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Nick Seafort

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About Nick Seafort

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  1. 3CB BAF Vehicles

    I'm not honestly sure, not having used them myself - but given their naming structure and lacking any further documentation, I'd assumed that they were missionNamespace variables rather than functions. I'm busy tonight and tomorrow, but I'd suggest you check that out. With regards to giving you some kind of hook to execute code on the crate against, there isn't currently functionality for that built in to the system - but it's an interesting idea, if I can figure out a sane way to do it. It certainly won't appear soon as I'm rather busy currently though, sorry!
  2. 3CB BAF Vehicles

    Hi Snake, I'm not quite sure what you are asking/want to achieve? If you want to alter the weight that is carryable for an ACE container you set ACE_maxWeightDrag and ACE_maxWeightCarry, rather than altering the crate itself.
  3. 3CB BAF Weapons

    @CPT J. Shaw If you literally want our mortar and ammo without the rest of the mod so that it can be used ingame, then that's not something we do - the pack is designed to work together, and at a purely practical level it would be a significant effort to unpeel the various mods to provide something like the mortar as a stand-alone. If you instead want the access to the raw assets so that you can modify them for your own/your group's use, then that's not something we do either - and nor do most mod makers. However, you can "inherit" from our mod and then tweak the behaviour and characteristics of our mortar, or create a child version of it. However, if you're not familiar with what inheritance is, then you'll probably struggle to make any useful changes. This may be better discussed via Teamspeak or similar where I can directly talk through it with you. If you want to do this, send me a PM here and we'll arrange something.
  4. 3CB BAF Weapons

    @CPT J. Shaw I think I'd misunderstood what you were asking then - are you asking to be provided with the content from our modpack for the 60mm mortar and its ammo? If so, I can fairly confidently tell you that we wouldn't provide that, and instead would suggest you inherit from our mortar if you want to make any unit-specific usage or modification.
  5. 3CB BAF Weapons

    @CPT J. Shaw Well we can't answer if we don't know what it is :P
  6. 3CB BAF Vehicles

    @NethrosDefectus It depends what you mean by custom: any crate that you can place in the editor or via Zeus (ie, a crate that's a defined class), you can add that to the loadout and spawn list by adding its classname in the options menu (as a comma-separated list if you're including multiple crates). If you mean crates that are filled with custom loadouts specified by scripting at runtime, then no that's not supported.
  7. 3CB BAF Vehicles

    Hi @bofhgr, While you can control who has access to the menu at all by altering the condition of the action appearing in the menu, there's no support current or planned for limiting functionality within players who have access to the menu - that's both outside of the scope of intended use, and also a substantial amount of work. So you could take the current condition that the action is based on, and then wrap that condition in a condition of your own that is based upon the various currencies you need to consider. The route to follow for that might be to have the player pay for permanent access to the menu on a per-vehicle basis? I should also mention that, while I'm not currently certain of the state of my work within the general licence of the mod, I wouldn't be comfortable with its use being in any way monetised on your server - if these are purely in-game currencies with no ability to acquire them through means like donating or purchasing packs etc, then I would provisionally be fine with it being used unmodified (beyond the access condition to the menu) with proper attribution to the mod team. Drop me a private message if you have direct questions regarding this or decide to go ahead with the project, and I can work out the specifics. Nick
  8. 3CB BAF Vehicles

    Confirmed bug, I failed to notice the logical gap in implementation - the new infantry access was written with the assumption that it's from the Logistics Point, and I failed to specifically add the action to the prop synced to the Module o\ I'll sort that out, good spot!
  9. 3CB BAF Vehicles

    Excuse the potato video, but here we go. As noted, the one point I meant to include but forgot, with the ACE Hellfires that use laser guidance, you can now do LOAL (lock-on after launch). As long as the laser sparkle indicator is red, then the missile will track to it after launch, even if it isn't locked on. And your edit link is from a comment on the previous pack version. If you're having difficulty getting our mods working but vanilla works, then try again with just our mods, CBA, and optionally ACE enabled. EDIT: also, your ACE link is for the wrong feature, this is the feature you want: https://ace3mod.com/wiki/feature/hellfire.html
  10. 3CB BAF Vehicles

    Are you using ACE or not? This changes how the weaponry functions, as we're making use of the ACE Hellfire module when available. Also, which Hellfire variants were you using?
  11. 3CB BAF Vehicles

    I just tested it and it works fine? I placed the barrel crates from the Prop > Supplies group, placed the Vehicle Logistics Module, and then right click > Sync To the module to the barrels.
  12. 3CB BAF Vehicles

    How do you mean doesn't have ammunition? Do you mean that there aren't any belts in the inventory? Or that there aren't any loaded? Have you checked that you've disabled the safety on the vehicle (F by default, your switch weapon keybind)?
  13. 3CB BAF Vehicles

    Yep, seems like that slipped through somehow! I've added it back into our tracking list, thanks :)
  14. 3CB BAF Vehicles

    I've created a limited number of "compatibility patches" for 3rd party content (such as RHS) to add access to the Logistics and Servicing Menus, based selfishly upon the vehicles and mods that we use within 3CB ;) However, you can add access to any vehicle by including the appropriate following snippet in the vehicle's init: //Air Servicing this addAction ["Servicing Menu", {if (player getVariable ["uk3cb_baf_vehicle_servicing_pylonsUI", false]) then {createDialog "UK3CB_Servicing_Pylons_GUI_Dialog"} else {createDialog "UK3CB_Servicing_GUI_Dialog"}}, nil, 4, false, true, "", "[vehicle player] call UK3CB_BAF_Vehicles_Weapons_fnc_can_service_air_vehicle", 10]; //Ground Servicing this addAction ["Servicing Menu", {if (player getVariable ["uk3cb_baf_vehicle_servicing_pylonsUI", false]) then {createDialog "UK3CB_Servicing_Pylons_GUI_Dialog"} else {createDialog "UK3CB_Servicing_GUI_Dialog"}}, nil, 4, false, true, "", "[vehicle player] call UK3CB_BAF_Vehicles_Weapons_fnc_can_service_ground_vehicle", 10]; //Logistics this addAction ["Logistics Menu", {createDialog "UK3CB_Logistics_GUI_Dialog"}, nil, 3.99, false, true, "", "[vehicle player] call UK3CB_BAF_Vehicles_Weapons_fnc_can_load_vehicle", 10]; This is also on my list of things to be included/improved in our documentation :)
  15. 3CB BAF Vehicles

    Hmm... I can't see that we've properly published that anywhere - I'll make a note to get that sorted out! In the Logistics Point or Logistics Module's options in the Editor, there is now a field where you can type in the classnames of any crates you want to offer as a comma-separated list. So if you wanted to offer none of the default loadouts but just a Vanilla Ammo and Grenades crate, you'd type Box_NATO_Ammo_F, Box_NATO_Grenades_F into the text field, and then untick all the BAF options below. Let me know if you want further clarification :)