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jaaxxxxon

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Everything posted by jaaxxxxon

  1. jaaxxxxon

    CCIP script for aircrafts

    Yeah, sure. I gotta find out how to get weapon positions (already had them for the Harrier) but yeah I'll look into it. :D
  2. jaaxxxxon

    CCIP script for aircrafts

    I remade the CCIP thing for the Harrier, all weapons that should have it now do. I might do the MELB and some other aircraft as well since I understand how to do this... Once I figure out how to binarize and sign + do a few other aircraft I'll post em up (assuming all the original authors are OK with it).
  3. jaaxxxxon

    CCIP script for aircrafts

    Hello, I have found an issue! D: The Chairborne AV8B Harrier doesn't work with your CCIP config, I tried to fix it but I am not config savvy. I see the classname Cha_AV8B2 in the ccip cfg, but in the harrier config the classnames are cha_av8b_base and the individual variants (gbu, mk82, agm65) are all in that base class. Also it looks like the classnames for the weapons may have changed, like the cha_25mm _gatling appears to be cha_av8b_25mm_gatling now? Regardless, this is an awesome addon. :D
  4. jaaxxxxon

    TF47 Launchers [WIP]

    I love you guys, these are the best launchers in A3 to date. And... if you follow through with the M72, you'll be the bestest c:
  5. jaaxxxxon

    Blastcore: Phoenix 2

    Awesome mod man, one of the best for the game :) But uhh I have a suggestion, obviously you're super busy and stuff so by all means this is only a suggestion, not a demand. So.. 2 things - 1) It looks super weird to get dust sprays at certain times, especially when it's either raining or you're shooting certain terrain such as a beach or in the middle of a lush forest. It would be cool to see mud sprays instead of dusty puffs? idk 2) Would it be possible to have secondary fragmentation impacts? Obviously not frag simulation with actual projectiles, but just the illusion of shrapnel hitting distant places. The amount and range would vary on the weapon, so a frag wouldn't end up shooting shrapnel 500m away, but maybe you would see a piece or two if you had a jdam dropped 500m away. I bet you probably get fed up seeing suggestions constantly, but you obviously know what you're doing when it comes to particle effects ;P. Regardless, you could stop work entirely on this mod and I'd still be happy. Thanks for the time and effort you've put into making this mod :D
  6. jaaxxxxon

    USMC Aircraft (AV8B/AH1/UH1)

    Yes, yes yes. As a Marine I approve.. :) This looks great. Glad to see non- US Army assets, especially helicopters haha. But I do have to ask: Is a CH-53 a possibility? It's such a monster and I haven't seen one in a game, at all actually. Edit: just saw the above suggestion for the CH-53. heuhehueh. Seriously though, there's a huge gap in the cargo/transport category - it's pretty much only CH-47's or variants. If you were to make something to the caliber of these.. Anyways, great mod :]
  7. jaaxxxxon

    Chief Wiggum's Actionmenu

    You're the best :>
  8. jaaxxxxon

    Chief Wiggum's Actionmenu

    I don't really know anything about scripting, so please excuse me if this is really obvious or not at all related to your addon :P Is it possible to make a main entry (and all its sub-entries) not appear unless a condition is met? Reason being is that I'm working on a training map with multiple ranges, each range having multiple sectors that control different areas of popup targets, and having like 30 range main entries would get out of hand quickly. Thanks. Awesome addon by the way. I hate using the scroll menu for things (training stuff, utility scripts) that could be moved to something like this. :)
  9. Hello all, So I'm working on a training map for my group, and part of this map entails a medical training area for XmedSys. Instead of shooting each other, my idea was to have AI victims to practice on. I'm using the Murkspawn script to spawn in an AI via a addaction option on a laptop (got this to work) but what I can't get to work is initializing the XmedSys on a spawned AI. The function that does it "this call X39_MedSys_fnc_initializeUnit;" running on in the unit's init. I've tested this, and it works on placed units - however, with murkspawn (and any dynamically placed units) adding this to the init field does nothing. My questions are: 1 - Is there a way to use this function on dynamically spawned units? 2 - Can it be used with murkspawn? 3 - If it can't be used with murkspawn, are there any alternatives?
  10. jaaxxxxon

    XmedSys on spawned units

    I hate to bump but an answer would really be appreciated. Thank you.
  11. jaaxxxxon

    STI Addons

    So, love your launcher pack - however, your AT4 ballistics seem really weird. IRL (I have first hand experience as an infantryman in the USMC) AT4 effective range is 400m - anything after that, the rocket gets "squirrely", it's really a gamble to fire past that. Not sure if you could replicate that in-game. Also, they drop faster. IRL - muzzle velocity is 290 m/s, it drops with gravity 9.8 m/s, maybe a little less. Right now, they seem to defy gravity. Endstate, you shouldn't be able to accurately engage past 350m, and anything after 400-500m is pretty hard or neigh on impossible. Anyways, thanks for the great mods :]
  12. Forgive me if I'm mistaken, but I've never seen a MARPAT day pack. They're coyote brown. Unless that isn't the Assault Pack that we use. http://i.ebayimg.com/00/s/MTYwMFgxMDU5/z/g9sAAOSw-jhUKv0r/$_57.JPG http://i.ebayimg.com/00/s/MTYwMFgxMDY2/z/dUMAAOxyOMdS77Ok/$_57.JPG Aside from that, the cammies actually look like Marine cammies. Not some space-age flightsuit or plastered in like 600 US flag patches or unit patches. Oh, and I like how you can actually see the kevlar cover and it doesn't look painted on. Good work :) Sources: Myself, 0311 Rifleman, USMC
  13. Would it be possible to give the M2 more than 600 rounds, and to make it zero out to 1800m?
  14. jaaxxxxon

    RH wip Thread

    so i saw a post asking for the killflash on the compm4s to be toned down. You then posted a picture of a real compm4s with the killflash on and it showed the effects, and said something to the point of "it's worse in real life" (paraphrased of course). Well - I'm a US Marine, 0311 (infantry rifleman) and we use the tenabrex ard on our m16's TA31RCO and our M240's TA648MDO's and I can tell you that the reason it's so bad in that picture is because the camera's lens was focused on the sight and the killflash, not the target. In real life, when you look through the sight and focus on your target (through some unexplained devil magic) you literally can't see the killflash's honeycomb pattern. I seriously don't know why, but it's nearly invisible then you get a proper sight picture. If you were to pull your head back and look from about a foot away, you'd see it - but not normally. Hope this clears some confusion up. Oh, and thanks for the best weapon packs on ArmA 3 :>
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