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FN-FAL

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About FN-FAL

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  1. FN-FAL

    M110

    What kind of help do you need?. I was using NonWonderDog and Q1184 work to make a private ballistics set for my community. I can help you with these tasks, but configure 3d models and so on isn't my speciality. PM me if you wish.
  2. Good news for all those miss the sight adjustment possibility in the sniper rifles (I'm included). Thank you ColonelSandersLite for your efforts.
  3. FN-FAL

    FFN MOD

    @Kremator: I'm not saying anything about be forced to use this addon, in fact I'm saying that I and my Community won't use the TonyRanger addon but any other that seems or be based on it. I'm sad because TonyRanger did a great job with this addon, but due to a lack of flexibility I (and many people) will choose not to use it as is. For sure the "Fight For Nogova" campaign will rock.
  4. FN-FAL

    FFN MOD

    @Miles: Tony has stated in a few previous posts that all the limitations presents in the addon are necessary for the campaign "Fight For Nogova". This addon was developed to be used in these campaign, not for stand alone use. I'm sad to be forced to use an AI enhancement addon "based on TonyRanger work", and not the one developed for TonyRanger. But I've no chance to do anything else, because the original addon isn't flexible enough to cover my Community needs about gameplay and realism. Â (Sorry for my bad english).
  5. FN-FAL

    FFN MOD

    This addon makes a big difference and adds a lot more realism to any battle, congratulations. But I've some problems between your addon and my Community's official addons: we're using weapons with adjusted ballistics and recoils based on NWD and Q1184 addons, those weapons have their own dispersion and power, and we must to deal with it. We don't need a rank limitation to modify something important like the weapons dispersion. And our current way to play doesn't support to have a squad full of colonels. IMHO: put any features you want, but give the freedom to configure what to enable/disable.
  6. FN-FAL

    FFN MOD

    TonyRanger: you have a PM
  7. FN-FAL

    FFN MOD

    Very impressive TonyRanger, congratulations, right now the AI will never be the same dumbasses then before. Any news about MP compatibility?. I remember early versions don't work fine in dedicated servers.
  8. FN-FAL

    GDTModHellfire

    Excellent work. I've only an amateur question: It's not supposed the hellfire trajectory is parabolic and reaches the target from above?. Maybe it's impossible to simulate this in ArmA keeping a good balance between gameplay and realism. I think. Anyway this addon is very useful. Thank you Heinbloed.
  9. FN-FAL

    Artillery script

    Is this script fully MP (dedicated server) compatible? Sorry if this question was already answered, but I can't find anything related on the precedent 4 pages.
  10. FN-FAL

    JTD Smoke Effects MP Beta 5

    I'm very happy to read this news, I had been waiting this feature for a long time ago. Thank you very much DMarkWick and Xeno... the coop missions will be different after the v5.21.
  11. FN-FAL

    DMSmokeEffects Beta 4

    Even the smoke grenades launched by the "throw" action (not the "fire" action) will have the viewblock functionality enabled?.
  12. FN-FAL

    DMSmokeEffects Beta 4

    Only a question, sorry if was answered before... is this smokeffects v5.1 blocking the AI view?. Thanks.
  13. Can you give me some details about this?. How can I "script movements"?. There is any example to see or test?. Thank you.
  14. Hi, I was looking in this forum section about the properties to change in an addon config to set a different speed in land and sea. The vehicle I'm working on it's amphibious and tracked, used to transport troops from a ship to the coast, disembark and escort it in the land. I'm talking about an AAV7. The in-land max velocity is right, but when in water is reduced to a 5%... the passengers will prefer get out and swim to the shore . There is some parameter in the config to set an independent water speed max?. Thanks in advance.
  15. FN-FAL

    DMSmokeGrenadeVB v1.0

    I was testing the MapFact smoke grenades, but I prefer the DMarkwick grenades. If the next release will include the MP compatibility without any dependence and replaces the vanilla smoke shells, then I'll wait. ¿There is a temptative release date for the next version?.
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