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Everything posted by General Kong
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China - PLA Infantry (Alpha)
General Kong replied to majoris's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hope to see zeus compatability in the next version, brilliant job on the release as it is though :) -
Killoch's MultiNational Pack
General Kong replied to kamping-killoch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey Killoch, love these units, i was wondering, will you plan to replace the middle eastern men in the PLA with the asian ones? -
Jagdkommando Austria Version 0.1 - Retexture Pack
General Kong replied to speedygonzales's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey man, very good looking mod you have here, is there any chance if you can make this compatible with Zeus? -
I guess only if you can, but only the AAF do I see them not have that many NVGs, so thats the reason I think they wouldnt have they're entire army have them
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I was wondering if you can add a new PBO that Edits Current units, that removes the NVG from the "Soldier" and "Rifleman(Light)" of each faction?
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yep, it works perfectly
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here are some screens of what the Special Forces of the AAF in my mind would be I present the "Green Daggers" : http://postimg.org/gallery/49zvmomk/219975df/
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It would be a very good idea indeed, I really do hope they add that ability soon enough, it seems they are "finished" with adding stuff to Zeus
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right sorry :P thanks man :) One last Thing, do you take requests? If so, can you make a couple of AAF units, a couple of "Special Force's" Varients, and "Reserve" Varients that use weapons with no attachments, and dont have NVG
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i believe you need something like this: https://community.bistudio.com/wiki/Curator#Community_Addons
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Tried it, but they didnt show in Zeus
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hey man, awesome looking units so far, will you making these addons compatible with Zeus? and can you also make the russians usable for the independants aswell?
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Problems with adding new Zeus Groups
General Kong replied to General Kong's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
nope, tried it, same problem -
Problems with adding new Zeus Groups
General Kong posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Alright guys, here is the problem, I have been trying to use the Arma 3 tools to creat custom group compostions to be used in zeus, however no matter what i seem to do, and even with austin_medic's help, i cant seem to have them show up in zeus. I have tried it binerized and un-binerized, with bisign keys and everything, but it wont work here is the config file: https://www.dropbox.com/s/0plhgfz4zr70ziv/config.cpp.txt Anyone got any ideas? -
I really hope they add the ability to create custom group and base compositions (and also save their skill aswell)
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North Korea SF (Year 2035)
General Kong replied to shockero's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hopefully you will make them zeus compatible -
Curator Presets Mod
General Kong replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would love to see something like this implemented -
[WIP] AAF Redux Project
General Kong replied to JRobin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
well personnely, i found the guns out of place considering its far into 2035, and such a gun would be considered out of place and as effective as tring to calm a bear with peanuts, but if thats what you intend to do, its your mod :) -
nope, never encountered such a thing, there is only the artillery and the airstrikes
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[WIP] AAF Redux Project
General Kong replied to JRobin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think the reservist are better when using the same rifle that the FIA units use, it gives a reason for how the FIA are able to get them, and shows also that the Reservists are also dealing with a problem of personel constantly going rogue and go to either join the FIA or are just simply corrupt -
Curator Presets Mod
General Kong replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
unzip the CPM_1.2.zip and use the folder in from that also, can I recommend 3 new commands 1. where you use it on a vehicle, it would disembark everyone but the pilot, copilot and gunners 2. and one where you use it on a artillery vehicle/static, and a coordinate dialog will pop up, you input the coordinates and it fires 3. and finally, one where you use it on an infantry unit, and it makes them play animations (with the ability to make them loop), such as talking animation, or excercising etc. etc. -
Curator Presets Mod
General Kong replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
love this, brilliant idea and execution, hope to see more of this :) -
[WIP] AAF Redux Project
General Kong replied to JRobin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Id imagine it would be if they need more "meat for the grinder" they would call on the reservists looking awesome so far, this should give the AAF more variety that they sorely need -
Syrian Arab Army and Hezbollah
General Kong replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was wondering if you would be willing to have the two factios also aviadable for the independent faction? and about the mandatory requirements, its up to you, but I personally prefer not having two mods just to run one -
hey Drongo, i was wondering if you will at some point make this mod (and SAA) compatiple with zeus?