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KokaKolaA3

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About KokaKolaA3

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  1. KokaKolaA3

    Panavia Tornado AWS

    Looks awesome man! I love this plane, but it's way more immersive with a good cockpit :D. If you need help with the basic textures (not the gauges etc) I might be able to spare a few hours and let substance painter do some magic.
  2. Solution: [player, 'CLASSNAME'] remoteExec ['switchMove', 0]
  3. Not yet. I hope that I'll have more time in the coming week in which I will hopefully fix this and add Cba Settings instead of the current GUI.
  4. I stated on Twitter already that I'm again working on my mods. Slowly but surely. This error doesn't affect the game, it's just ugly 😄 So it's no priority at the moment. I've considered making some of my projects open source, but it won't happen in the next few weeks.
  5. Just a little thing I can add here, the reload animation for both of the Koclize shotguns is too slow. Also the Pellet Shells are green, but in their UI Picture they're red. Other than that, no big things functionality wise, just some smaller stuff like "Unkown Community Author" instead of BI...
  6. Try this: [ace_player, 'ANIMATION_CLASSNAME'] remoteExec ['switchMove', 0]
  7. There's an issue... You can't just rip a model out of the game, change what you like and put it back in. Technically you can, legally you cannot. So what you should do is: take the strider config, change whatever you wish, like speed etc, but it needs to link to the standard p3d. I'm unsure on how to do the turret stuff, you can hide the old one, but I don't know if you can attach a new one. It may be possible to attach a Gorgon which is all hidden except for the turret, to the hidden turret of the strider. Remove the ammo from the original turret and add the weapon and ammo from the Gorgon's turret. https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
  8. I have no experience with mission making, but I would guess you could make use of the firednear EH. You can set the AI behaviour to no combat with a loop and use the firednear EH to set it to combat if needed. I don't know if there's another way to force AI behaviour to no combat, other than a with a loop.
  9. You can't see the progress. All it says is that an DMCA was filed on the Workshop Item. It usually takes about 2 to 3 Days, at least in my experience. Also, you won't be notified when it was removed, you will only be notified if there was something unclear or I had a case where the uploader contacted me and we resolved the issue. The uploader then contacted Valve that it has been resolved and they asked me if that was true. There's really not much communication with valve ...
  10. I know about this issue, I forgot arguments in the Acre event handler. I fixed it already, but I haven't had time to upload it. I hope I can upload it this weekend, but no promises.
  11. This project is currently on hold, but not dead! I personally have other things to focus on and so has the rest of the Team. I don't know when this will release, we have a few things done, but we also have a clear set of features we want for the first release. More Information will be shared once there are any, if you'd like to help out and have some spare time, join our Discord.
  12. I've never looked into the CBA Settings support, I'll have a look at it and see how it works. Don't expect this feature to be there soon, I just started on another Project, as long as this project is in it's early phase, I'll only fix bugs if there are any.
  13. Update 23.10.2018 Version 1.2 Radio Animations for TFAR: -fixed disappearing magazine when onRadio and then reloading. (If you Reload and then use the Radio, the Magazine will still disappear) -fixed Issues when deploying Weapons -Added Serverside forcing of Radio Animations for specific Items via description.ext (Template in files & Steam-Description) -Added Radio Animation for Radios located on the Right Side of a Vest -Added Automatic detection of wether the player has a Vest or a Helmet and automatically adjusting the Animation. -fixed Animation Loop Radio Animations for ACRE2: -fixed disappearing magazine when onRadio and then reloading. (If you Reload and then use the Radio, the Magazine will still disappear) -fixed Issues when deploying Weapons -Added Serverside forcing of Radio Animations for specific Items via description.ext (Template in files & Steam-Description) -Added Radio Animation for Radios located on the Right Side of a Vest -Added Automatic detection of wether the player has a Vest or a Helmet and automatically adjusting the Animation. -Replaced old Function to detect when player is transmitting with new ACRE Event-Handlers -fixed Animation Loop Update available on Steam, haven't tested it in detail, so there might be Issues that I don't know of. Again, thanks to @Speedo97 and @WebKnight, as well as @ACRE_Team.
  14. Hm, right. I'm not good at scripting, so this may not work or may not be the easiest way, but try this: this addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; _money = _killer getVariable ["TER_money"]; _money + 500; _killer setVariable ["TER_money", _money]; _killer hint "You recieved 500$"; }];
  15. Try this: this addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; _killer setVariable ["TER_money",1000]; _killer hint "You recieved 1000$"; }]; Note that this code has to be put in the unit which will be killed, if you let players fight AI, then put this into the AI, if it's PvP then put it in every players init.
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