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Stuffedsheep

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Posts posted by Stuffedsheep

  1. I agree completely with Alganthe.

     

    The mod has a lot of dublicate weapons in it. 

    To some them:

    - FN minimi or L110A1/A2 or m249 or whatever, which is in RHS and we added the HLC version because of the quality.

    - FN MAG or L7A2 or m240G or what ever fucking version, also in RHS with new versions coming up in the next update.

    - L91/L92(MP5) we have HLC MP5's for the MP5's

    - Glock 17 added by RH pistols.

     

    The ones that are new:

    - M82A1 Barrett

    - L128A1 or Benelli M4 shotgun

    - L85A2 Duh

    - L98A2 Cadet rifle, WHY?!?!

    - L103A2 Drill practice, A gun that does not even fire

    - L86A2 LSW

    - L22/L22A2 Carbines

    - L115A3 LLR

    - L129A1 A m4 based rifle with 7.62 caliber

     

    It also has a depency on ASDG Joint Muzzles so we need to add that.

     

    Personally I would rather add Kiory's L85A2's, because that is of much better quality, sadly it has no carbine, LSW, M82 or L115. The shotgun we dont need, the RHS one is far better, the L129A1 is a 7.62 M4 based rifle, of which RHS adds Kiory's SR25 which should is be better.

     

     

     

    So Ill leave this post now, as ArmA3Sync just told me the upload was complete. So test it, and tell me if you think it is a good mod.

     

     

    Edit: links and stuff

    Edit2: Forgot to mention, You cannot take magazines out of VA for the L85A2's. And the weapons also do not take any vanilla or RHS magazines.

  2. I dont suppose you know where I would find the text relating to the hint pop up (where the mission objectives pop up) 

     

    I don't

     

     

    how to change the text on the map screen (like the sub area for mods / FAQ / TS3)?

     

    Its the diary.sqf, its in "scripts\misc\diary.sqf"

  3. The easiest way is to just place the textures in the mission folder and call them through the vehicle init with the line

     

    this setObjectTextureGlobal [0, "vehicleTexture1.paa"];

     

    Where the "0" indicates the area on the vehicle the texture will cover. so it can be 0,1,2, or higher.

  4. If you want custom textures for vehicles, you can either place them in the mission folder or make a mod for them. Mod requires people to manually download the mod, and if you put them in the mission they will be downloaded when someone downloads the mission for the first time.

     

    Either way, one texture will be around 2MB big, and big helicopters like the mohawk require 2 or 3 textures for the entire helicopter. So if you want to reskin the mohawk you will be adding about 4/6MB to the mission file.

     

    there is no way to make it serverside only, because the clients need the texture. so adding them to the mission is the best anwser.

  5. My view on "rewards" for EU#3 is that the "training" is it's own reward. Without any knowledge about tactics and operating weapon systems, things get chaotic. When things get chaotic, stuff goes wrong, and in the end people die. And that is what frustrates me, Knowing something could have easily been avoided if people(including myself) had the knowledge to handle the situation. we all make mistakes, but the less the better.

     

    The most important training subject is the theory behind it. And anyone can read up on on in the Digital ArmA3 GuideThe point of the training is to put it into practice, and the best way to do this, is in a small group. A four or six man fire team is ideal, since that's the size group you will be in during most sessions. And when you are in a smaller group of people you are more comfortable with, the resistance to correct each other is lower. And you will need to correct each other.

     

     I'm not a big fan of the hardcore milsim stuff, I'd much rather there be a relaxed take on the milsim route through the week and keep that hardcore virtual ball busting shit to the gamenights.

    The point is not to go full milsim, but having basic knowledge about tactics makes the game play more pleasant.

  6. I'm down for it!

     

    I could help in anything Tank related but nobody will give a sh*t about that no doubt and think i'm a mad man.

    The Main problem I noticed is that everyone is to impatient for it. If they have to drive any vehicle further than 2.5-3km its like a big no no, and everyone runs to the helicopter.

     

    This sucks because there really Is no way to have any ground vehicles supporting the troops, because they take "To long" to get there. And then it results into a CAS plane or helicopter being called in, which is totally unnecessary and way OP for the vehicles the opposing faction uses.

     

    The truth is, I can not remember any mission where a A10 or Apache was necessary, and they are way over utilized. If you want CAS, use a fucking AH9, that requires some skill to use. If you get shot, its because the pilot sucks at flying it and didn't use the right tactics. 

  7. The driving physx is really rough though. In the Landrover you can go up a 45 degree hill with 90kp/h. The Jackal has a really odd wobble in it, where if you make a steering correction or it goes over a small bump it starts to rock left and right and the wheels come of the ground.

     

    That a lot of people want more U.K. vehicles I understand, we are a U.K. based community after all. But there has to be some sort of quality level when it comes to mods. If you have a vehicle pack that adds wheeled vehicles of which sole purpose is to transport people, I expect the driving to be somewhat decent. And its not.

  8. And so the question must be asked. With these two awesome Mods gone... What are we going to be doing about it on EU3? 

    Inb4 TMR stop also...

     

    :D:D:D

     

    luckily(in this case), nothing on the interwebs is truly gone. So not much will change for now.

     

    The future of EU#3 modpack may hold some changes, like swapping out AGM for Advanced Cabbage Environment 3 (thank Farma for this). CUP TP will replace AiA TP. And other stuffz

     

    Obviously none of this is definitive, and everything is subject to change(just like arma). But one thing is certain, when the timer ends, The world as we know it will change.

     

    hBRhaLe.jpg

  9. "You where banned on 22-Feb-2015 for a full month, "  ~ StuffedSheep

     

    February is 28 days, where as a full month is 30 days, which I specifically stated. Hence that you ban is lifted on the 24th.

  10. You will have to wait another seven days before the ban will automatically be removed. You where banned on 22-Feb-2015 for a full month, which means the month is not over yet... The reason why I kicked you was because I received complaints from other players about your flying, which I agreed to when I saw it for myself. The reason for the ban you already stated, the teamkilling. But after the teamkilling you disconnected straight away, and that's the main reason why I banned you.

     

    Further more, you where banned on the 08-Feb-2015 by another admin for teamkilling, that ban was later lifted. If I had know you had been banned before for teamkilling, I would have banned you permanently. So consider yourself lucky, and I suggest you just wait it out a week.

     

    Also consider this you last warning. If you break the rules again after your current ban has expired, you will be banned permanently.

  11. With proper credit given on any mission it is applied to, unquestionably, might it be possible for someone to share the "amazing" base protection script that is being utilized in P03?

    I cannot find anything that works as well or as intelligently as yours. (like deactivating if the base is attacked)

    Your help on this would be greatly appreciated.

    Thank you all.

     

    http://forums.bistudio.com/showthread.php?168315-A3-Patrol-Operations-Official-Thread

     

    Patrol Ops 3.1 is a complicated missions, and I know you are better off asking this question there.

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