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Everything posted by czack350
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ACE3 - A collaborative merger between AGM, CSE, and ACE
czack350 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What are the explosives enhancements that were made for this release? -
The Unsung Vietnam War Mod v3.0 - ALPHA Released !!!
czack350 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Played with this yesterday with a few guys from my group, had a blast. We went on a patrol through the jungle to spring an ambush, then messed around by defending the radio relay station from waves of NVA. So much fun! Great job guys and can't wait for the beta! -
The Unsung Vietnam War Mod v3.0 - ALPHA Released !!!
czack350 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am loving this mod so far. Thank you guys for all of your work. I like the way you show the tunnels on the map so objects can be placed there (I'm assuming). Would it be possible to outline the jungle trails on the map as well? That way, when making missions, we can plot waypoints for enemy groups to follow and create ambush missions on the trails. -
Such a cool idea, I look forward to trying it out.
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POLPOX's calm animations 2.0 script
czack350 replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Polpox. Looking forward to testing this on MP. -
Cool, nice job. When I started CQB it was kinda confusing, but all of a sudden it clicks, and it's all about angles. I walk around my house or a building and I see all of the angles and the potential threat areas now. lol During the time I was active on SWAT, we would keep our tactics and movements fairly simple, but we would sometimes just sit and talk strategy and concepts like this.
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POLPOX's calm animations 2.0 script
czack350 replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome. Does this work in multiplayer as well? -
Close Quarter Battle Mod (CQB-M) [WIP]
czack350 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Glad to see someone tackling CQB in ArmA. Sorry you lost team members though. I have no modding or scripting skills at all, but I do have several years of CQB experience in you need a new advisor. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
czack350 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I seem to remember that with AGM, there was a command you could put in the init box of an AI that would make so they could not be killed, only gravely wounded and rendered unconscious. Is there something similar for ACE 3? -
Cool, thank you.
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Is there any way to put down dead bodies that will not get cleaned up by the garbage collector? I want to build a helicopter crash multiplayer mission with dead bodies on the ground that will still be there and stay when the players arrive on scene.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
czack350 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
When putting down explosives, will we be able to detonate more than one explosive at a time, like we could before AGM? I love the enhancements, but that is the one thing I miss. -
Authentic Gameplay Modification
czack350 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would you guys be willing to create a breaching charge? I don't mean for doors, but something for perimeter walls, or the walls on MBG Killhouses with the "X" on them. Currently, the blast radius on the demo blocks is around 35 meters, which makes it hard to use them for that type of breaching. Something that could still blow open holes but allow units to stand closer to make entry would be helpful. -
Authentic Gameplay Modification
czack350 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You should be able to do that just by changing the height of the sandbags when you place them in the editor. -
Authentic Gameplay Modification
czack350 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have made similar missions where I just put the disableAI Move command in the target's init box, and then was able to just walk up to him and handcuff him with the AGM interaction menu. Just make sure you have plastic cuffs in your inventory. -
Authentic Gameplay Modification
czack350 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks bux. -
Authentic Gameplay Modification
czack350 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a difference between the M26 and the M57 firing devices? -
Toadie's SmallArms and Animations for Arma3
czack350 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Toadie, thank you for doing such a great job with your weapons mods. There is only one thing stopping my group from using your mods as our weapons pack, and that is the lack of UGL's on the AR-15's, except for the one. Are you planning to add them to any of the other AR's in the near future? I hope so, because your weapons are beautiful and we would really like to use them exclusively.