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gobi42

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Everything posted by gobi42

  1. gobi42

    FHQ Accessories pack

    No worries man. That was good enough for me :)
  2. gobi42

    EricJ Release thread

    Ahhh alright man. I figured you had caught it but thought it doesn't hurt to mention it. My goto has been the m4a1 cbr that you made. Just love the way the gun feels. But i agree it felt like i had better damage at range with the m4a1 than the c8, however it did seem like the c8 had better more manageable recoil. I should give one of your 416 a shot tho. I'll do that tonight when i test one of my warlords missions.
  3. gobi42

    EricJ Release thread

    Hey man i was just used one of my loadouts with one of your hand guns and your suppressor. the suppressor was off to the side of the gun. the stock bis suppressor works as it should and your flash suppressor works as it should. It seems to be just your suppressor you use for the mhs and other glock family handguns. Also used the c8 for the first time, nice gun. I agree i love the short barrel myself :)
  4. gobi42

    FHQ Accessories pack

    Hey man I use alot of your scopes and what not in my loadouts. i really like your aimpoint/3x combo. So i was curious if you could add a version of the aimpoint/3x with the killflash attachment (ARD). Thanks again man and keep up the great work.
  5. Great map man. Sure this has been brought up but the railroad tracks are broken, you drive though them not over them. Not really an issue for me but just a heads up. Any chance this will make it's way into CUP terrains?
  6. gobi42

    Warlords

    here you go 3 boxes, i got 3 to show up for the blufor side didn't check opfor tho, i'm sure it will work. You had a couple extra brackets in there and i think they were messing with things. class CfgWLRequisitionPresets { class CargoList // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Gear_custom { class myBox1 // --- can be anything, NOT an existing CfgVehicles classname though! { requirements[]={}; template = "B_supplyCrate_F"; displayname = "Uniforms and gear"; clear = 1;// --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"rhs_weap_m4_carryhandle", 7}, {"rhsusf_weap_glock17g4", 11} }; magazines[] = { {"rhsusf_mag_17Rnd_9x19_JHP", 33}, {"rhs_mag_30Rnd_556x45_Mk318_Stanag", 21} }; items[] = { {"rhs_uniform_cu_ucp", 5}, {"rhsusf_iotv_ucp", 5}, {"rhsusf_cvc_green_helmet", 5}, {"U_B_PilotCoveralls", 2}, {"RHS_jetpilot_usaf",2}, {"rhsusf_ANPVS_15", 4}, {"U_B_HeliPilotCoveralls", 4}, {"V_TacVest_blk", 4}, {"rhsusf_hgu56p", 2}, {"rhsusf_hgu56p_mask", 2} }; backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class myBox2 // --- can be anything, NOT an existing CfgVehicles classname though! { requirements[]={}; template = "B_supplyCrate_F"; displayname = "Uniforms and gear"; clear = 1;// --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"rhs_weap_m4_carryhandle", 7}, {"rhsusf_weap_glock17g4", 11} }; magazines[] = { {"rhsusf_mag_17Rnd_9x19_JHP", 33}, {"rhs_mag_30Rnd_556x45_Mk318_Stanag", 21} }; items[] = { {"rhs_uniform_cu_ucp", 5}, {"rhsusf_iotv_ucp", 5}, {"rhsusf_cvc_green_helmet", 5}, {"U_B_PilotCoveralls", 2}, {"RHS_jetpilot_usaf",2}, {"rhsusf_ANPVS_15", 4}, {"U_B_HeliPilotCoveralls", 4}, {"V_TacVest_blk", 4}, {"rhsusf_hgu56p", 2}, {"rhsusf_hgu56p_mask", 2} }; backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class myBox3 // --- can be anything, NOT an existing CfgVehicles classname though! { requirements[]={}; template = "B_supplyCrate_F"; displayname = "Uniforms and gear"; clear = 1;// --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"rhs_weap_m4_carryhandle", 7}, {"rhsusf_weap_glock17g4", 11} }; magazines[] = { {"rhsusf_mag_17Rnd_9x19_JHP", 33}, {"rhs_mag_30Rnd_556x45_Mk318_Stanag", 21} }; items[] = { {"rhs_uniform_cu_ucp", 5}, {"rhsusf_iotv_ucp", 5}, {"rhsusf_cvc_green_helmet", 5}, {"U_B_PilotCoveralls", 2}, {"RHS_jetpilot_usaf",2}, {"rhsusf_ANPVS_15", 4}, {"U_B_HeliPilotCoveralls", 4}, {"V_TacVest_blk", 4}, {"rhsusf_hgu56p", 2}, {"rhsusf_hgu56p_mask", 2} }; backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; }; }; class EAST // --- assets available for OPFOR { class MyBoxE { cost = 25; requirements[]={}; template = "O_supplyCrate_F"; displayname = "Uniforms"; clear = 1; Weapons[] = { {"rhs_weap_ak74m_folded", 7}, {"rhs_weap_pya", 9}, {"rhs_weap_makarov_pmm", 2} }; Magazines[] = { {"rhs_mag_9x19_17", 27}, {"rhs_30Rnd_545x39_AK", 21}, {"rhs_mag_9x18_12_57N181S", 6} }; items[] = { {"rhs_uniform_vdv_flora", 5}, {"rhs_6sh46", 5}, {"rhs_tsh4", 5}, {"rhs_uniform_df15", 2}, {"rhs_zsh7a",2}, {"rhs_uniform_m88_patchless", 4}, {"rhs_vest_pistol_holster", 4}, {"rhs_zsh7a_mike", 4} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class MyBoxE1 { cost = 25; requirements[]={}; template = "O_supplyCrate_F"; displayname = "Uniforms"; clear = 1; Weapons[] = { {"rhs_weap_ak74m_folded", 7}, {"rhs_weap_pya", 9}, {"rhs_weap_makarov_pmm", 2} }; Magazines[] = { {"rhs_mag_9x19_17", 27}, {"rhs_30Rnd_545x39_AK", 21}, {"rhs_mag_9x18_12_57N181S", 6} }; items[] = { {"rhs_uniform_vdv_flora", 5}, {"rhs_6sh46", 5}, {"rhs_tsh4", 5}, {"rhs_uniform_df15", 2}, {"rhs_zsh7a",2}, {"rhs_uniform_m88_patchless", 4}, {"rhs_vest_pistol_holster", 4}, {"rhs_zsh7a_mike", 4} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; class MyBoxE2 { cost = 25; requirements[]={}; template = "O_supplyCrate_F"; displayname = "Uniforms"; clear = 1; Weapons[] = { {"rhs_weap_ak74m_folded", 7}, {"rhs_weap_pya", 9}, {"rhs_weap_makarov_pmm", 2} }; Magazines[] = { {"rhs_mag_9x19_17", 27}, {"rhs_30Rnd_545x39_AK", 21}, {"rhs_mag_9x18_12_57N181S", 6} }; items[] = { {"rhs_uniform_vdv_flora", 5}, {"rhs_6sh46", 5}, {"rhs_tsh4", 5}, {"rhs_uniform_df15", 2}, {"rhs_zsh7a",2}, {"rhs_uniform_m88_patchless", 4}, {"rhs_vest_pistol_holster", 4}, {"rhs_zsh7a_mike", 4} }; Backpacks[] = { {"ACE_NonSteerableParachute", 2} }; }; }; }; };
  7. Just found this map. Awesome work man. can't wait to kill some things in the snow :)
  8. gobi42

    Warlords

    So i was thinking about this. I understand why it has to be this way. however i had an idea that might be able to change that, just not sure how possible it is. However, i'll never know if i don't share it. So you have it set up that you have to link your sectors so you can unlock them in some what of an order. What if you made them being active depend on that link. So every mission starts at the base, so on start up only the sectors connected directly to the base would activate. Once A sectors status changes, it would activate the next set of sectors, so on and so forth down the line until all selectors have activated for the first time. Any owned sectors then would have to be re-manned with units and what not from the team that caped the sector. Just throwing it out there, maybe it will give you and idea or something. Cheers man, keep up the great work, both on the game and this mod/mission.
  9. gobi42

    Warlords

    Hey man probably the easiest way to do what you want is to add an item to the request tab in the map screen. In order to do this you simply need to add some lines of code to your description.ext This is an example i use for my star wars themed mission. By changeing the cost line of code you can make the box cost more or less. Unless i'm mistaken you can set it to 0 and it will be free. class CfgWLRequisitionPresets { class StarWars // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Vehicles { class BH_Speederbike { cost = 50; requirements[]={}; }; }; }; class EAST // --- assets available for OPFOR { class Vehicles { class BH_Speederbike { cost = 50; requirements[]={}; }; }; }; }; }; here is more what yours would look like class Gear_custom { class myBox1 // --- can be anything, NOT an existing CfgVehicles classname though! { cost = 500; requirements[]={}; template = "Box_NATO_WpsSpecial_F"; // --- existing ammobox classname (its model will be spawned) displayName = "Test Box #1"; // --- name appearing in UI clear = 1; // --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"arifle_MX_ACO_pointer_F", 1} // --- [classname, amount] }; magazines[] = { {"30Rnd_65x39_caseless_mag", 1} }; items[] = { {"FirstAidKit", 1} }; backpacks[] = { {"B_AssaultPack_rgr_Medic", 1} }; }; }; Once you get that put in save it and go into the editor in game and open your mission. Once your mission is open find the warlords init module. Open it and edit the asset line by adding the name of the highest class you made. (in my exp. it would look like this [""A3DefaultAll"",""StarWars""]) save it. Profit. :)
  10. gobi42

    EricJ Release thread

    I fixed it. Some how steam unsubscribed me from your weapons pack, once i re-subscribed and downloaded it, everything worked. The strange part was your guns were still showing up in arsenal even tho your mod wasn't listed in the launchers mod list.
  11. gobi42

    EricJ Release thread

    Hey eric i updated the steam version and got this error code. Doesn't affect gameplay or anything. just thought i'd pass it on
  12. gobi42

    Warlords

    Is there a way to use a loadout script on the IND forces that are deployed by default on the sectors?
  13. gobi42

    Warlords

    Hey man, Great work, love the missions, and the mod. In fact just made a same star wars based one for some clan mates and myself. I have a small request tho, Is there any way you could made a setting or a new module that eliminates the sector vote? So a player could assault any sector at any time or multiple players could assault 2 separate bases at the same time.
  14. gobi42

    EricJ Release thread

    No worries man. i understand. i was hoping to have a full auto/burst pistol for my sniper load out, however not that big of a deal. Either way i'll still be rock it. :) it really reminds me of the KARD from ghost recon future solider. Or is this something i could change with a config file. You know so i could use full auto when not on a public server, like when i'm playing solo or lan games?
  15. gobi42

    EricJ Release thread

    That glock is coming together nicely. Might be a cool to have the option to be full auto or even 3 round burst and a larger clip. Either way it looks like it will be replacing the glock cl as my goto sidearm.
  16. gobi42

    EricJ Release thread

    Hey man, the new glock is looking mighty awesome. Hope to be using it soon. Keep up the great work.
  17. Check this thread for info https://forums.bistudio.com/topic/119721-tapatalk-smartphones-app-for-forums-browsing/page-4
  18. gobi42

    EricJ Release thread

    Tested it last night halo works now. Thanks again man.
  19. gobi42

    EricJ Release thread

    Thanks man.So I booted it up and went to use the halo jump and nothing happened. Backed out and tried it again, and still had nothing. Also it has ai enabled, the only reason I mention this is the other I play don't have it enabled.
  20. gobi42

    EricJ Release thread

    Would be cool to play as the raven warfare group and have to fight aaf or even CSAT. I prefer aaf as you can resupply form them if need too :-)
  21. gobi42

    EricJ Release thread

    Well good to know. Thanks for the info. At least i know now i'm not the only one who thinks it'd be a great addition in game.
  22. gobi42

    EricJ Release thread

    So i know you do the whole sci-fi military stuff, and I was thinking. It would be cool to be able to pack a drone (like the darter but smaller and lighter) in a large backpack and still be able to carry some other stuff as well. Now a whole new model would be best, however would one be able to write a config file which changes the mass or weight of the darter to fit in a carryall back pack?
  23. That's awesome mate. I like the 550 myself. However part of me wishes you would have had him include a mpx as well :-)
  24. gobi42

    EricJ Release thread

    Well I'll keep hope that you may do it at a later date. :-) nice work on that rpg looks awesome.
  25. gobi42

    EricJ Release thread

    yeah i use the operator pack for the cs5 currently but it hasn't been updated in a long time time. I had to write a config file so it would work with the 1.24 patch and hasn't been updated since. Plus you do such a great job with your guns, i had to offer. No worries tho man.
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