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  2. Kuljack

    Reticle Color Topic

    I’d like this for the action button too. Maybe we could get a bright green or something.
  3. Kuljack

    The Truest King's List of Bugs 1.1

    Double tab the aim to go to iron sights. Should get you out of the bug.
  4. Kuljack

    Bought insurance, took my guns

    Submit a support ticket. You’ll get further than posting bigotry in general discussion.
  5. Kuljack

    New Player

    Welcome to the fray! Game is relatively easy to pick up. Loot, kill, survive. Each match, you enter with the weapon and ammo you bring. Ammo brought will be preloaded into the gun so bring at least enough to load it, more if you plan to hunt. Each map will have a signal detector, a comm station and a boarded house marked on the map. These are shown with blue icons. These tend to be hot areas, so avoid them unless you want a fight. The boarded house contains a safe, this tends to have an assortment of all the basic loot material in game. Occasionally it’ll have weapons, ammo and healing supplies as well. The Signal detector is used to locate other players locations. When this goes off, be mindful of your location to it on the map. If you’re near, you may have a player that is coming for you. The Comm station is used to at first use, reset the location of the supply drop. After it has been used to set the location and/or after plane arrives to drop it off you can use it to see the exact location of the drop. Starting off, I would recommend using the range to get use to how weapons fire and time of reloads. The scarecrows have the same health as a player so that gives you an idea of how many shots a gun takes to down a player. Focus in upgrading your table first, it’ll take awhile but it’ll pay off in the long run.
  6. acebelew

    Apex Framework

    Second question, I need to clear some player variables onPlayerRespawn. Is there a file within the existing structure that would allow me to do that? If not, within the existing structure, if I create an onPlayerRespawn.sqf is there anything I need to do to allow it to run, I.E. is there anything in the existing structure that would prevent it from running?
  7. Flash-Ranger

    Radio Arma

  8. acebelew

    Apex Framework

    I am using QS 1.18 Looking at QS_data_vehicles.sqf most of my vehicle abandonment distance is set to 150 (at base) and 500 (away from base), but very often when the player gets out of a vehicle either at base of at the AO the vehicle respawn immediately (3-5 seconds). Is there another value I need to be looking at for vehicle cleanup. My _QS_cleanup_delay in fn_core.sqf is set at the default of 45.
  9. It was worth the wait and not bothering you with the release date, and thanks to the whole team
  10. There is a known issue with the uploads of CUP Weapons. We're working on the fix and we'll let you all know once the fix is online. Thank you for your patience.
  11. Hey there @Damian90 your're the first one to notice this. 🙂 Luckily, we know about this and it's only a mistake in screen labeling. With that I have to inform you that you are only partially correct regarding the tank's versions. The naming corresponds with versions manufactured / operated in Czechoslovakia. The versions were as follows: T-72 (early) - no smoke discargers - "no" side skirts and different type front mudguards - weaker armor - optical rangefinder TPD-2-49 - only 31 delivered directly from USSR in 1978 T-72 - laser rangefinder TPD-K-1 - rest is the same as the one before - made in CSSR since 1981 - numbers produced vary greatly T-72M - smoke dischargers - rubber sideskirts - rubber fuel tank and toolbox protection - weight +0.5t - ammo increase from 39 to 44 - other minor improvements in manufacturing process and other - about 251 producedin CSSR (incl. export) since 1985 T-72M1 - basically the same as above but... - new cast turret with armor steel + ceramic materials inserts - thicker (16mm) front glacis plate - again, other improvements on suspension, engine compartment, driver hatch and some others. - about 338 produced since 1986 The M1 is actually the only one that comes close to T-72A produced and used in USSR. And here is correct screen:
  12. Oldninja

    The photos are fun!

    I'd been using this afternoons encounters for knife practise. Not my best afternoon as I was killed in 3 of the 10 encounters I played!, so getting off the map with any loot was a bonus. I was expecting an outlander' to loot the building I was in, while they waited for the safe to open in the adjacent tool shed. But no one bothered, so changed my plan. Exited with some rare weapons and some useful loot. All's well that ends well.
  13. Today
  14. jandrews

    GF Missions Script

    Hey gf. How is this file doing in development, is it complete and in working order? I saw some other posts about auto populate and placing a addaction to call missions. Do you mind offering an updated post of its current state? Thanks again.
  15. P4R4S

    How to edit the files?

    as long as Im only using them for private purpose (only for me) I actually don't care... especially if it's a dead game but well... guess I have to accept it... I hope this miniDayZ 2 is not only multiplayer... especially on a mobile device this would be bad ... especially if many people just play the game with an emulator or similiar on the PC like in any multiplayer pvp game to have a big advantage. But also because I enjoyed playing this first mini dayz alone (except of the many very frustrating and unfair points...)
  16. haleks


    Hi guys! Some quick news about the next update & recent suggestions : I realised this week-end that I added a function to handle that in a previous version - but the script failed to identify emptied weaponHolders... That is fixed on my current build - no more opening empty weaponHolders, and the overall "looting experience" is a tad more fluid. I still have to test the fix on CUP structures with proxies, but I'm confident it will solve all related problems. Regarding a more detailed repair system for vehicles, it is very much needed indeed. It probably won't be part of the next update, but I reckon a lot of props from recent DLCs can be put to good use. 😉 Here's the planned changelog : Right now I have a ready-to-release build, but I want to have a go at something that has been bothering me lately, which is the vanilla AI being pretty much completely deaf... They simply don't hear gunshots beyond a very small range, unless they're directly being shot at. Since I have a pretty solid "enhanced audio perception" for zombies already, I figure it shouldn't be too much troubles to work something out for the vanilla AI. The update should happen sometime this week, maybe followed by another one before November.
  17. I have a dumb question: If I'm subscribed on dev branch, do I have this content you just released already ?
  18. Well, I must be doing something wrong so I'll just keep working on it. Thanks for the help.
  19. I am having the same issue. Some weapons are missing as well as attachments. Ive tried repairing addons etc, stays the same. (this is via steam workshop)
  20. avibird 1

    Supply drop

    Found a possible solution but a pain in the ass. It would be so much easier if @Larrow Solution code above still worked by just adding the items you want in the supply box. My issue is I have a 18 man platoon and each unit uses a different weapon some will use the same caliber magazine but that is a lot editing. Lol. Support Provider: Supply Drop (Virtual) {SupportProvider_Virtual_Drop} Methodology Place Player / Playable Unit(s) that you want to be able to call supports Place Systems > Modules > Supports > Support Requester {SupportRequester} module Set any support limits you require Sync Player / Playable Unit(s) to Support Requester module If you are using physical helicopters: Place Systems > Modules > Supports > Support Provider: Supply Drop module Sync the Support Provider: Supply Drop module to the Support Requester module Place Physical Transport Heilcopter(s) Sync Physical Transport Helicopter(s) to the Support Provider: Supply Drop module If you are using virtual helicopters: Place Systems > Modules > Supports > Support Provider: Supply Drop (Virtual) module Sync the Support Provider: Supply Drop (Virtual) module to the Support Requester module Variables: System Specific - Support Provider: Supply Drop Crate Init: Code executed upon crate spawn (Affected crate: _this) System Specific - Support Provider: Supply Drop (Virtual) System: Transformation > Position sets where virtual aircraft will spawn Vehicle Types: Types of vehicles available (Empty array = defaults loaded) UH-80 Ghost Hawk {B_Heli_Transport_01_F} CH-67 Huron {B_Heli_Transport_03_F} CH-67 Huron (Unarmed) {B_Heli_Transport_03_unarmed_F} UH-80 Ghost Hawk (Sand) {B_Heli_Transport_01_sand_F} UH-80 Ghost Hawk (Tropic) {B_Heli_Transport_01_tropic_F} Vehicle Init: Code executed upon vehicle spawn (Affected vehicle: _this) Crate Init: Code executed upon crate spawn (Affected crate: _this) Flitered By: Default pool of vehicles to use Side Faction Cooldown: Support availability delay in seconds Crate Init Removing existing items from the crate: clearWeaponCargo _this; clearMagazineCargo _this; clearItemCargo _this; clearBackpackCargo _this; Adding Weapons: _this addWeaponCargo [weaponName, count]; _this addMagazineCargo [magazineName, count]; _this addItemCargo [item, count]; _this addBackpackCargo [packClassName, count]; You will need to look up the Class Names for the items you wish to add and use the appropriate addXXXCargo command for each. Links to lists of the most common Class Names you'll need are given below. Add Smoke to Crate _signal = "SmokeShellGreen" createVehicle (position _this); _signal attachTo [_this, [0,0,0]]; Adding Virtual Arsenal to a crate: 0 = ["AmmoboxInit", [_this, true]] spawn BIS_fnc_arsenal; Now let my test to see if it still works.
  21. Santa what? CUP it's the real deal! Thanks to all the CUP team for this, you guys are the reason why Col. Aziz,Guba and Lopotev are still killed on a weekly basis.
  22. Kuljack

    The photos are fun!

    I thought that was you at the safe! I saw you in the match and kept an eye out for your outfit. I had planned to leave you alone. Hopefully you got some good contents from the safe and the stash. It looked like you were doing a naked run so I wanted to leave you alone out of respect. You should see the video I recorded from that match whenever i got the guy carrying the supply drop. I was on the opposite side of the range and got a head shot with the RPK. It was really just meant to be a warning shot to drive him toward the other extraction so i could find that stash. Funny how things work out for us all.
  23. Not sure if its just me, but i'm getting an error with the new version (1.13). On ArmA 3 starting before main screen; Addon 'CUP_AirVehicles_Core' requires addon 'CUP_Weapons_VehicleWeapons' Once in game some minor error about CFGWeapons.cup_shiphorn ... most bizarre. And in game no weapons are recognised so units are without any weapons and various errors. Update: In Steam, I have tried unsubscribe and subscribe of CUP items but still get same errors. ☹️
  24. Oldninja

    The photos are fun!

    I was on that encounter and noticed you spending some time at the stash location. Risky as you knew someone else was on the map. I didn't open the safe until the crate carrier (you) was well on the way to an exit. I had to make do with the safe contents and scavenging the outlander' that you took the crate off (or defended the crate against) I had 2 pictures and found the same hole in the ground just as you were leaving at the NE exit.
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