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Everything posted by mashmo0823
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KetsuCorp: General Equipment Addon Release (GEAR)
mashmo0823 replied to ketsucorp's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Imgur would be a nice way to put a lot of images in one place. Also, any chance of this getting a play withSIX mirror? -
Thanks for putting it up on withSix, I appreciate it.
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Any chance of this getting a Play withSix mirror? Our group uses it to manage our mods(70+mods) and I'd like to add this one in as well.
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I see it now. I wouldn't think that it would cause any crashing, but it might. Are you guys using the dev build? Also, on a side note, is there any chance of you putting the old EOTech back into the game RH? I just kinda prefer it because it's black unlike the new one.
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Which ACOG is it?
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Huh. Do you still have the rh optional configs with the new ASDG files?
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I don't if it'll work, but maybe try switching to a sidearm when selecting weapons in the Arsenal. Also, does this happen when calling the Arsenal in a mission or only when using the Virtual Arsenal from the main menu?
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Are you guys getting the crashes in the Virtual Arsenal?
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Oh ok, so those were intentional. I didn't know that about the Mk11. I took some screens of the M110 front sight issue. It would appear that the issue is only visible in 3rd person with an optic, so it doesn't obstruct optics at all for the user.
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I've had it crash as well. I just tested all of the weapons though, and I had no crashes on any of the weapons in the Arsenal, so it may be one of the attachments. I'd like to report a small oversight, the AAC Honey Badger's magazines are incorrectly labelled as 5.56x45mm. Also, the Mk11 has no muzzle device on the end of it, but I'm not sure if that was intentional or not.
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Hey RH I just wanted to let you know that the HK416 camo textures are still in the pack even though they're unused.
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So that way if he wants to update one pack and not the other he can do it like that. Also so if people want to run the attachments without the M4 pack they can.
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Yeah they're still pretty good. Definitely better than having no camo variants at all.
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I'll probably attempt a retexture at some point. Whether I'll do good enough to warrant a public release...we'll see. Anyways, loving the pack, top quality work as always.
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I think it's required by the new Acc attachments, which is required by the M4 pack.
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I didn't even think about that. That'd be cool too. Try the HLC AR-15 pack, it has a few unique looking ARs that might be just what you're looking for.
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Hey RH, any chance of you doing one of those AR AK "hybrid" rifles in the future(The ARAK, MK47, etc.)?
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The hotfix is supposed to replace the original rh_m4_cfg.pbo file inside of the addons folder. Make sure you don't have 2 seperate cfg files.
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It used to not do that. I think BIS changed something when they added the new fatigue system.
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Tac-Ops Mod 1.2 - Vehicle and Uniform Modification - Release
mashmo0823 replied to zeotrope's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving the new textures. Just wanna report a problem real quick. All of the weapons have their classnames as display names and only the launchers show up in the Virtual Arsenal. -
But if that's true then shouldn't Toadie's MP5SD5 and SD6 work fine with subsonic ammo? As far as the game knows the weapons are just naked with no barrel attachment.
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How to use switchmove globally
mashmo0823 replied to mashmo0823's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sweet. It works in the editor, hopefully it'll work in MP later. Thanks for the help. EDIT: It worked flawlessly. Thanks for the help. -
How do I get switchmove to be executed across all clients? I'm using it in an addaction. It works fine locally, but the player just floats around when viewed by others in multiplayer. Here's my addaction code: player addAction ["Fist Pump", "Gestures\fist_pump.sqf", nil, 0, false]; And here's the fist_pump.sqf: _angle = getdir (_this select 0); (_this select 0) setdir _angle + 180; (_this select 0) switchmove "Acts_welcomeOnHUB03_AIWalk_4"; sleep 7.2; (_this select 0) switchmove "AidlPercMstpSlowWrflDnon_AI"; Any help would be greatly appreciated.
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I don't know if they do or not. I used a FAMAS mod a while ago and it used subsonic ammunition that worked, but the HLC mods have subsonic ammo that doesn't work. I checked the config files and the HLC mods set the velocity at subsonic speeds, so I'm not sure what's wrong with it. Oh, and by not working I mean that the ammo still made that "pop" when the gun was fired. Where the FAMAS mod didn't do that.
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Not sure if this has been asked already, but is there any chance of subsonic ammunition being in the next update?