WallyJas 10 Posted February 12, 2011 (edited) Thanks for the added support BD ... This is brilliant. For guys that aren't into scripting (like me) I just simply dropped these two lines into the init field of my ACE2 AH6 DAGR/FLIR and it works like a treat. 0 = this execVM "\BD_Hellfire\scr\vehInit.sqf"; this setVariable ["BD_HF_HellfireWeapon","ACE_DAGR_Launcher"] Edited February 12, 2011 by WallyJas Share this post Link to post Share on other sites
CameronMcDonald 146 Posted February 12, 2011 Awesome, buddeh! Share this post Link to post Share on other sites
oldbear 390 Posted February 12, 2011 New on front page at Armed Assault.info Link to mirror : [OA] BD Hellfire 1.1 : http://www.armedassault.info/index.php?game=1&cat=addons&id=1498 Share this post Link to post Share on other sites
doveman 7 Posted April 24, 2012 I have an issue with this mod, in that the Fire Hellfire key is "Reload" but that also deploys countermeasures. I don't know if this is because I'm using the ICE HUD and AH64 mods as well. I note in the readme it says "By default, it is your "reload" key", which suggests this can be changed, but it doesn't give any information on how to do this, so if it's possible could someone be kind enough to explain how? Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted July 22, 2012 Hi Big Dawg, based on the post here: http://forums.bistudio.com/showthread.php?121837-COWarMod-Release&p=2192916&viewfull=1#post2192916 On my COWarMod thread we have come up with a small adjustment fix, to make compatible with GLT Realairweapons, just wanted to let you know that the fix will remain within COWarMod itself as its only good for GLT realairweapons anyways. Share this post Link to post Share on other sites