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About KokaKolaA3

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    Gunnery Sergeant

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  1. Answer: So yes the horse will be rideable!
  2. Thanks for your Feedback. I know about this and I already setup the basics for a patch, but I'm currently not able to finish my work due to limited time.
  3. class CfgPatches { class btac_helmets { units[]={}; weapons[]={"btac_spank_test"}; requiredAddons[]={"A3_Characters_F"}; version="1.0.0"; author[]={"MacGynan"}; authorUrl="http://steamcommunity.com/id/MacGynan"; }; }; class cfgWeapons { class rhsusf_hgu56p_visor_mask; // <-------------------------------------- class btac_spank_test: rhsusf_hgu56p_visor_mask { scope = 2; displayName = "HGU-56/P (BLK Spank/Visor)"; picture = ""; model = "rhsusf\rhsusf_infantry2\gear\head\hgu56\rhs_hgu56.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"btac_helmets\Data\btac_spank_hgu56_blk_co.paa""}; }; };
  4. Update 15.04.2018 ACE 3 Extension (Gestures): -First Public Release requires: KokaKolaA3's Gesture Pack (Animations) I will post more Information about the other mods shortly.
  5. Optix, do you have some sort of date when it will be back up? It says on the 7th, but it's still not working, or is it just me?
  6. [WIP] Sagarmāthā Zone

    Wow, look amazing!! Such a unique map :)
  7. Small Teaser: There will be more Information about all ACE 3 Extensions that I made and their future, on release of the ACE 3 Extension (Gestures).
  8. Strange Error ?

    Yea, I thought she replied and not someone else, so I thought this comes from her perspective and she thinks that the solution of the guy who helped her is the same. Not you asking if the Error is the same Edited my post...
  9. Strange Error ?

    nvm, misread stan's post, yea it seems to be the same
  10. Strange Error ?

    By using this twice, you are also defining the classes twice, that's what the error is saying, that class is already defined. I'm not a good scripter but I've worked a bit with ui. You have to change one of the classes to something different and unique, for example 1. Code class RscTitles { class wm_disp { //<------------------------ idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; ... ... ... 2. Code class RscTitles { class wm_disp_02 { //<------------------------ idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; ... ... ... Look where the arrow is, the class of the first script is "wm_disp", the class for the second script is "wm_disp_02". So just go to one of the 2 files and change the classname, where the arrow is. That should work fine.
  11. I'm not sure, as far as I read through it, it gives you your inventory back that you spawned with, just give it a try.
  12. No, this is something we would like to implement, but we don't have any plans to even look on how to implement it yet, AI is a quiet complicated topic and our skills are limited when it comes to scripting.
  13. Update 05.04.2018 This is the last update before release, we've invited more testers to get more results and to not further delay the release. We will be hosting a small TvT Event on Saturday, if you want to participate in this test, join our Discord for more information.