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Everything posted by Bamse
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(SMA) Specialist Military Arms
Bamse replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome update, thanks a lot! I absolutely love the quality and textures of the PEQ-15's :D The new 552's are just pure sex as well, especially with the magnifier. I did find one small thing however with the Elcans; https://dl.dropboxusercontent.com/u/4170539/sma_1.png (308 kB) https://dl.dropboxusercontent.com/u/4170539/sma_2.png (819 kB) I tried it with a few different weapons from a few different modpacks and it's the same no matter what. -
RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
VODs do save with the option enabled for everyone. Non turbo users VODs will be saved for x days tho, turbo users for x+y and partners pretty much forever. For infinite storage YT (or similar) is recommended :)- 16577 replies
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RH: Very nice looking SF-suppressor! Are you planning on making it/them available to the AR-15's aswell? :D
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Arma 3 Marksman Rifles Pack
Bamse replied to hotshotmike1001's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just a quick question regarding defining a player as a medic. Prior to version 0.95 it was enough to place a playable unit with the medic role in the editor to get properly defined as an AGM medic, but when 0.95 was released this doesn't not work anymore. We are now forced to use "this setVariable ["AGM_IsMedic", true];" on the unit no matter what the class the player is ... so my question is; is this behavior by design? I'm totally fine with no matter what the response is, I just want to get some official info on it :) -
=ARC= NATO Offensive Mods (Units & Vehicles)
Bamse replied to soronelite's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Soronelite! I really like your packs and we use quite a few of them in our squad. One thing I've noticed tho with the inclusion of items in the medic- and repair backpacks is that with Virtual Arsenal it kinda breaks stuff. With break I mean that each and everytime you select one of the mentioned backpacks it adds the configed TransportItems and eventually fills them up completely. This sometimes happen even if I grab the bag (in arsenal), empty it out and fill it up with the wanted items. After an outfit save and a load all wanted items are in plus the preconfiged items. When you also run AGM and its medical system it generated quite a lot of items in the end :/ Is there any chance you could consider having those packs empty instead? :) Thanks in advance! -
MrEwok: Exactly like you did it, a version without the glasses. Thanks a million!
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Lol, this mod is a must have. Good work dude! :D Could I be a small pain in the ass and ask for a non-glasses version of the the shemag+cig? :)
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HLC Ammo patch updated; Changelog: ---------------- v1.1 - Added both versions of the L85A2 RIS to affected weapons. Download: https://dl.dropboxusercontent.com/u/4170539/arma3/mods/release/%40bamse_kio_l85a2_hlc_ammo1.1.zip
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Bamse replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah, we have one or two guys with that problems in our small group aswell. Afaik we run identical modsets so it's a bit wierd it doesn't happen to everyone. What happens is a straight up proper arma crash with "Arma 3 has stopped working" CTD, but we've been running with -nologs for a while so we got no rpt's to show for it :/ -
Hey-o! I made a small config-patch for use with the current L85's, it enables the use of all vanilla and HLC 30-round 5.56x45mm magazines. I'll keep an eye out for the RIS version(s) and enable them aswell. Keys and everything included. Enjoy? ;) https://dl.dropboxusercontent.com/u/4170539/arma3/mods/release/%40bamse_kio_l85a2_hlc_ammo1.0.zip
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US Helicopters (HAFM OVerhaul) MOD
Bamse replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure what to do with an unbinarized model I'm afraid, I've never even opened the proper tool, whatever that might be :/ I'm working with the few thing I kinda know, like a 5-year old in a brothel so to speak .... BUT! I'll be happy to give it a shot atleast, pm incoming ;D I did however get a kinda good ffv-config going today with proper non-clipping angles. It's very much good to go. Two cargo gunner spots in the UH60M, none in the MEV (since there are no open doors), and two in the rear of the chinook. Since I can't find any extra memory points for getting in as cargo gunners on the UH60M one currently need to get in as the left gunner and then switch to the right to even get to that position ... same goes for the CH47F. I'll prolly do a more proper release when/if I get sling loading to work along with more memory points but as for now; here's the current state of ffv :) https://dl.dropboxusercontent.com/u/4170539/arma3/mods/release/bamse_kimi_ffv_sling.pbo (foxhound and kecharles28, please don't mirror this :]) -
US Helicopters (HAFM OVerhaul) MOD
Bamse replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've successfully added ffv to the blackhawk in a pure addon config manor like the AGM fast roping thing, but positions are still a bit wonky and aiming angles are aswell. I'll hope I'll be able to sort some kind of working pre-release for public testing if wanted. Sling loading is pretty much impossible it seems since I'll need some memory LODs added ... something I cannot add due to several reasons :) -
Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You mean tell AI or other players to start fast roping? AI: no idea, I only play with AI as the enemy :) Not even sure you are able to initiate friendly AI fast rope as of right now. Players: Each and everyone needs to select fast rope in the AGM self interaction menu to start fast roping. This includes you also ofcourse. No matter where you are in the chopper you will start fast roping if you select the option to do just that. Crash will ofc be unavoidable if you are piloting ;) -
US Helicopters (HAFM OVerhaul) MOD
Bamse replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
geraldbolso1899: Nono, thank YOU for even making it possible for me to do this small thing. My skills are not even near good enough to be able to pick this project up so this is my small small small contribution to keeping it alive :) Not sure what I'd do (fly) if it stopped working :( But, sorry for such a fast update and possible thread-spam, but I'm kinda new to the whole doing mods thing :/ Foxhound and kecharles28, feel free to update mods but no need to post about it if you think it clogs up the thread :D Kimi's US Helicopters AGM Fast Rope Compatibility Patch v1.1 Changelog: ---------------- v1.1 - Fixed mod dependencies (added AGM_FastRoping :P) - Chinook: Moved floor hatch rope so it's attached to ceiling instead of magically floating in the middle of the hatch. - Chinook: Fixed floating aft rope - UH60M: Removed the left rope on the two MEVs due to, well ... no realistic way of having one there :) Download: http://blackflagops.com/arma3/us_helos_agm_fastrope_fix/@bamse_kimi_agm_fastrope_v1.1.zip -
Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey ho! Made a small addon-mod for enabling AGM Fast roping to all UH60M-versions aswell as the CH47 Chinooks found in Kimi's US Helicopters pack found here: http://forums.bistudio.com/showthread.php?181038-US-Helicopters-(HAFM-OVerhaul)-MOD Download: http://blackflagops.com/arma3/us_helos_agm_fastrope_fix/@bamse_kimi_agm_fastrope.zip (only tested with us_helos_kimi version 2) It should be signed, sealed and delivered so to speak with the latest A3 Tools. I haven't check if the key works tho so if someone could try this out I'd appreciate it :) AGM devs: Please feel free to include into AGM if you think it will do the mod any good :) -
US Helicopters (HAFM OVerhaul) MOD
Bamse replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey ho! Made a small addon-mod for enabling AGM Fast roping to all UH60M-versions aswell as the CH47 Chinooks. http://blackflagops.com/arma3/us_helos_agm_fastrope_fix/@bamse_kimi_agm_fastrope.zip It should be signed, sealed and delivered so to speak with the latest A3 Tools. I haven't check if the key works tho so if someone could try this out I'd appreciate it :) -
Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When testing fast rope with a UH-80 from different heights we had that same issue, but this was with a metric f**k ton of other mods. This will be tried again with only CBA and AGM ofc in the next few days. The max safe altitude when fast roping was 15m, everything above that made the person let go of the rope, fall and take damage. -
Some really good info right there, thanks a bunch!
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Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone tried fast roping with the US Helicopters mod btw? http://forums.bistudio.com/showthread.php?181038-US-Helicopters-(HAFM-OVerhaul)-MOD/. Just wondering if it supports the basics or not. Rope positioning is secondary atm ;) -
I heard some rumors that it was J-Point that got a "trial" order for the ACOGs, both sight and mount; http://www.jprifles.com/1.6.1.php No idea if it true or not but it looks pretty much spot on to the first pic, along with these: One thing I do know however is that it wasn't the more commonly spotted Trijicon Docter mount. ;D
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That sight is an LDS (SpecterDR-based) and as you say the reflex and guard is different aswell .... so there's not much likness with that mod and the SUSAT ;)
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US Helicopters (HAFM OVerhaul) MOD
Bamse replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That would be VERY appreciated :) -
US Helicopters (HAFM OVerhaul) MOD
Bamse replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So sorry to see you go man, I've always loved the Aplion mod and after you took over dev it skyrocketed to new heights. I was secretly hoping in my heart that the mod would incorporate FFV (and sling loading but that's super secondary to me) before being "completed" but hey, it's still nice as hell. Good luck man! :) -
+1 on the smoke. I get a small perfect grid of small smoke puffs before it "blooms". Only mods loaded: latest CBA + Phoenix + Tracers. Looks kinda wierd :) Phoenix really is one helluva update. It's sooooo beautiful! :D