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Thanks again lads for a top notch piece of work.

Just noticed in the mission I'm working on, my chaps won't spawn with their HMNVS even though I have the "Remove HMNVS" option disabled in the unit configuration module.
They're not in the appropriate slot, not in uniform, vest or bag.

Any idea what I might have ballsed up?

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2 hours ago, JD Wang said:

Thanks again lads for a top notch piece of work.

Just noticed in the mission I'm working on, my chaps won't spawn with their HMNVS even though I have the "Remove HMNVS" option disabled in the unit configuration module.
They're not in the appropriate slot, not in uniform, vest or bag.

Any idea what I might have ballsed up?

They'll be in the vest usually. I see them ok in a quick test.

Can you post a link (hastebin.com) to your rpt or pm me with it? What exact group or unit class names are you spawning?

 

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Hey guys trying to get my mod to work with your mod and I'm having some issues with is isPlayer
My current config;
 

class Extended_Init_EventHandlers
{
	class CAManBase
	{
		init="_this spawn inf_fnc_setInsignias";
	};
};

My script sleeps 2 seconds then does an isPlayer, with vanilla units its fine but with yours even if I am player it returns false.
Help!

I don't want to make your mod a requirement of my mod if I can avoid it.

SOLVED:
I used PostInit handler and it worked.

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I'm please to announce that version 4.9 of our BAF unit is now available

 

VERSION 4.9

Added MAN Trucks to factions

Added preloaded containers

Fixed dismounting AI from Panama

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Congrats fellas.  One of the truly great mods for ARMA gets even better.

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The units archive is 18mb on Armaholic and 51mb on your site, is something missing?

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Hey guys,

Not sure if this is the right forum for this post but here it is anyway.

We've notice recently that players playing in 3CB Pilot class types are effected more by @ACE G-force than before. I ran a check of the ACE_GForceCoef and found that 3CB roles always returned the default value of 1, even with 3CB ACE Compats running. As it's defined in CfgVehicles this is not something we're willing to add to our own mod due to the dependency it would create. Now I never checked it prior to the recent update but the feedback I've received is it's worse than it used to be, but pilots like someone to blame when they blackout and crash. :f:

Long story short: Can I request that 3CB Helipilots have the following applied/fixed in Cfgvehicles to come in line with Vanilla and RHS classes:

ACE_GForceCoef = 0.55;

@ACE3 Geforce CfgVehicles.hpp git

Thanks again guys!

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We can take a look at that. They should be receiving whatever ACE3 give to the base helicopter pilot class as they are inheriting from there, and the uniform is set as a flight suit, so should get the G-force protection. If not, we'll look to add something.

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guys, not sure if this been reported before or not... but in the editor if I change army / mtp backpacks out for parachutes (cup t10), then in the editor they show as having parachutes on - however soon as scenario starts they revert to the 3cb backpacks. Makes for a messy parachute jump :-) - any plans to do a uk specific chute ? ideally where we can carry regular pack between legs ?

 

Cheers

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Have you disabled the randomisation process?  That might be what is causing you the issues.

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@sentryuk If you double click on a 3cb unit in EDEN, we have added 3 properties.  If you un-tick ""Enable 3CB unit randomization" this will stop the loadout script from replacing your parachute with a random backpack

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7 hours ago, lifetap said:

@sentryuk If you double click on a 3cb unit in EDEN, we have added 3 properties.  If you un-tick ""Enable 3CB unit randomization" this will stop the loadout script from replacing your parachute with a random backpack

Doh ! Yeah sorry that’s it

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