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nigrinus

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Everything posted by nigrinus

  1. In one of the pictures are you controlling an AC 130 via UAV controls? If so is that a new feature? Because I could not get it to work with the last version. I read your manual but it is slightly different.
  2. Only thing that I have not figured out yet is how can I add a group if AI units (lets say from a different army mod (BWmod) to my group? So I can command them directly? I tried the add unit to group function, but it does not work properly. Also would it be possible to add a function to implement the AC 130x to be controllable via UAV Terminal? Calling in a CAS with an AC 130x for S&D it behaves like a jet but the AC 130 does not have forward weapons...an option that allowed the plane to circle a specific area and firing on targets would be awesome. Any chance on implementing this?
  3. This is actually great, thank you for I did not fully understand how the Damage mod works. More like I did not fully understand how the game works :)
  4. Did you install it correctly? Two files are meant to copy into the TS Plugin folder. And you have to activate the Plugin in Teamspeak. Also change the button for the activation of the ingame communication. That is also on caps lock just like TFR
  5. Thanks for the answer. The damage adjustor though does not change the caliber per se. You have to include manually all the new ammo types of each mod. You are using something like G36 5.56 30 Round Magazine. This has to be included so it does the proper damage.
  6. nigrinus

    NATO 5.56 and 7.62 adjustor

    Thanks a lot mate, gonna try it this evening.
  7. nigrinus

    NATO 5.56 and 7.62 adjustor

    Hi Redfield, i read nearly all posts, but I still don't get what i need to add for weapon mods that bring their own ammunition. For example the BWmod that brings the G36 and also its own G36 5.56 ammo. The standard 5.56 ammo does not work with this rifle, so i wanted to add it but i can not figure out the lines to add. Where do i get the info on the ammo ID that needs to be added. I understand that for Massis Wepons it is this: class B_mas_556x45_Ball : BulletBase for the 5.56 bullets. same thing goes for the line i need to add for the mod itself. "mas_weapons" it is not the mod folder in ARMA3 I guess. Sorry for bothering, but I really need some help here understand how all that works.
  8. nigrinus

    J.S.R.S. 2.2 Soundmod

    Do you plan to take on the distant explosion sounds in the next update? They should as well indicate the distance of the explosion to the player. Right now they tend to be too clear, not as dump as they tend to be.
  9. Hi, one question. Do your weapons use their own ammo? My group uses this mod http://forums.bistudio.com/showthread.php?171382-NATO-5-56-and-7-62-adjustor and it will get messy when every weapon that uses standard caliber rounds ends up haveing their own ammo (10 types of 5.56 magazines for example) Nice work by the way :)
  10. Seriously, you do a great work and dont try to please everyone. That will never work out. You are God of your own mod. I'd love to see your mod come to light soon.
  11. That is great news :) I read this in your description. Mission supports now all weapon addons/mods, giving the content randomly for AI units and player. Does that mean all content modded into my game will be given to AI randomly or do i have to set values for these. How would the mod know what weapon to give to each faction? So that nato weapons dont end up in opfor hands? Would be awesome to have the all in one nato uniform mod (with uniforms of different nations) in there and the Blufor AI would spawn in random uniforms (US, Brits, Germans etc...) To siumlate a multinational mission.
  12. SaOk, sorry to ask but there are 120+ pages of comments and I already went back to 114 and found no info. Ist WLS as updated as WLA? Or are you planning to do so in the near future? We wanted to try a smaller Island first and then move on to Altis. Looking forward and appreciate you work very much. Thanks.
  13. nigrinus

    [SP/MP] BeCTI

    Ah sorry, I realise that you mean the other AI Teams. Well I need to test this because I have never even tried that.
  14. nigrinus

    [SP/MP] BeCTI

    You have to unlock the vehicle first. Either do it yourself in the vehicle interaction menu. Or let your AI do it.
  15. nigrinus

    [SP/MP] BeCTI

    I was playing on stratis so if i might have missed that sorry. Also i read that if you want to add weaponry into the mission, you have to do this manually. Are there plans on adding http://forums.bistudio.com/showthread.php?160599-NATO-SF-and-Russian-Spetsnaz-WEAPONS-for-A3 these in a future patch? Is it even possible to replace weapons all at once? Soldiers spawning with an M240 or M4A1 instead of a MX? Same question goes for Uniforms. I would like to see the standard uniforms be replaced with US Marine uniforms. I would be happy with any kind of help. Thanks in advance.
  16. nigrinus

    Blastcore: Phoenix 2

    I can perfectly understand. Your expertise will be missed!
  17. nigrinus

    [SP/MP] BeCTI

    Thanks for elaborating. I was wondering if some other fella might just take my hard earned money GTA stlye. I could really use a hand if i want to change these values. Where can i find them? Empty vehicles should stay for 30 or 45 minutes in case there are longer engagements. In my case taking Girna at the near beginning took a lot of time because 3 armored vehicles were positioned inside and around the city. With no real armed forces and only AT-squad members casualties were high but in the end Girna was taken....but my jeep left in the woods just vanished. :)
  18. nigrinus

    [SP/MP] BeCTI

    Can someone help me with my question. Vehicles left for some time on the battlefield 5-10 minutes keep disappearing. Is this a bug or feature? Bought a Jeep once and I engaged a town...leaving the vehicle empty and locked behind...after the engagement was done i returned to the place where i parked the vehicle and it was gone.
  19. nigrinus

    ARMA 3 Addon Request Thread

    Idea: Would it be possible to create a replacement for BLUEFOR to be NATO and thus consist of multinational soldiers? (German, Japanese, US, French, Brits etc.) ?
  20. Replacement Pack for this would be sweet. Looking for something like that for ages.
  21. nigrinus

    [SP/MP] BeCTI

    Hi, awesome mod thank you for that. But i experienced something i dont know if that is working as intended. When I buy vehicles in SP and i leave them alone because of an engagement and that firefight takes some time...I return to my vehicle and its gone. Attacking a town and realising that after the attack your ride is gone and you have to walk 3 miles back to your base for some reason is...well...not nice. :)
  22. nigrinus

    Blastcore: Phoenix 2

    Opticalsnare...thank you very much for this! Any chance for a small glimpse on what you are going to add in the 2 updates ahead? I saw you effects on smoke with warfx particles on arma2 and i kind of liked the bullet impact effect. Are they going to see a return in blastcore A3? Also smoke of burning vehicle duration and thickness something that is going to be added? Feel free not to answer these questions, its just for excitement :)
  23. As soon as there are awesomm distant boomboom sounds in it i'll uninstall JSRS and pick yours. SOS has some good ones in it but it lacks good weapon sounds. Your work looks impressive so far and with blastcore and this mod arma3 will be highly enjoyable. Thanks for your effort.
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