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Everything posted by speedygonzales
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lukrop's customized configs
speedygonzales replied to lukrop's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That`s a problem from sudden he has to update his mod for the bootcamp dlc. -
lukrop's customized configs
speedygonzales replied to lukrop's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think he is on it, but wait for his answer. -
Scripts =SP = INSURGENTS= CACHES= CacheArea.sqf There you find a line where you can change the classnames, when you double a classname or so you can increase the enemy in the area. Thats how we have manged this.
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Combat Space Enhancement 0.2
speedygonzales replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
cool thx for the fast info. -
Combat Space Enhancement 0.2
speedygonzales replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The waiting has an end, thank you guys for this great mod. We loved the medical System in A2 and used in every mission GBL AddOns so great to see this two great mods fit in one package. Can it be that i have overseen the water and fieldrations system, or does this feature come with a later release. -
Thx ghost for keeping this mission uptodate with nice new little features.
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Hotfix 1.22 Killed my fps??????
speedygonzales replied to KrIxXuS's topic in ARMA 3 - TROUBLESHOOTING
Check, same here. -
You are so right we made the best missions for ourselves and our highest piroity is server performance and imerrsion but never release them, because we need to much mods to get back a2 in a3. We hate the futuristic setting in a3 and so we use mods to get back to our standard and no public player want to load 7gb of mods (A3MP and so on) ;). When you want yxman PM. me mayby i have something for you ;) especially for your insurgency fetish ;)!! Speedy
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Thx Beerkan that was my first idea, it doesnt stop the revive options ingame and they still overide agm when it comes up to revive? I dont know where but there must be something in the palyerrespawn.sqf or so on, cant find it. Because when i commenting this out, at the start of the mission come failure DAPMAN\Init.sqf not found, but the revive script in the mission is active, with all the bloodeffects from dap and so on. Beerkan when you have some ideas plz tell me, dont know how to get this out =? DAPMAN where are you ??? hehehe ;)
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Help military Arma3 Players to find good servers!
speedygonzales replied to speedygonzales's topic in ARMA 3 - MULTIPLAYER
Thx for the info will join your existing thread. For Mods this thread can be closed! -
Anyone can help me to get out the revive system in this mission, i really want to see this mission with agm and i only would use it for me and my group.
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Realy nice addition to the game, my community can´t play without it anymore ;). Thx for your effort lukrop
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What bullshit are you speaking of, dont use mods and you dont have to think about it. But for some people Arma cant go without it and there can never be enough mods. When you dont like the multifacetedness of mods in arma, i think its the wrong game for you. BIS ever create this awesome game (sandbox) and the community make out of it what they want and thats a important factor for the arma series and i hope this will ever be the same in this series. Erveryone can use the mods he want so where is the problem its since arma 1 so and doesnt kill the series, furthermore it make the series to what it is today. Do you ever think before you write??? Do you know what happens to NOVALOGIC ;) (i dont think so)???? Maybe they where still in business with such a great community and mods variation.
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[MP] Invade & Annex [COOP]
speedygonzales replied to fn_Quiksilver's topic in ARMA 3 - USER MISSIONS
We are playing this missions since yesterday and we have to say very nice peace of work you did there until now. Have to play some more, to know whats all possible ;). Is there a possibility for a HC version of this mission ? -
[A3][COOP-32] ALiVE TAKISTAN NATOFOR
speedygonzales replied to m4rt14l's topic in ARMA 3 - USER MISSIONS
Yeah i have the same problem, everytime we try the mission, someone has an enemy status and i dont know why. Any solutions for this problem, otherwise we cant play the mission because of this problem. -
Authentic Gameplay Modification
speedygonzales replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good work and so much needed, its a little nearer to home again ;). But i think there can made some improvments in my eyes, The Common Rose or Gesture Rose and the shoulder tap should be on a single key to activate it otherwise for us its as good as useless. The pain effects are like you are hit in your exoskelett or on a bad trip, mayby only blood effects or without the colour of the blur effect would reach i think. And a little wish from me mayby you can add the good old complete healing only in base by the medical tent or a truck, that would be really nice, when this became optional. So all other things are for such a suprise release are really good made and improve our gameplay and show me that your releases are quality checked. Really good work, your mod put such usefull things together. -
@Dap can you please make a altis version without your revive system, so that i can include the AGM what is more like ace. When i join with both there are a lots of troubles. And can you activate the Uav again like in arma2 or is that not possible ?
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[A3][COOP-32] ALiVE TAKISTAN NATOFOR
speedygonzales replied to m4rt14l's topic in ARMA 3 - USER MISSIONS
I will test this today but my mates tell me there is a problem that the friendly units shooting on them on the respawn without a reason. Anyone know this problem ? -
IgiLoad script - logistical support
speedygonzales replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have tested this already vanilla with only your script running and the "Land_Water_Tank_F" stay hovering in the air, but thats seems to be my problem only. I know about the desync probs etc., but the strange thing is all other object can be get out from hovering with a shot on it to activate the simulation, or when the truck is driving forward, but thats not right for the "Land_Water_Tank_F". But maybe my arma3 has some probs., will check this. -
IgiLoad script - logistical support
speedygonzales replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Igi_PL, i use the standard igi_load script and the "Land_WaterTank_F" makes the problems, take a look at yourself and you will see what i mean, i think its because this objects have no physx. A while ago i have tested it with sandbags, but since this problem came up, we only use the default version of your script. I hope there is a solution for this, because that would solve the prob with the sandbags too and i can add them to your script for my clan. When there is no soulution for this, its not the big deal all other functions work great and once again thx for your effort to bring in logistical options for the game, they were so needed by the milsim troops out there. -
IgiLoad script - logistical support
speedygonzales replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes it stays in the air, but all things with physx can be kicked out from the hover when you move the truck or shoot at it to reactivate them. But nothing happens with the WaterBarrel on the palets, it stays in the air after unloading. It would really nice when you have a solution for this prob because te Sand Bags have the same prob and so we cant use them to build up camps etc.. -
IgiLoad script - logistical support
speedygonzales replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hallo Igi_PL thx for making that awesome logistic mod, we use it very often in our missions. But we have figured out a problem, that the "Land_WaterBarrel_F" when we want to unload it stay in the air, i mean it hovers over the ground. I think thats because this thing has no physx, but it would be really cool when you have a soloution for the problem, so the things without physx can get back to ground after unloading. Because we want to build up or own "FOB"/Roadbarriers and so on and the "Land_BagFence_Long_F" had the same problem. -
Is there a hope that we see Tfor, for Arma3 in Takistan and Zagrabad ?
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CIV Respawn Marker Prob!
speedygonzales replied to speedygonzales's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok on step further only when the civ`s were fleeing they run to the respawn marker west. -
When you place Civs in the Editor and set an respawn marker west, the civs ingnore their positions you placed them on the map and all run to the respawn marker. Anyone have the same probs ?