Jump to content

FoxFort

Member
  • Content Count

    534
  • Joined

  • Last visited

  • Medals

Community Reputation

341 Excellent

7 Followers

About FoxFort

  • Rank
    Gunnery Sergeant

core_pfieldgroups_3

  • Interests
    Various stuff
  • Occupation
    No, just visiting :)

Profile Information

  • Gender
    Male
  • Location
    Republic of Srpska
  • Interests
    Stuff

Contact Methods

  • Biography
    Gamer :P

Recent Profile Visitors

2719 profile views
  1. If I understood your situation correctly. You had other mods enabled at the same time when you were having that bug in GM. So you decided not to first disable other mods and then test GM mod/DLC, but instead you came here and wrote a strong critic how it's GM devs mistake for something you made on your own end? That is totally uncool from you.
  2. Good work on new RC, the AKs models look vastly better. Plus other new gear and weapons as well. Could you please reduce visual recoil of G3 versions in 7,62x51? The iron sights jumps too much into the screen, feels like it's gonna pop players eye out. In that split second of recoil the rifle goes too fast back and forward, it gives "lag" like effect instead of smooth visual recoil.
  3. FoxFort

    [SP][CCOP] K12 Extraction Point

    Steam link is dead as I've removed it from Workshop. But ModDB link was and is still active. In any case i've updated my mission. Slight changes.
  4. FoxFort

    Arma 3 Creator DLC: Western Sahara

    Hey guys. I don't know if this was mentioned before, CAP ION Headphones uses same model as CAP ION reversed. Meaning, both are in reversed positions.
  5. FoxFort

    Altis Special Police Unit

    It's been more than year since last update? huh, time flies. Here is a small update with a just a few changes. I still haven't made alternative version that would use assets from Contact DLC, today when I wanted to make it. I've realised, that I i need to sit down and "design" units with new gear and how to combine them. OOF! So that part is on hold, as it will take me some time until I figure out best design in my view.
  6. Ah yeah, I've corrected that typo. Any idea on how to make randomization work?
  7. Hey everyone ! I'm stuck I just can't seem to figure out why my soldiers's head and face gear randomization is not working. I have been following manual here, but I'm missing something, could someone please assist ? https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#FIA_headgear_and_facewear_randomization No errors are reported, nothing happens to units in eden. Example of code: class spu_Soldier_base: I_Soldier_F { class EventHandlers: EventHandlers { init="if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; headgearList[] = { "SPU_PatrolCap_blue", 0.33, "spu_helmet_blk", 0.33, "H_Watchcap_blk", 0.33 }; allowedFacewear[] = { "G_Balaclava_blk", 0,33, "G_Bandanna_blk", 0.33, "G_Shades_Black", 0,33 }; }; class spu_soldier_SL: spu_Soldier_base { author="FoxFort"; scope=2; faction="spu_battalion"; editorSubcategory="spu_men"; displayName="Squad Leader"; nakedUniform="U_BasicBody"; uniformClass="spu_uniform_01"; icon="iconManLeader"; role="Grenadier"; hiddenSelectionsTextures[]= { "\spu_data\Data\spu_uniform_01_co.paa" }; hiddenSelections[]= { "Camo", "insignia" }; weapons[]= { "arifle_TRG21_GL_MRCO_F", "hgun_Rook40_F", "Throw", "Put", "Laserdesignator" }; respawnWeapons[]= { "arifle_TRG21_GL_MRCO_F", "hgun_Rook40_F", "Throw", "Put", "Laserdesignator" }; Items[]= { "FirstAidKit", "FirstAidKit" }; RespawnItems[]= { "FirstAidKit", "FirstAidKit" }; magazines[]= { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "Laserbatteries", "SmokeShell" }; respawnMagazines[]= { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "Laserbatteries", "SmokeShell" }; cost=300000; threat[]={1,0.69999999,0.30000001}; linkedItems[]= { "SPU_PatrolCap_blue", "spu_spcs_black", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; respawnLinkedItems[]= { "SPU_PatrolCap_blue", "spu_spcs_black", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; };
  8. FoxFort

    A3 Contact Samples

    Hello ?
  9. FoxFort

    A3 Contact Samples

    Any news regarding this ?
  10. FoxFort

    Disable hit animations

    Perhaps, but @rayhard could answer this
  11. Intro video, nitpicking, "Some still remember what it means to have fidelity and honor". I think I understand why you replaced those two words, still it would be good to have it as original "Honneur et Fidelite".
  12. FoxFort

    A3 Contact Samples

    For me, I would not necessary need samples, just a provide of ingame texture and ability to link to those modes from Contact.
  13. Hi gang, Thank you for the latest contact dlc samples, could we please also have template for LDF uniform and plate carrier? I've been eager to retexture LDF main uniform since expansion was announced. There is a similar CSAT/AAF officer uniform, but I am not the fan of it since it has rolled-up sleeves. The current LDF soldier uniform reminds me of old police and military uniform that was used in my country. So I am, really, really into it. Please allow for retexture of LDF main uniform.
  14. I presume he meant on disable steam overlay, then you are running a3 "without" steam.
×