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midnightm3nace

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Everything posted by midnightm3nace

  1. Legit AF BTW I found out where it was in The Fall of Reach. End of Chapter 12, on the Commonwealth. Power is cut and chief sees everything. HAH! I am wrong about the implants still though but whatevs
  2. Yeah I thought the same. Again, everything I read in The Fall of Reach has been overwritten by new sources and salvaged :/ ---------- Post added at 12:47 ---------- Previous post was at 12:45 ---------- WarLord554 was part of the GP NVG-18 Mod and that changed the NVG interface to give you a wider field of view. If it troubles you, hit him up.
  3. Lol really I don't. Everything I read in Fall of Reach appears to be wrong now, especially after Halo wars and Contact: Harvest. Lol Typical Midnight Derp My bad
  4. Well I'm learning, so give me sh*t to learn from lol As for the thermal goggles, wtfylol :butbut: As for the Neural Implants, I read that only the Spartans got them in The Fall of Reach, however with ONI, Idk if anybody really knows or gives af. Classified...... Agreed though, I think the black thing should be removed. It was one of the advantages when Dr. Halsey talked about them; they gave the SPARTANS a much better view than standard scopes. I also recall the First Contact scene from The Fall of Reach (Which I can't find anywhere) - Chief, Halsey, and others on the bridge of a UNSC Prowler when they come into contact with The Covenant for the first time. The Covenant knocks out the power and Chief is said to have perfect vision, so, yeah.
  5. Well not necessarily. Like thedog said, they've expressed interest in it, and if worst comes to worst, once I learn to code for Arma, I can make a modified nvg set to put on the helmets. I also talked to Warlord554 about thermal goggles, but he hasn't spoken of it since it was first brought up. Again, I am looking to just solve my own problems and am pretty dedicated to learning to code as I want to get a Computer Science degree, so I'll likely do something like that as practice; simple, cool, and easy. I imagine it's just a config change or something, but again I'm not really a coder yet sooo Okay enough rambling. They expressed interest in all helmets; what gets done gets done. Maybe devs should just surprise us for this and leave us with the HHHHYYYYYPPPPEEEEE!!!!!!! About the Reach Pilot helmet, I agree, I think it looks ugly.
  6. While this is a good point, I think thedog was trying to put our hopes and arguments at rest and say, "Bro, give us a break," and that they're probably going to retexture the marine helmet, at least for now. As for the three-dot vision system, I think it's nice and would be a cool addition to the ODST Sniper Helmet/Pilot Helmet, and maybe any future helmet with this system on it, if they make them. That all makes sense Marksman....I actually have no reason why I didn't think of that ------DEEERRRRPPP The Halo 2 Helmet is, again, basically the same as the base helicopter helmet. maybe a re-texture and a cool HUD..... As for the Reach Pilot Helmet, I believe that is a Spartan helmet. If the Devs wanna make every one of those, awesome, but I can't blame you if you don't. I am starting to get into Arma content creation, and I can definitely see why you wouldn't want to make all of those. Then Again, this mod is great enough, so I know I'm not going to complain. Worst comes to worst, I'll retexture something/remodel it whenever I learn to. Whatever best fits the era. All up to the Devs, really.
  7. Well somebody's a bit snippy o_O The Halo 1 helmets look like marine helmets with that blind Star Trek dude's laser glasses thingies attached to them. I never did get what that stupid predator-esque tri-dot visor on the Halo 1 pilots did. As for the Halo 2 helmets, those look almost exactly the same as the base game's helicopter helmets. The Halo 3 helmets look like they make the most sense to me; I just can't see any of the other helmets really making sense somehow. :/ ---------- Post added at 06:51 ---------- Previous post was at 06:49 ---------- With some re-texturing, I think it will look fine. The main difference between Reach and H3 is the lighting and texturing, as well as a few model changes.
  8. I don't see why everybody cares about the Halo 1 Pilot helmets....Halo 3 is where it's at.... http://www.google.com/imgres?imgurl=http://www.halopedia.org/images/5/59/1203637899_18824417-Medium.jpg&imgrefurl=http://www.neogaf.com/forum/showthread.php?t%3D503083%26page%3D306&h=333&w=444&tbnid=FwcDyJTwKlurZM:&zoom=1&docid=Pj3MFcv9BGY8sM&ei=aZYHVYesKMvboAS23IDwCw&tbm=isch&ved=0CCQQMygHMAc https://www.google.com/search?q=halo+3+pilot&espv=2&biw=1280&bih=656&source=lnms&tbm=isch&sa=X&ei=ZpYHVdj6E8u5oQSk-4KIDg&ved=0CAYQ_AUoAQ EDIT: This model looks really cool too https://www.google.com/search?q=halo+3+pilot&espv=2&biw=1280&bih=656&source=lnms&tbm=isch&sa=X&ei=ZpYHVdj6E8u5oQSk-4KIDg&ved=0CAYQ_AUoAQ#imgdii=_&imgrc=5qRn_9oL22yBPM%253A%3BWnB_kEXatkDXeM%3Bhttp%253A%252F%252Fwww.fxguide.com%252Fwp-content%252Fuploads%252F2013%252F05%252Fmodel_pilot.jpg%253F8c65b4%3Bhttp%253A%252F%252Fwww.fxguide.com%252Ffeatured%252Fthe-making-of-halo-4-spartan-ops%252F%3B1200%3B522
  9. Also just found this while roaming the Armaholic page http://www.armaholic.com/page.php?id=28348 ^^^This but with TEI :butbut: :eek: :rolleyes: ^^^ Thanks to zyg0tic for the mission
  10. Kk taaanks dude :) BTW before anyone classifies me as a "hacker" because of the Halo Hacking Tools reference....Lol get out. I wouldn't be asking how to code if I was a hacker. Halo Hacking Tools is a UI for going in and tweaking things in Halo 1, i.e. making the Warthog's gatling gun fire rockets. Funny stuff. I won't bug them; they were just the first people that came to mind that I know that can program. I'll look around. Thanks again.
  11. Lol. Any guides to anything? Also, do models need to be scripted? How does one create animations or make the physical barrier of the model in code? So many questions, so few answers to find online :butbut: If only we had things like Halo Hacking Tools that gave us a UI to go in and start playing with numbers or change entities....mod making in a minute..... I'll have to hit up scorch or bradster or someone to see what they can teach me...if they can....
  12. Not to get off topic of the mod, but is there anything you guys used to learn to code for ArmA? I've always wanted to get into the content creation world, but never found out where to start.
  13. I thought they weren't taking applications yet?
  14. This all looks (needless to say) extremely badass, and SpaceNavy I CAN'T WAIT TO BLOW ANY MOVING THING TO HEEELL WITH THAT B*TCH
  15. midnightm3nace

    Task Force Arrowhead Radio

    It isn't a keyboard issue. I finally figured out that you change the keybinds in-game and not in config lol. That still concerns mt though as to why control isn't working for this mod alone.
  16. midnightm3nace

    Task Force Arrowhead Radio

    Hey I'm having a huge problem. For some reason, my Task Force key combinations with Control (Or at least the Ctrl + P Combo) are not working. I am pretty sure it is with either the Key binding or the Short Range Radio. I can open the Long range radio (alt + p), but I can't open anything with control. The most I got it up to was being able to open short range and then nothing worked after that. Can anybody help me?
  17. UrMUhGURd BETTER THAN THE F*CKING RAINBOW
  18. Absolutely amazing work, guys. When Bradster told me about this 8-9 months ago, I went crazy. Absolutely worth the wait. I have video of me in the makeshift "Scorpion" (Really it was the M2a1 Slammer UP) on the Fox Gaming server during the Warthog rush, and as the gunner too. I was on Teamspeak, so there's alot of chat, but my mic wasn't captured. If anyone wants me to upload it so you can see just how epic this mod is, tell me. It should be up by the end of the week at the latest. Absolutely fantastic work. The pelican slings just like it should. Maybe we can get Xeno's drop pod combined so the warthog actually becomes a part of the pelican like it does in-game. Also, the weapons and armor balance the game out to play exactly as I always dreamed it did. In standard ArmA, the AI is glitchy and OP, so it snipes you from 1200 meters out, while it takes like 8 direct hits to kill them. Not in this mod. :) I imagine the reason the pelican flies the way it does is because you have it have a standard amount of lift at low speeds so it has the flight attitude that resembles the Pelican in the game series. While it is a b*tch to descend, I feel totally immersed by its flight model. It feels exactly how any one would imagine (at least someone who has flown before in ArmA or other flight sims) and it's cockpit (though low-res at the moment) looks absolutely amazing. I prefer to fly from Co-pilot because it gives me a wider field of view and it looks better in my opinion, but that's just me. The fact that Multiplayer is compatible right out of Alpha is a huge jump in progress. That kind of work is just unbelievable. It was unimaginable to me at first, but somehow you guys managed to pull it off, and very well at that. The response to the community is absolutely amazing. People recommend stuff like a GL M5 Assault Rifle, and you make it. People are torn about both versions of the M5 with and without the ammo counter, with and without iron sights; what do you do? You give them all of the said variants. People notice bugs or other things that irk in the alpha release, such as shadow errors and pitch-black glossy armor; what do the devs do? They release a patch 2 days after release fixing ALL of that. Absolutely outstanding work guys. I can absolutely tell that, unlike DayZ and I44, you guys aren't going to give this up as soon as you get the fame. You haven't yet, so please don't. :) The response to community is, again, absolutely amazing. The overall performance is exceptional, and I am very impressed with many of the "little things that kill"' only instead of killing, they provide pure epicness. Things that are little but little b*tches to code (like the helmet cam in the Drop Pod) are what show the quality of the work put in this mod, and that quality is better than I've ever seen in my time of modding ArmA, and this comes from someone who had 200-400 mods on ArmA 2 and Operation Arrowhead, and somewhere between 50-150 on A3 so far. Best mod ever, needless to say. I imagine the community response will make it even better; I heard rumors about OTHER DEVELOPERS already discussing making a covenant add-on for this. On the Fox Gaming server, the gameplay has been more organized than even the most organized of ArmA tactical groups, and that astounds me. It shows you just how much the community has been brought together by this mod. Keep up the good work guys. Best regards, Midnight
  19. midnightm3nace

    1stBN/160th SOAR Mod ArmA III WIP

    Yay WarLord's back :D
  20. midnightm3nace

    Blastcore: Phoenix 2

    Optical...Amazing job. The effects are great, and I especially hated the linear plane destruction effects for Arma. Thank you for being a gem and giving us visual heaven and more of a reason to blow sh*t up. Heh. I also love how there are particles in the effects, reducing the need to chose from Blastcore of Particles or the attempt to combine them. Thanks man, keep up the good work. :D
  21. midnightm3nace

    Turtle's Armory

    Just a quick question: Doesn't the Mv-22 have a weaponized variant with a 360 degree gatling gun underneath it to protect the troops during the drop? Also, I talked to someone on the 7th Cav teamspeak server and he was a Crew chief on an Mv-22, so maybe a future possible crew slot? Either way THANK YOU for being the hero to add that thing to the game, it was missed. Can't wait :D
  22. Will the scope on the Battle Rifle act like an RCO or ARCO (aka Elcan SpecterDR :D)? With the Iron sights and the Magnifying sights?
  23. Left corners are cut off but say one and one....I assume release is 1/1/2015
  24. midnightm3nace

    Project RACS

    Any chance this will be ported to ArmA 3? I'm a sincere fan of this mod and would love to see it evolve. Thanks :)
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