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Everything posted by Victruso
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Awesome update(Especially the Einfield, blew my mind), but a couple question though. Why is it that vanilla attachments are the only thing available(well, the black APEX ARCO too) on the- RK-95(only this rifle really, but everything else was specced for scopes only.) TRG-42 TRG-42F TRG-42 MMS And your attachments incompatibility with other vanilla/addon weapons?
- 514 replies
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- barsenal
- custom weapons
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MRAP MaxxPro Modification - Release
Victruso replied to Richards.D's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Considering this topic hasn't been replied since 2 years ago, I doubt it will work without bugs in 64 bit arma 3. -
Redownload, verify the game cache.
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Can we get the ability to use custom compositions in Zeus?
Victruso replied to Tshi's topic in ARMA 3 - ZEUS
I say take it a step further. Make it so that the custom compositions are locked to map location instead of a simple area. Map Markers, objectives, the whole shebang. Let us save and load scenarios in real time so we don't spend 30 mins trying to get everything setup only for nobody to join or the current players get bored on the server and leave. This must've been discussed in the office in BI or something, right?- 1 reply
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Armed Forces:UK Virtus Body Armour
Victruso replied to mikephoenix's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah, I suggest checking out a 1060-6GB or if you have the cash a 1070 at the moment. If you're looking for something more budget-friendly thought, RX 480/470 is a good deal. If your PSU is a good deal stronger than normal, like 600ish watts, then the RX-500 series is something to look at. -
Armed Forces:UK Virtus Body Armour
Victruso replied to mikephoenix's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ouch, what card busted on you? -
wsxcgy's Extra RHS Uniform Re-textures 2.1.1
Victruso replied to wsxcgy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've been waiting for something like this for a while man. Great Addon! EDIT-Looking through the google drive, is there a Russian Podlesok that's purely the urban variant? -
there is no easy fix for this. This is the exact same thing that happened to the NATO_RUS weapons pack. The author will have to fix it, lets hope he'll respond faster than Massi.
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STARSHIP TROOPERS MOD!!
Victruso replied to Santiago Telleria's topic in ARMA 3 - FIND OR OFFER EDITING
The thing about the bugs is the collision, etc. If it's an enclosed area, or tightly knit area, such as forests in tanoa, it's gonna be really nasty for them to navigate around. Also, why is your text highlight? Bit offsetting to read. -
Armed Forces:UK Virtus Body Armour
Victruso replied to mikephoenix's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dude, got my download on this! Also, major props to you on the fact the uniforms can be worn by any sides. It's hard to find uniform mods that do that. EDIT-Also, the webbing is great too! That's another type of gear that seems to be rare IMO. -
I can't handle this man, it's too much. I'm not a Lee Einfield guy, but I'm pretty sure that's the first one I've seen in ARMA with full animations similar to the RHS M38 and Kar-98K. Speaking of which, will there be compat patches for that and ACE?
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Getting a cyberpunk feel from this! Great job!
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A guy on the steam workshop actually has a working patch for ACE to work with Ryan's mod. Problem is, once you go unconcious, they kinda stop attacking. But if you're down at that point, there's really no point in sticking around anyway.
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Sorry, I meant authors of whatever content you might've used to create the mod. Other mods were taken down today too.
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What? Did they even list who or whatever is flagging it?
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The google drive files are still up. If that gets downed, Armaholic(eugh) still has it, but as usual, downoads are slow. EDIT- Lot of high profile/good quality mods were removed from steam workshop today, EPSM Exomod, KA Weapons Pack. No idea if anything else was blasted but this is getting ugly.
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[Release] Simple Vehicle Shop System
Victruso replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow, thanks! Your scripts are going to add a LOT more in-depth into the mission! EDIT- Ah, I'm sorry for asking so many questions, but how would one go about getting the fn_addorsubcash.sqf to add cash to players for tasks/rewards from zeus? And I've been trying to incorporate setOwner as a player action, so when a player finds a zeus spawned or editor placed vehicle, they can claim ownership and store it in the garage. -
[Release] Simple Vehicle Shop System
Victruso replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks man, one last bit on vehicle inventories I should've specified more. clearInventory had a comment saying it would clear inventories of player-owned vehicles being spawned from the garage and vehicles bought from traders when set to true. Am I correct in saying that if it were set to false that player owned vehicular storage would be saved but mil-spec cars would be bought with gear inside of them? I'm trying to get it where it saves simply the garage owned items. -
[Release] Simple Vehicle Shop System
Victruso replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a small(well, not exactly small) Stalker/Wasteland-themed Zeus mission. I noticed it's not possible to sell anything you find. I'm fine with that, I can work around it But when it came to finding Cannibal Joe's car and trying to store it in the garage, I quickly found out what was going on and why it wouldn't store. Is there a way to define a "headless" owner of all vehicles(Editor placed, Zeus-spawned, etc.) in the mission, or a way to enable on-the-spot ownership of a car through the means of the action wheel, and/or giving ownership from player to player? Better yet, is there a way to turn that off? I feel like that would be less work. Also, for Player-gear saving, I created a bunch of roles+loadouts for those of us that respawned quickly, is there a way to set it where should the server crash/session ends, the next time they join the server for a new session it lets them spawn in with any loadout then quickly(10 sec) overwrites whatever they are wearing to resume normal play? Or the Clothing shop saves their loadout for storage, etc? Last thing I'd like to ask about is when vehicles are stored in the garage, is it possible to save that vehicular inventory and then bring it back out again or does clearInventory(Hconfig.sqf) affect that too? -
Nope, I'm not that well versed in scripting. Ask Ryan about it.
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The modules are all there. Just go through each one. If there's no option for it, then Ryan probably removed it or something.
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This is too much for me to handle all at once, I need to sit down. Also, will there be bleedout effects based on where you stab?
- 514 replies
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How exactly are you going to implement knives? I remember one guy doing it but it was basically a super short range pistol of the sorts, unless that's the only way to pull it off...
- 514 replies
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- barsenal
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IIRC, there's a module that specifies that. I don't have the game open at the moment, so I can't really tell you specifically.
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I can get behind this weapon pack. The addition of another shotgun and more pistols, two things I feel are VERY lacking in ARMA right now are apples in my eyes.
- 514 replies
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