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Caranfin

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About Caranfin

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    Helsinki, Finland

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    caranfin
  1. Caranfin

    [CO06-16] Sweep and Clear

    Cool, let me know how it goes. Especially if the mission breaks somehow, I'll want to fix it.
  2. Caranfin

    [CO06-16] Sweep and Clear

    Good question! I forgot the download links, they're there now. Whoops.
  3. Scenario Description Atmospheric infantry coop combat patrol. NATO forces clear up lingering counterrevolutionary guerrillas after the Altian civil war. Check the Scenario Info diary-tab for specific information on how to use any additional features in the mission. Features Intelligent randomization of the play area: possible enemy locations and various area features are randomized for every playthrough, keeping you on your toes every time you play Enemy amount scaling: the number of enemies scales based on player amount, allowing for a wide range of possible player amounts with little change in difficulty Join in Progress, with no respawns Headless Client support Mod support without dependencies: supported mods are automatically detected, with configuration and loadouts applied whenever appropriate. The mission stays entirely dependency-free Downloads Steam Workshop Github Supported mods ACE 3: includes configuration and additional gear if you are running applicable ACE Modules, as well as disabling BI Revive in favour of ACE Medical Task Force Arrowhead Radio: includes automatic radio setup, with squad-specific primary channels and an alternate channel for leaders, and an extended events system that makes AI hear you speaking Killoch's Multinational Pack: play as a finnish jaeger team if you have this pack! Recommended mods if playing finnish jaegers: NIArms AK pack RHS USAF RHS AFRF Bug Reporting and suggestions Please report any bugs, comments, or suggestions you have either here or on my Arma Github so I can keep making it better! Please specify which mission the issue is about if you go on Github. Updates v1.0.8 Tweaked ACE settings v1.0.7 Fix for BI disconnect bug: https://feedback.bistudio.com/F53499 Altered transport helicopter waypoints to maybe influence the AI pilot not to be a complete idiot Added task popups for getting in the transport helicopter Modified ACE options v1.0.3 Fixed error in gear switching logic Fixed Assistant Autorifleman ammo for optional AR selection Fixed error in extra TFAR AI hearing logic
  4. Mission Description: An AAF SOF team cleans up remnants of FIA fighters fleeing from a lost battle. A short COOP CQB mission with an attention to replayability: the Area of Operations changes from one playthrough to the next, ensuring you always have to stay on your toes regardless of how many times you have played the mission before. Features Intelligent randomization of the play area: possible entrances, pathways, and enemy locations are thoroughly mixed up every time you start Enemy amount scaling: the number of enemies scales based on player amount, allowing for a wide range of possible player amounts with little change in difficulty Join in Progress without respawns Headless Client support Briefing Setup system: skip any uninteresting trekking by controlling your teams' starting locations in the briefing screen Mod support with no dependencies: supported mods are automatically detected, with configuration and loadouts applied whenever appropriate. The mission stays entirely dependency-free ACE 3: includes configuration and additional gear if you are running applicable ACE Modules, as well as disabling BI Revive if ACE Medical is on Task Force Arrowhead Radio includes automatic radio setup, with squad-specific primary channels and an alternate channel for leaders extended events system that makes the AI hear you when you are speaking Downloads Github Steam Workshop Bug reports It's been a long time since I did anything with Arma, so I can't be entirely sure this works perfectly. Please report any bugs here, on Github, or in Steam Workshop. Updates v1.3.9 Tweaked ACE settings Replaced hand grenades with flashbangs if ACE Grenades is in use Fixed some more walls being wrongly converted in multiplayer v1.3.6 Fix for BI disconnect bug: https://feedback.bistudio.com/F53499 Fix for some of the walls suddenly changing and looking dumb after 64bit arma update Updated ACE settings v1.3.3 Fixed error in extra TFAR AI hearing logic v1.3.2 Added ending logic for when an annoying AI gets left hiding somewhere Added gear for some ACE options that would be on only if server forces them (Advanced medical, hearing damage) Fixed issue with Headless Client taking over and overwriting some AI behaviour Fixed logic that allowed a part of a building to become inaccessible v1.1 Added atmospheric combat sound effects
  5. Caranfin

    3DEN Attribute scripts

    Thanks! Can't believe I didn't find that.
  6. I've tried to find documentation on all the 3DEN attribute names so I could streamline my mission editing with set3DENAttributes, but haven't found any. Does something like this exist and if not, how could I figure out the various attributes that can be used?
  7. Is it possible to use a script to disable underwater transceiver functionality even when wearing a rebreather?
  8. Is it possible not to animate the sight adjustment until BI gets it working properly? While the AKs are fine, the diopter rear sight of the RK62 exacerbates the issue by obstructing the view above the front post significantly, sometimes even entirely blocking the post. It's hard to aim when you can't see where your point of aim is.
  9. Here's an album I uploaded, the first picture shows the only mods I am running in addition to CBA: http://imgur.com/a/5TA6u The effect is even more pronounced with a deployed weapon: http://imgur.com/a/xihTD
  10. Yeah. I mean the issue I quoted so that it would be clear which issue I was talking about.
  11. This is also an issue with the AK-12 and the new RK62.
  12. The game's scopes have incorrect spacing between their mil-markings, making them unusable for stadiametric rangefinding. Attached are some pictures of a 1m by 1m cube at 250m. It should read 4mil on each side (range to target is target size in metres multiplied by 1000 and divided by mils read), but as you can see it clearly reads much more, leading to severe errors when trying to estimate ranges by using the markings on a scope.
  13. This is in my opinion the best and most varied weapon mod pack available, and it sees heavy use in most missions my group plays, so thanks! I'm sure you get tons and tons of random requests for different sorts of weapons (and I realize it must be a ton of work to create and maintain these), but I would like to add to the pile of requests by one: a modern 7.62x39 AK variant to complement the otherwise very nicely varied pack. I would be delighted to have a finnish RK 95 TP, but even a 7.62 variant of the AK-12 would be great.
  14. Caranfin

    ASR AI 3

    Are the comment-instructions in the default userconfig files provided in the OP wrong, then, to suggest the settings can be changed from init.sqf? Should I be setting them pre-init instead, to ensure they run early enough to actually matter?
  15. Yeah, it's not a massive issue and clearly I can't hold it against an AI behaviour mod that it modifies AI behavior, haha. But from previous experience (very little) with ALiVE some time ago, I understood the idea was for it to be unintrusive in missions it is not specificially activated in, thus not requiring any mod-juggling in case you wish to play missions both with and without ALiVE features. Of course, I might have misunderstood or the plan might have changed.
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