maxjoiner 284 Posted May 11, 2018 Thanks You too , to use my mods 1 Share this post Link to post Share on other sites
maxjoiner 284 Posted September 9, 2018 Next Update New Animations: 6 2 Share this post Link to post Share on other sites
sammael 366 Posted September 9, 2018 you are so talanted modder. Thank you for your work Share this post Link to post Share on other sites
Crielaard 435 Posted September 9, 2018 Nice. Maybe, in the class eventhandlers, set the ammo back to maximum? Share this post Link to post Share on other sites
Undeceived 392 Posted September 9, 2018 Awesome, Maxjoiner. Great job so far. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted September 9, 2018 Max , this is just GREAT ! At last we will see in Arma some melee action ! Share this post Link to post Share on other sites
maxjoiner 284 Posted September 10, 2018 Thanks guys Share this post Link to post Share on other sites
maxjoiner 284 Posted September 10, 2018 Mod updated: https://steamcommunity.com/sharedfiles/filedetails/?id=1453659903 *Warning Insert this line in init unit to add new animations* this addEventHandler ["Fired", {_this spawn MEL_FNC_WE}]; 4 2 Share this post Link to post Share on other sites
zukov 490 Posted September 13, 2018 fantastic work! Share this post Link to post Share on other sites
johnnyboy 3797 Posted September 25, 2018 Great stuff Max! Would love to see a Machete added. Would be great for Tanoa cane field workers and jungles. Keep up the great work. 2 Share this post Link to post Share on other sites
_JB 0 Posted October 2, 2018 Nice job, Keep up the good work! Share this post Link to post Share on other sites
Vandeanson 1677 Posted October 3, 2018 just awesome! Share this post Link to post Share on other sites
Vandeanson 1677 Posted October 8, 2018 (edited) player addeventhandler ["fired", {(_this select 0) setAmmo [secondaryWeapon (_this select 0), 1000]}]; this should allow us to use the melee weapons with unlimited "shots" e.g. it will fill up the "ammo" with every hit. hope that is usefull for some:) still requires you to have a "mag" in the melee weapon tho! place into your initplayerlocal.sqf (MP) or if SP just into init.sqf cheers ps: again, this mod is too good! vd EDIT: it seems to only work with "currentWeapon" instead of "secondaryWeapon" hence no problem if u use melee weapons only, but as soon as you combine it with firearms, we would need a better solution, will post here in case i figure smth out:) Edited October 22, 2018 by Vandeanson tested 5 1 Share this post Link to post Share on other sites
maxjoiner 284 Posted October 21, 2018 Thanks for Your appreciated Help! 2 1 Share this post Link to post Share on other sites
lsk323941 11 Posted January 28, 2019 First of all sorry for my English, I'm using "google translator", could you teach me how to do AI attack closely with melee weapons. when I put AI of melee they stay beating long distance Share this post Link to post Share on other sites
maxjoiner 284 Posted February 5, 2019 You have to develop a script for AI units, in this moment I'm very busy with my Predator Mod, as soon as possible I'll see what I can do..... Share this post Link to post Share on other sites
Crielaard 435 Posted February 8, 2019 set min/mid/maxRange... in the config to something arround 1 meter. 2 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted June 7, 2019 Hi max, would it be an option to define melee weapons as launcher type, rather than handgun type? In order to carry the melee weapon in the launcher slot? Cheers Vd Share this post Link to post Share on other sites