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Everything posted by Gilatar
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I know you've said that it'll be done when it's done ... but you can't keep teasing us like this! My erection has definitely lasted for more than 4 hours ;)
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TFA - Naval Special Warfare Gear
Gilatar replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As far as I know there's no real AOR1 camouflage in this pack. However I've found that the NWU2 pattern is pretty much identical. As for weapon packs, have you tried Trixie's Sniper & Marksman Pack? I use that, and a combination of SMA and BTC Weapons (which has a few LMGS like the Mk. 48 and M249). Hope I could be of some help :) -
Community Upgrade Project - Weapon Pack
Gilatar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Figured as much. Great work on this mod regardless :D -
Community Upgrade Project - Weapon Pack
Gilatar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way I can run individual weapons? Only the M16 or something like that? I've tried fiddling with the .pbos, but I keep getting bin.config/ errors when I try to launch missions. -
I've had no issues so far with making my own mission and setting the modules up that way. The HALO jump is particularly well-made. Gonna be using this a lot!
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(SMA) Specialist Military Arms
Gilatar replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure if it's something you'd be willing to do or even consider doing, but I would love to see an HK417 Sniper/Marksman version (20" barrel, bipod and this stock) Even if that's completely out of the question, I just want to say keep up the good work with this mod! This is genuinely my favourite weapon pack. -
I really enjoy this mod and I've used it a lot in the past. However, I have a slight issue with the offroad vehicles for the Eastern European faction. What I want to do is have two different offroads, one armed and one standard, and I'd like both of them to look the same (have the same texture, basically). I have the armed offroad placed down, and it has a brown/tan camo texture on it, that I'd like to put on the standard offroad as well. The problem is, I can't find the name or path of this texture, even after going through the PBOs and looking through the different .paa files. I'm not sure if it's a texture in the mod itself or it's in standard ArmA 3 - I just can't find it anywhere. This is what the armored one looks like: http://i.imgur.com/UPOSMUP.jpg Does anyone know how I can apply that texture to the unarmed one? Thanks!
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Make multiple units playable at once, & other editor option/features
Gilatar replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Agreed. Voted up on the feedback tracker. It's infuriating and really kills my mood when I have to go through 30 different units invididually. I'm astonished that this hasn't been added already - seems like a given to have this feature. -
Are there any plans to add American airborne units with planes (like the C-47 and such)? Loving the effort and work put into this so far. It looks great in ArmA 3!
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Virtual Arsenal Not Loading Loadouts
Gilatar replied to Gilatar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update on this: I managed to figure out that TFAR radios, binoculars, rangefinders and AGM Vectors are the cause of the issue. I need to place these in a separate box, and cannot load a saved loadout with these in them. Anyone know how to fix this? -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
Gilatar replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First of all, I want to say thank you for all the work put into this. The map has become truly beautiful with this overhaul! However, I had this issue with the AiA versions of Sahrani and I keep having it on this map as well. There's an odd "ring" on the ground with jagged textures 40-50m out from me at all times. You can't see it very well in this screenshot - it's more noticable when moving - but I've tried to highlight it: http://i.imgur.com/VAFHid4.png Is there any way of fixing this or is it just ArmA being ArmA? -
Illuminati confirmed! Seriously though, that would be great, but I doubt BI would go through the trouble of making yet another version of Chernarus like that. I still think it's a mobile app or game, or something along those lines.
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[WIP] Von Quest Industries - H.A.L.O. System
Gilatar replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Wounded Sitting and Leaning animation
Gilatar posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, guys. I've been toying around with mission making and I wanted to have an HVT sitting wounded backed up against a wall, like in video. The closest thing I can find to this, however, is an animation where the charater is prone on the ground, and not leaning up against a wall - ""PRONE_INJURED_U1-2"" and ""PRONE_INJURED". Can anyone help me with this? Thanks on beforehand! -
Wounded Sitting and Leaning animation
Gilatar replied to Gilatar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For the record, if anyone's interested, I figured this out. Instead of using I used: And it works. Thanks for everyone's help. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Gilatar replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, when I use the save to .sqm feature I am supposed to be able to paste that into the mission.sqm file and have the objects I have placed show up when the mission loads, right? I've been trying this for the past few days and I can't get it to work. When I paste the info into the mission.sqm, there is already a whole lot of text there and I'm not sure where to place the MCC information. So I paste it at the bottom of the document and when I load the mission I get an error and my game crashes. Do I have to paste this in a certain way or a certain place? Thanks on beforehand. -
Wounded Sitting and Leaning animation
Gilatar replied to Gilatar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your help, but I'm still having an issue with this. I keep getting an error when I put "[this] execVM "scripts\ai1.sqf";" in the ON ACT-section. It says "Type Script, expected Nothing". Completely puzzled by this. I have a feeling the actual script file itself is not correct. What should I put in it? Right now I just put the same thing in there as I did in the inital trigger: -
Wounded Sitting and Leaning animation
Gilatar replied to Gilatar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm still very new to mission making in ArmA, and especially scripting, so bear with me! That works excellently though. Thank you so much! ---------- Post added at 11:55 ---------- Previous post was at 10:04 ---------- I seem to be having an odd issue where the animations only work in the editor and not when I load up the map in multiplayer. Is there a reason for this? -
Wounded Sitting and Leaning animation
Gilatar replied to Gilatar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! That appears to be the animation I want, however, I can't get it to work in-game. Do I need a special type of code for it? This is the code I'm using on the init line: It does not change the animation and the character is simply standing like normal. The same code works for "PRONE_INJURED" and other animations, but not for "Acts_sittingWounded_xxx" types. -
As promised I'm returning with feedback. First of all; great job on the units and the camouflage. It looks fantastic! It's pretty much everything I wanted, except for one small thing. Even though it doesn't seem to be widely used, I'd love to see some kind of winter/arctic camouflage clothing, like a white "coverall". I feel uniforms and vests like these or these would be a great addition. The helmet and vests shouldn't be too hard to reskin to a white color, right? Other than that I'd love to see some weapons as well, but I couldn't seem to find any being ported to ArmA 3.
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Oh, man, I've been searching for this kind of mod for quite a while. Finally there's have a Norwegian Forces mod for ArmA 3! So glad to see this have been made, and version 2.0 released on the day I find it. I'll test this out ASAP and return with feedback.
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Just for the record, if anyone else has the same problem in the future: I was able to resolve this issue by disabling the "Voice Activation Detection while using Push-To-Talk" option in Teamspeak.
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I think it happens on every server, but since I'm not certain I'll double-check. I'll come back if I find anything. Edit: I self-hosted a server just now and tested out the radios. Here's what I found: After I have talked through a radio TS automatically goes into voice activation-mode. It stays in voice-activation mode until I press my regular push-to-talk button. I haven't been able to test it on any other server, but I'll make sure to do it sometime in the future and report back here. Seems to be happening on every server using TFAR.
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Hey. I've been having a few problems with TFAR and TS for a while. Hoping someone here knows how I can resolve these. I use the regular key for radios, holding Caps Lock, and as far as I know everyone can hear me loud and clear through it. The problem is however, when I release the Caps Lock key I'm still talking on the radio even though the bar at the bottom right disappears. To stop broadcasting my voice I have to press my regular non-radio key once for it to disable. The second issue is not that relevant to TFAR itself, but I haven't been able to find a solution for it anywhere. Whenever I talk on TS out-of-game, use my radio in-game or talk in-game other people's voices lower, so that I almost can't hear them at all while I speak. I figured it might be a Windows setting, so I went to check if the option on the sound control panel was checked, but it has been disabled. Thanks for any replies or hints in the right direction!