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Gangs of Abramia! [TvT event] Thursday Mar 24 2100 CET
IISwede replied to icebreakr's topic in ARMA 3 - MULTIPLAYER
Bit of a short notice but ill see if Anrop is interested in playing, i will keep this post updated. -
I am both dissapointed about not seeing the original Object A2 message and amused by the current one :D Thanks a lot for the port, looking forward to playing on the island.
- 122 replies
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- Namalsk
- Namalsk Arma 3
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[IceBreakr/IBIS] Isla Abramia for A3
IISwede replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can create quite the nice atmosphere on Abramia by playing around with setfog array http://images.akamai.steamusercontent.com/ugc/548682046880631102/2FAA186974F9296DE993B95D359C8E23F3D787A9/ The map is great Icebreakr, the lay of the terrain makes for very interesting fights along the roads. Have one question though, there are a lot of empty areas that look as if there should be buildings/military outposts at them, are these intended to be empty to allow us to make our own areas for scenarios or are they not finished yet? -
Isla Abramia Opening Party Event: [COOP/RP]Tourists on Abramia!
IISwede replied to icebreakr's topic in ARMA 3 - MULTIPLAYER
REQ JOIN - Anrop Hey Icebreakr, The community i am part of would like to participate, if possible could we reserve Team Delta? I have just informed them of the event and will know how many are interested by the end of the day (ill keep this post updated). We usually run with ACE3 and would prefer it but can play without just fine. Will ACRE or TFAR be used? REQ JOIN - Swede - Anrop REQ JOIN - Dahlgren - Anrop REQ JOIN - Sillburk - Anrop REQ JOIN - Bestefar - Anrop REQ JOIN - Stefan - Anrop REQ JOIN - Lonewalker - Anrop REQ JOIN - Trubb - Anrop -
Great work Smokedog! Really looking forward to playing on this again.
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X-cam Tutorial Videos Jumplink Collection
IISwede replied to memphisbelle's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Thanks alot Memphisbelle, this will definitely come in handy. -
(SMA) Specialist Military Arms
IISwede replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This was already touched upon but the ACC Short varients iron sights and Aim down sights position are off. Also, the gun fires at a 90 degree angle. http://images.akamai.steamusercontent.com/ugc/642119050546253909/D971A671A38B395F61A3F3B4E4E6AA077928EAE7/ (sights) http://images.akamai.steamusercontent.com/ugc/642119050546254348/F8B46A89393B01885005486E5830125C33633B66/ (Firing to the right) Mods used: CBA_A3, mrt_accfncs, SMA v2.0, tec_csat Otherwise great pack, loving the new additions and updated showcase. -
Hey Xnam, Great first terrain, looks really nice and already have some mission ideas. I did a drive along the concreted roads on the island and took some Screenshots of minor bugs/misplaced objects i encountered on the way. http://imgur.com/a/bMkcg - Compiled a album with the screenshot, location (six grid) and a short description. Hope it helps. Swede
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LAxemann's "Mount" - Animations for attaching rifle items
IISwede replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hej Laxemann, The mod works again now but i am having a wierd bug where the first time you remove a sight it will turn into a ACO [Red] for the animation, afterwards i will have the original sight (in this case an ARCO) and a ACO [red] in my inventory. This only happens the first time i remove a scope and afterwords works fine. This has only occured for me if removing the scope is the first thing i do regarding accessories. If i remove eg a bipod first and then a scope i do not have the problem with the ACO. I have not checked whether a respawn will make the problem happen again. EDIT: I am only getting this bug in Virtual Arsenal. -
Although not a big deal it always bothered me all the heads looked the same. These new heads you've made look awesome, and really liking the way you are doing it so default units will use them without any extra effort on players side. Pretty cool how much of a different feel small variations too head shape does.
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Hej Silola, Congratulations on release and thank you for the X-Cam, its amazing. After having played around with it for about 3 hours i have found some bugs and thought i would throw them your way. The xCam Metal [Rusty] - Rusty_Sheet_Corrg_1m_90 (all corrg sheet metals seem to have this problem) does not have collision for units (you can walk through them) but they do stop bullets. [http://cloud-4.steamusercontent.com/ugc/44249078174113427/5334CFD84D2D8230309A703146AD894003EBF05D/] They also become see through att longer distances (still stop bullets). [http://cloud-4.steamusercontent.com/ugc/44249078174113765/3BAF1BF13BC6C6D74A355F4A780BA0E5AC72783E/] All other sheet metals except sheet_corrg tested so far do not have this problem. The xCam Metal [Rusty] sheet metals spawn half way through the ground, so do the sheet_corrg of the other xCam metals aswell. When placing an object and it is temporary (not pressed insert yet) if you press escape the object will stay in the game and get a red outline when targeted with Xcam (same as objects already on terrain att start). Thats all i have found so far. For future reference where do you want bug reports? in this thread or somewhere else? Thank you so much for your awesome mod. Best regards, Swede P.S
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[IceBreakr/IBIS] Island Panthera for A3
IISwede replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Icebreaker, got a few areas with vegetation on the road at Ramon's Island. 048 083 http://cloud-4.steamusercontent.com/ugc/44248446476047354/452710547A3DAB24B76BBD3758F7BC14895DBECE/ 050 085 http://cloud-4.steamusercontent.com/ugc/44248446476049894/C6F8E6257D2911F8B67E0F686308E05AFFDA5393/ 046 082 http://cloud-4.steamusercontent.com/ugc/44248446476052233/C914500B0404C396003B91AE3EF7865263455340/ Looking forward to Winthera Edit: Found a few places with road inconsistencies, not sure if they were intended or not but ill put them up here. 023 049 http://cloud-4.steamusercontent.com/ugc/44248446476104549/722647069057191CF3E13A3F5EC2BD0D9BA3A224/ 034 047 - Intended wear and tear due to water? http://cloud-4.steamusercontent.com/ugc/44248446476107894/7CB531284E6CB3E0E4AC70C1452A4CAF309EE28B/ 037 025 - Bit confused about this one. One road leads to harbour but then the other one just comes out of the water on the otherside. Is this intended for FOB making by the water side or a mistake? http://cloud-4.steamusercontent.com/ugc/44248446476116223/DE9061130EF8B49335BEE5C90DEE615B391E3D08/ 031 034 http://cloud-4.steamusercontent.com/ugc/44248446476117833/BD23C96216E1B038B8E27A469979081D6DB16DEE/ 061 038 - Intended wear and tear due to water? http://cloud-4.steamusercontent.com/ugc/44248446476122642/2951E8EDA5B53A9C031A5C67E00B579886FBFDA6/ 089 038 http://cloud-4.steamusercontent.com/ugc/44248446476125142/FD8BB1456054664964BCB8FADB52E1DBDEBD5D51/ Not sure how placing of road systems work in arma so could be reporting stuff that cant be fixed, but hope it helps. -
Hey Aplion, im getting the same thing as GamerOnkel When picking up certain vehicle with sling loading your tail rotor will break if you are moving at a speed faster than 5km/h as the ropes attach. I tested it with all versions of the Helicopter on a Hunter, Strider, Ifrit and a Kamaz. Tail rotor broke doing it on the Hunter and Strider but no problems with Ifrit and Kamaz. It looks like the back left wire hits the tail rotor (i have seen that specific wire snap a few times) http://cloud-4.steamusercontent.com/ugc/44248446476013095/1F9C42BF82DF2FFAD735DC7028574AEB653B271D/
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@BagPipperGuy, The current version of the mod does not include the susat scope. You could probably take the susat pbo from version 2.0 and try attaching it (if it does'nt work you could try using asdg_jr, might help) edit: removed question to kiory, redundant.
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Toadie's SmallArms and Animations for Arma3
IISwede replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It is the SMA weapons exhibition showcase (that's where i encountered it anyway). Don't know if the rifle range can be downloaded separately or not.