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Everything posted by Bamse
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rksl RKSL Attachments Pack
Bamse replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice looking scopes! I do agree with Flipper on reticle text size. Would it also be possible to make 4x-mode NVG-compatible (or a separate version/pbo that is). Thanks for adding awesome content to ArmA 3, much appreciated!- 98 replies
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Yeah, just edit vts_weaponresting_config.hpp. Instructions are inline. :)
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Sorry if this is reported before but these are our findings: Confirming Vasilys post, but with a twist. We run this mod on dedi-MP and we tried this last night with all of our 25-ish mods enabled and today also completely standalone. On all three versions of the bird as soon as we close the hatch and walk over it the main rotor stops dead (animation halts to fullstop instantly) and completely breaks (red damage). This is with pilot in seat and a single guy walking in from the ramp. If we do not touch the hatch we were not able to break the rotor. On all three versions when firing the guns smoke and spent casings pour out of the flag inside the fuselage. Question: is it somehow possible on any of the versions to walk into the chopper and just stand there without dying? Keep up the awesome work! :D
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NATO SF and Russian Spetsnaz WEAPONS for A3
Bamse replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Gun on pic is a regular 14.5":er, look at gas block/PEQ15 vs. birdcage. If I could guess I assume tier1voodoo is referring to all the bits'n'bob-porn ... or? :) -
Much appreciated! :D
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Is there any change of releasing this out of Workshop? Workshop adds _a lot_ of unnecessary steps if someone want to implement this on their own missions. Thanks :)
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large [SP/MP][COOP] Patrol Operations - Official Thread
Bamse replied to roy86's topic in ARMA 3 - USER MISSIONS
Agreed, if there was an option to limit the amount of vehicles spawned that would be awesome. I'd be happy to have several versions of the mission running for example. One configged for full or almost full server and one for when there's only a squad or two :) -
Randomly generated roadside IEDs
Bamse replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We've been using this along with blastcore, blastcore tracers and both at the same time while running a good 15 other mods without any crashes. Sure, there is a nice FPS drop when a large one goes boom, but that stabilizes just a second or two later :) -
Ohally: thanks for the answer, much appreciated.
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spirit6 answered in my post in the MCC that he can add a smoke disable config option in an update so that's pretty awesome :) Just wanted to check that the other main mods we are running doesnt add/throw smokes aswell.
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ALiVE - Advanced Light Infantry Virtual Environment
Bamse replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks a lot for a quick answer. :inlove: -
ALiVE - Advanced Light Infantry Virtual Environment
Bamse replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry for abit of crossposting but I'm investigating a bit on functionality. Is there some sort of functionality built into Alive that makes enemy AI throw smoke when under fire/taking casualties? Together with MCC and Aggressors units throw quite alot of smokes when getting fired upon and with the different Aggressors units and that to our group that feels a bit off, so, we're trying to find ways to disable that. I've posted the same question in the both the MCC thread and Aggressors thread and has gotten a confirmation that MCC indeed adds this, but just wanted to check if Alive might do this aswell. Thanks in advance and keep up the good work! :D -
Long time user and huge fan of Aggressors here. We use them in pretty much every single mission we do. :D Is there some sort of functionality built into Aggressors that makes units throw smoke when under fire/taking casualties? Together with MCC and Alive units throw quite alot of smokes when getting fired upon and with the different Aggressors units that feels a bit off. I've posted the same question in the MCC thread and has gotten a confirmation that MCC indeed adds this, but just wanted to check if Aggressors itself adds this tactic aswell to the enemy AI. Thanks in advance and keep up the good work! :D
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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
spirit6: thanks for the reply! I know I had some scripts earlier with the smoke functionality, but even after commenting out the init-lines and such I even removed the folders containing the script files just to be sure. I'll start digging in the other mods as well but most other mods are content mods (RH's M4, Peral's A10, F/A-18 etc etc) so it should only be MCC, Alive or possibly Aggressors that should add some sort of strategy/behaviour to the AI. If it's not too much hassle, a smoke disabling funtionality would be very much appreciated :D -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Bamse replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quick question and I'm not 100% certain that it's related to MCC, but MCC is used in the process to I'll take a stab at it here :) We've been using MCC for creating our own co-op missions and we use MCC along with Alive, Aggressors and bunch of other mods. We define a zone and spawn in a bunch of Aggressors based middle eastern fighters (sometimes African pirates). When the fighting commences the enemy instantly pop quite a lot of smoke grenades. Altho it's a sound tactic it's not that plausible that those not-so-wellequipped forces have a ton of smokes on them. Is this due to GAIA or MCC? If yes, is there a way to limit or even disable the smoke-throwing? If it's not GAIA or MCC that's doing that, can anyone point me in the right direction on who's ordering the smokes? :) A bunch of thanks in advance! -
Chessmaster's Wounding System
Bamse replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmm, that is true. I'll sew if I can get a merge or similar going (or if that fails a brand spankin' new mission ofc) during the weekend and see what happens with CWS. Thanks for the info! -
Our dedicated pilots are very happy with the startup sequence since it gives them added immersion and actually something to do while recon/JTAC checks the AO, or infantry clears area of AA so CAS can get off the ground ... or whatever the scenario may be. :) We have some problems tho with the neverendingexplosions-bug and so on, but I've ordered the CAS-pilots to never die meanwhile :P And tbh, I'm actually very happy that the unguided bombs has no guidance as it is now ... it kinda self-limits how effective/overpowered a CAS-plane is when there's no more AA. Arm the A10 by script with 2 or so LGB's, no AGM's and the rest is unguided bombs or rocket pods. For us the balance turns out pretty much perfect, including downtime on CAS availability and how often the A10's needs to re-arm to get more precision munitions and so on. Anywho, keep up the good Peral. I hope the update is release soon. Our squad loves you! :)
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Chessmaster's Wounding System
Bamse replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Chessmaster: okie, thanks! Will try with Zeus tonight :) In our case our mission sets often involves creating a base template in 2D-editor and then sending that template for everyone who wants to make a mission in that campain. It would be nice to be able to bake in all the default stuff that should be running on all missions. Is the long:ish term solution to this running the script version perhaps? (or am I just not good enough with Zeus and there is ways of saving changes? :D) -
Chessmaster's Wounding System
Bamse replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same here, I get one entry under "CWS Injury" and that one is called CWS Config. No options are available for config except vanilla options. There is one more entry under Zeus, and that one is called CWS Failsafe Reload with no options except vanilla. I've been trying in the editor with only CWS as loaded mod, with all my regular 20+ mods and CWS, with CWS and CBA loaded and a few other variations. Editor options for CWS remains the same. :/ Maybe I'm doing it wrong? :) Edit: Some additional info; Im using the PWS version. Havent tried Armaholic/GitHub version due to lack of time . -
Hi all! I'm trying to create a coop mission where both infantry, light ground vehicles and fixed wing CAS (bombs/cannon only) can be utilized. All resources are manned by players, no AI except enemies. I want the first part of the mission to be so that there are active mobile AA-units, like the Tigris, scattered around the AO. The ground forces need to take out before CAS has a reasonable change of survival over the AO. In other words, to be able to use CAS; destroy AA first. Since I want the infantry force to have some fun and action while doing this task I station some enemy infantry at the different Tigris locations. What happens now is, as soon as players open fire at the enemy infantry, the Tigris goes all bananas with the AA-cannon and pretty much wipes out a squad in no-time if not behind some serious cover .... which Altis doesn't always provide. :) To make it a bit Hollywood fun I've set up some event handlers so the Tigris will need to be taken out by demo charge or satchel. The problem remains; if a Tigris spots you it very quickly becomes time to respawn. So my question, is there somehow possible to limit the Tigris cannons movement or make infantry invisible to an AA unit?
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Making AA not fire at infantry
Bamse replied to Bamse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I'll try your suggestions :D -
Making AA not fire at infantry
Bamse replied to Bamse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply! Hehe yeah, well aware of when mixing the realism factor along with what I'm trying to do it all becomes pretty idiotic. But, I wanted to air out the possibilities atleast due to the fact that I think it will be a fun experience for the players :) I'll try to solve it somehow so there is a chain of event leading up to making CAS runs available. Right now I'm having a bunch of AAa unmanned just as props so BLUFOR infantry first clears the area of enemies, then move in and destroy the AA with charges. But I still, somehow, want the planes to get shot at by AA if they try and poke the area. Back to the drawing board it is then :) -
Confirmed Awesome! Really nice models and textures. Will be replacing the Mk200 in our group of merry men pretty much instantly I hope :D Apart from some marksman weapons we now have pretty much everything we are looking for when it comes to squad weapons. Thank you! :D I was playing around a bit with Blastcore Tracers and all the 5.56 ammo are showing up as it should, the 7.62 seems to be using yellow tracers (not in BT). Is that something you can change or affect somehow? :)
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Awesome pack!! Will be using this for my squad marksmen, no doubt! However I do agree on the request to change from mag-grip to regular stock grip :)
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Laser guided artillery, how to use it reliably?
Bamse posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi all! Me and a couple of friends are running a server with a few home made co-op missions of different styles. We have the mindset that all provided services must be ran by a player, so if you want a helicopter transport, you need a pilot. If you want CAS, you need a pilot and a spotter (at the very least), if you need artillery, you need a artillery team and so on. So, we've been playing around mostly with laser guided artillery shells since the more non-guided ones are kiiiindof self explanatory (not easy to use, just self explanatory ;D). What I don't get is a reliable way of getting the laser guided shells on the actual lased target. Some times it hits the very centimeters that is being lased, sometimes the splashdown is 100m off. I've been trying to read up on laser guidance in ArmA 3 and artillery all over the internet, but there don't seem to be a guide that actually states the fact regarding how to do this. Some guides states that the target should be lased at the time of firing, some tells me to activate laser when there's 20 seconds to splash down and all kinds of variants in between. Mostly a lot of "I think it needs to be done this way ..." :) So, my questions is, how is it supposed to be done? In the artillery computer, how far off can you aim from the lased target at the different base ranges (close, medium, far etc)? My earliest test gave me that you need to aim within 50m from the lased target to get the shell to guide spot on somewhat repeatably when shooting at targets in the "close-zone". If the artillery gunner need to be that exact even with active guidance it feels kinda redundant having to lase, or? Is my thinking way of base here perhaps? Is the laser guidance system on the shell a way to negate or cancel the spread/built in inaccuracy of fired rounds and it is in fact working the intended way? I need to be on target and laser guidance makes sure that I hit what the crosshair aims at and not getting a random spread splash? I know I'm rambling a bit and I will admit that have little to no experience of real life artillery. I know it's not a rocket but indeed a shell with fins. I'm just interested on how much the shell can guide itself and how it's supposed to be done. Thanks in advance! :)