanCat to name a few.) I would kindly ask of having the same kindness and understanding extended towards Us for believing the other side.
  20. We aren't abandoning a "mod creator" We're abandoning someone who lacks a level of professionalism that most modders do have, as well as having been approached by TheDog and the mod crew that rejoined it is in our best interest to work with a team that is reliable - and doesn't call my hand made models "stolen" - Then removes me from the mod team. (Yes this happened. Remember the first BR and SMG? All me :D)
  21. Under the ArmA licensing he has no right to deny access to public content as a dependency. Based upon the ones used in arma, only the attribution would deny it. However since all the content used within the 405th Mod was created by other devs within this mod, they also have to agree to which license since it is their content as a whole, not just Spacenavys. However we are removing the download to appease him so that we can handle the updates with TheDog as he continues their variant and we plan on working closely with TheDog in the future to update and create modified content to the 405th, and possibly other UNSC units.
  22. Scorpion works for me. Model isn't animated, however it can drive and shoot.
  23. PolyG

    Glowing Dials

    Sort the alpha's bruh. Thats how I fixed that on my AH-1Z and our optics.
  24. PolyG

    Looking for mod makers

    Whose we? Is there any photos of real progress or is it just words and plans still?
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