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Nummi

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Everything posted by Nummi

  1. Nummi

    =BTC= Militia for A3

    Our community is going to add this excellent mod to our repository within the next 2 weeks. A couple questions: 1. Do you plan to make inventory pictures for clothing and headgear included in this mod? As of now they have placeholder pictures. 2. Do you plan on reducing clipping issues when using vanilla backpacks and vests with your clothing? 3. Do you plan on adding optional HLC AK configs to the mod? Very few middle-eastern factions actually use AK-74M's or SVDM's. Cheers from Finland, Nummi
  2. Oh man, I can't wait for the updates. Poor Toadie, is he getting help with the sounds or is he weaving through the swamp all alone?
  3. So those PWS updates 3 pages back were just PWS stuff, not any updates from your side Toadie? Just wondering if you managed to upload an update or not with the problems you've been having with the ISP. All the best, and thanks for the awesome mods!
  4. Nummi

    Arma 2 AV-8B Harrier II Port

    Cheers, thank you very much. Awesome work you've done.
  5. Nummi

    Arma 2 AV-8B Harrier II Port

    So as I understand it, under the CUP liscence, would I be allowed to take your ported Harrier out of CUP, modify it's configs, and use it in our communitys mod-set on it's own? I'm not sure if I got it right. If that's the case, freaking awesome. We're using mostly the formulae of 1 mod for 1 faction, so having the Harrier on its own would be great since we're using BAF and RHS atm.
  6. Hey mons00n, nice script you've conjured up. I've managed to remove the points system from my missions since I don't need it, but one particular problem is bothering me. I want to create markers on the cache locations for opfor only, and hide the markers from blufor. How would I go about this? I know how to hide markers generally, but I can't find what the names of the markers this script creates are, or alternatively the cache names, so I could create the markers on top of them myself, or remove them from Blufor. I tried to put the //cachemarkers code into a if (sidePlayer == east) then {}; and change the "createMarker" to "createMarkerLocal", which works in SP, but I need dedicated support. The if (!isServer) exitWith{}; prevents me from inserting code into this part of your script which would delete markers from all blufor players, but I don't know if I can reference anything in this script outside it.
  7. Any status on the graphics update on those G3's and FAL's? As far as I remember last you spoke of them Toadie you were in the process of digging into some performance problems which were caused by some....old template you used? I'm not sure if I remember right. We'd love to add these mods to our repo but if they have performance problems (they haven't been patched in some while) I don't think it's feasible. Any comment? Loving the work with the recent weapon packs, you really pour effort into these.
  8. Nummi

    TF47 Launchers [WIP]

    Empty word in sentence 'XMIT' '' 'far' 'at12' 'xmit' 15:59:18 Error in expression <apons this))) && (((currentmuzzle this) == "tf47_smaw") || ((currentmuzzle this)> 15:59:18 Error position: <== "tf47_smaw") || ((currentmuzzle this)> Still getting massive RPT-log spams with this error. It's causing no damage to anything as far as I know, it's just unfortunate the error pops up while in-game, and for everybody on the server.
  9. Just because nobody has asked in a while, what's the status of the HLC FAL and G3 packs that needed updating because of some performance issues? I remember seeing a post which said you were working on it, has it taken backseat priority because of supporters requesting new stuff?
  10. Awesome. Our community doesn't use CUP as we see it's still in a state of heavy W.I.P, and RHS doesn't add any of the older vests or helmets as of yet. I'll wait for updates to this mod eagerly!
  11. This pack would be 10+ if it included a few of the most used east-european cold war-era helmets and vests. That would be a lot more work, of course. Maybe contact some other modders who've done models for stuff before? Looking great nevertheless, thanks for all the input and work!
  12. Nummi

    Arma 2 AV-8B Harrier II Port

    Oh and just for clarity's sake, the server almost crashed because of duplication with 100+ players. In smaller missions the problem shouldn't be as severe.
  13. Nummi

    Arma 2 AV-8B Harrier II Port

    I'm from the same community as Jone_Kone. The TGP on the underbelly of the plane also duplicated in both of the missions we had the Harrier in. The duplication caused serious lag, when the pilot ejected the server almost crashed in the first mission. It must be a locality issue of some kind. I hope you can figure out what it is, I don't know shit about modding myself so I'm sorry for not being very helpful... Also, it might be a good idea to hide the TGP's UAV by default? There was a parameter for that in the original TGP mod: TGP_Visible = 0; //hide the "Darter"
  14. Nummi

    EricJ Release thread

    Didn't mean to intrude, sorry if I did. I just thought it was an oversight since they got RC8 on PWS. Again, didn't mean to overstep my boundaries as a player.
  15. Nummi

    EricJ Release thread

    Hey kecharles28 could we get that Taliban Fighters RC9 up on PWS as well? :P
  16. This in an exceptionally creative and impressing map. 10/10!
  17. Nummi

    EricJ Release thread

    Bug Report: RC8 Taliban Fighters: Hat 5 has a bug where in first person you can see a black bar on your screen which is caused by the hat. Steam Picture
  18. Nummi

    EricJ Release thread

    AWESOME! Thanks for your work man! These Taleban will go into use immediately!
  19. So far I've tested the mod with vanilla aircraft, and the RHS A10. None of these were able to launch off the carrier without exploding. Could it be stated somewhere more clearly, what kind of mod this carrier works with, why it doesn't work with vanilla, and if it is something you plan to fix? Looks great otherwise btw.
  20. Nummi

    EricJ Release thread

    On the topic on the Taleban fighters, is making the hats actual "headgear" foreseeable in the near-future? Thanks for all the work man.
  21. I'm completely new to this project. Are you planning to retexture the CSAT vehicles to use a camo-pattern that makes sense? :)
  22. Nummi

    3CB BAF Units

    Uniforms & Weapons together. The vehicles are significantly less well done, I don't want to have to add them to use your units. Great job with the mod. Hope to play you guys again soon! :)
  23. Oh! Thanks for clearing this up! I'll be in line waiting eagerly as well, then. Thanks for your work! Gotcha! Thanks for the answer, I'll definitely bring this up in our meeting about adding new mods to the collection. I really hope we can get your weapons back into use, as they're top notch. I was wondering, is it possible to get the RHS Escalation- HLC Compatibility patch without replacing RHS weapon sounds? I quite like the sounds they implemented in the newest version, and it seems like a hard sell to our community to give up the sounds of the weapons we have so we can add more weapons. Thank you too, for your work!
  24. Ah! That's very interesting information! You do understand though, that if HLC uses a different, albeit "more accurate", way of simulating bullet penetration than RHS and Vanilla, it means HLC weapons will be inherently unbalanced compared to weapon families produced by other mods, that should have similar capabilities. Take the RHS AKM for example. Why would a mission maker mix HLC AK's and RHS AKM's if the other is completely and utterly just more...well...useless. I know that striving for a realistic experience is one of the things that keeps the arma modding community going, but would striving for compatibility also hurt so much? I would very much love to use HLC weapons as well and I'm actually arguing for it to be added back to our collection. edit: Oh, sorry, I didn't realize you said you HADN'T released your Russian ballistics yet. Sorry man. :D I await the release eagerly then!
  25. Hey, our community removed your HLC AK pack from our mod collection about 6 months ago, due to some issues with them not penetrating material as well as vanilla and RHS weapons. I can't find a changelog in the starting post, so I'm not really sure whether this has been fixed or not. Looking forward to the next update Toadie! Looking great!
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