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Capt Childs

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Everything posted by Capt Childs

  1. Capt Childs

    3CB Factions

    The short version is when it's ready. 😉 The longer version is it's generally frowned on to chase developers and modders for lead times on their projects. I believe it might even be a forum rule...
  2. Capt Childs

    3CB Factions

    We use it pretty much on every mission on our dedicated server, alongside circa 100 mods, no issues for us whatsoever. I'd look for a mod clash with a new mod or recently updated existing one maybe?
  3. In MP, if a player moves into range and forces furniture spawning, but then moves out of range, if he (or someone else) moves back into range will the same furniture respawn, or could it be different? Looks really interesting BTW!
  4. Capt Childs

    USP Gear & Uniforms

    These look awesome! Any love for the SF Super High Cut or MT Super High Cut - the artist formerly known as the Maritime?
  5. ACE3 allows you to holster sidearms, not sure if core game does.
  6. For some reason Land_CanisterFuel_F is no longer carriable in ACE3. If I try to force is with call{[this, true, [0,1,1], 0] call ace_dragging_fnc_setCarryable;} in the item's init, it layers the ACE3 interaction options for carry/drag literally on top of the refuelling options, creating an unreadable and confusing mess. My ask is... how to do I add the carry/drag option to the item's existing ACE interaction 'list' (in this case fuel options)?
  7. Hi guys For weather & environmental reasons I'm looking to alter (correct) the longitude & latitude values of a couple of community created maps which are no longer supported/author not around Arma anymore, which locate themselves at the centre of the planet - I assume some 0,0 location. I assume I can create a really small .pbo to grandfather in the existing map, inheriting it with simply moving it geographically somewhere else. I've researched this, it seems possible, but I'm unclear how. Appreciate anyone's advice here!
  8. 4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training or Combat Patrols: Weekly - every Tuesday 1900 US Central Time Full Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: 4thmrb.net Forums: 4thmrb.net/forums TeamSpeak: 38.103.170.8:9988 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Steam: steamcommunity.com/groups/4thmrb
  9. I have a feel I am probably overlooking a really obvious answer to this, but is it possible to lock access to a specific ACE Arsenal object, to a specific player?
  10. Capt Childs

    USP Gear & Uniforms

    @Siege-A lost track a little of what's currently going to be in the vest pack. Are we likely to see AVS and JPC? And if so, will there be coyote brown versions?
  11. Is it possible to produce a tooltip on an item or object when a player looks at it, or attempts to interact with it? I've found the BI tooltip code, but cannot get it to work for me. Essentially I'm looking at a number of plastic cases on the ground, and I'd like to pop a description of what each case is or contains when a player looks at it (or interacts with it). Must be dedicated multi-player friendly, we use CBA and ACE3 if that's of any help.
  12. Capt Childs

    USP Gear & Uniforms

    Uniforms pack is looking really good - same top quality as the other packs, great work. A question about the patch slot on the arms pockets. It seems to enlarge and 'stretch' patches in both axis, but vertically more, in a very weird & abnormal way. Looking at the arm pockets, I'm unsure if they look oversized or not. I have a G3 combat shirt, and something doesn't look quite right?
  13. I don't believe so, it's just a graphical effect to players. Similar to their Suppress and Immerse mods. Our unit's been using them for 5 years, wouldn't be without any of them!
  14. Capt Childs

    [Terrain]: Archipelago

    Really nice map! Looking forward to seeing what you do with those big islands.
  15. Capt Childs

    [Terrain] Uzbin Valley

    Really nice map as it currently is, hope you have the passion to finish her - has great potential!
  16. Still works for us. This script plays a core & fundamental part to many of our missions & deployments.
  17. Capt Childs

    USP Gear & Uniforms

    My unit is really loving the new NVG and the ACE interaction, really looking forward to seeing the new gear and how they'll interact with the NVGs etc. The only feedback is the dirt smear on the NVG lens is... really quite severe? Not asking to remove it necessarily, but would it be possible to perhaps thin it out a touch? Or even better, perhaps have it clear but make it dirty through dust and debris via ACE and require an interaction to periodically clean them much as you do with goggles and glasses? Cracking effort chaps!
  18. Capt Childs

    USP Gear & Uniforms

    Really like the latest NVG release, really nice. Excited to see how you expand this, and your other planned releases out. I can't find this (.pbo?) in the download, was it kept out after the release notes were written? I'm cool with waiting, just curious if I'm not looking in the right place for it.
  19. Capt Childs

    3den Enhanced

    I'm unsure if this is an Arma 3 bug, or 3den Enhanced. The day of the week is incorrect for the date in 2020. For example, it lists today 14th January 2020 as a Wednesday... when it's a Tuesday 🤨
  20. Capt Childs

    United States Air Force Mod (2019)

    Assuming it’s still in plan, looking forward to seeing the return of the CV-22B and MC-130J 😎
  21. Capt Childs

    USP Gear & Uniforms

    @Siege-A OK hats off gents, your use of ACE interaction to add items to and from gear is revolutionary. Great idea and implementation. Given this can now be wedded to ACE, will adding COMTAC’s to a helmet add ACE hearing protection and remove it again when they’re removed? (hopeful) Are you night vision devices grandfathering in the ACE night vision realism effects, or your own? (hopeful) Exciting developments! Keep going!
  22. Capt Childs

    Advanced Sling Loading (MP & SP)

    Agreed. People keep talking about this mod not working/when will it be fixed, however, it works fine for us - no issues. Has never 'not worked'. We've got like 80 mods in our standard line too 😂
  23. Capt Childs

    United States Air Force Mod (2019)

    @SGT Fuller great job to you and your team in getting this labour of love out the door, and thumbs up for all the quick hit tweaks and fixes you've been pushing over the last couple of weeks. Really excited to see how the mod will develop and grow. Good luck man!
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