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callmesarge

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About callmesarge

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    https://www.youtube.com/channel/UC17f9P_st7owh4yausdKNLw

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  1. callmesarge

    Arma3 Videos

    Have you played Antistasi by Barbolini? its great... a persistant resistance mission.
  2. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    I do not think this is easily achievable - if you look through this thread Barbolini states the challenge is based on the weighted value each unit has - I may be wrong about this though. Loving the new RHS version of this by the way, its great.
  3. callmesarge

    BMR Insurgency

    Hey, loving this mission. If i wanted to use EricJ Taliban units, is that an easy port to make?
  4. I got the seagull issue too, running RHS, with CUP Terrains and Maps. Strange thing is - if I load the mission on a local server from the game, it runs fine. Its only when I host as dedicated it goes seagull.
  5. callmesarge

    co10 Escape

    Hi Neo and Scruf, sorry this has taken me a while to get to but here it is. Assume this is ok to post here, I can take down if not. Not sure how to add to the CI though? Anyway ho ho ho merry early Christmas etc Two different missions, one for RyanZombies and one for Bad benson's Raptors and Zombies. Please note the War Torn setting must be applied for this mission to work as intended. I also chucked in the Monsoon script by aliascartoons as it makes me laugh when the squad is wiped by a flying MRAP. co10_Escape_Vanilla_Apex_RyanZombies.Tanoa Requires CBA and RyanZombies This mission uses spawner modules to chuck out hoards of zombies at once. Be prepared to face the hard-to-kill demons as well. co10_Escape_Vanilla_Apex_raptors.Tanoa Requires CBA and BB Raptors & Zombies & more This mission uses the agent module to constantly spawn zombies and raptors around the player. Stay hidden and remember - the raptors are attracted to the sound of gunfire, and are pretty hard to kill!
  6. callmesarge

    Raptors, Zombies and more!

    Thanks for the advice guys. I think it was something in my mission cos it is working fine now - i am pretty sure its not a mod issue. I resolved by changing the spawn state to around player vs around module.
  7. callmesarge

    Raptors, Zombies and more!

    Just messing with this mod, it seems really cool. I am having a problem where Opfor units are not engaging Independent Raptors until after 1 or 2 units are killed first. I have checked that independent is set to hostile to Opfor, and the Raptors attack the opfor just fine. Any idea what could cause this?
  8. callmesarge

    Arma3 Videos

    Tanoa. CO10 Escape. Zombies in a monsoon. Miniguns in the jungle (Thankx Toadie2k). What could go wrong... right?
  9. callmesarge

    co10 Escape

    Still messing with the Zombies version. Still cannot bloody get off tanoa. I will make an edit of this for release in December hopefully, time permitting.
  10. callmesarge

    Arma3 Videos

    CO10 Escape Tanoa, plus a zombie invasion as well. Watch players take a flying car to the face. Watch zombie hordes overrun squads. Who will survive? (Hint - no one.)
  11. callmesarge

    Zombies & Demons 5.0

    Love the Mod guys. Here is my version of CO10 escape with an added zombie twist.
  12. callmesarge

    co10 Escape

    Loving the Tanoa version guys, great job. Of course I had to make a zombies edit!
  13. callmesarge

    ASR AI 3

    Is it possible to configure the mod to exclude certain factions? I am working on an edit of CO10 escape for my group that uses RyanZombies as the indep, and I have found they seem to behave strangely when ASR AI is on. As they are spawned in dynamically by the mission and by spawner modules I have placed, it would be grate if I could globally exclude the faction. Is this possible?
  14. callmesarge

    Jurassic Arma - Raptor Pack

    Great news BB, really happy to hear you have progress on this. Cannot wait to throw these bad boys into CO10 escape tanoa with raptors and zombies!
  15. callmesarge

    ASR AI 3

    Was trying to make CO10 escape mission my NeoArmageddon and Scruffy a bit easier for my squad. Wanted to drop coefficients to 0.8 as suggested, but was worried the faction names in the file would not apply to CUP units. My squad will not switch to RHS until it hits steam <_<
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