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Everything posted by CreepPork
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This is a known issue and has been already resolved in the 0.1.0 development branch which is available at our GitHub repository. We now have an option to either add all weapons to the driver or gunner. To pick for each weapon to be assigned to each driver or gunner requires a redesign of our dialog system, which isn't coming soon.
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You can only add different explosives by modifying the source code. The action is not available for the Curator. Players only can open the doors. This is an issue and I'm looking into it.
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["Money", "Edit Cash", { // Show our dialog private _dialogResult = [ "Money Menu", [ ["Money", ["Add","Subtract","Show"]], ["Set Money", "", "0"] ] ] call Ares_fnc_showChooseDialog; // If cancel was pressed if (_dialogResult isEqualTo []) exitWith {}; // Get our info from the dialog _dialogResult params ["_moneyAsset", "_cash"]; // Parse the string to a scalar (it doesn't return scalars but strings!) _cash = parseNumber _cash; switch (_moneyAsset) do { case 0: { // Global value is MoneyAsset! MoneyAsset = (MoneyAsset + _cash); systemChat str MoneyAsset; }; case 1: { MoneyAsset = (MoneyAsset - _cash); systemChat str MoneyAsset; }; case 2: { systemChat str MoneyAsset; }; }; }] call Ares_fnc_RegisterCustomModule; This should work, I'm not sure.
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In my view, this would be quite challenging to implement. It could be done, the movement of the helicopter but to make the helicopter AI actually engage targets would be most likely over the boundaries of Arma 3 AI.
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I honestly cannot answer this comment, as I didn't make this and you should ask Kex. Also, never used the CfgRemoteExec so I have no idea. Searching the Biki could provide some answers though, faster than Kex will probably come online.
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I'd greatly appreciate if you would create a Pull Request and implement it yourself, as a learning experience as well. But if you do not feel comfortable at least link this Pastebin file in the GitHub issue page of your issue.
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@7Cav Whitsel There are two Advanced Composition modules, one is in Spawn category - which spawns your compositions and the second one is in Development Tools, where you can edit Advanced Compositions.
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Hi all, In collaboration with Kex, I have joined the development team. As Kex is currently quite busy, I'll try to do my best to keep improving Achilles. Currently, I'm focusing on the bugs and any issues associated with that. We also created a Discord server that you can all join and help us with various bug reports and other things.
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This is a game crash bug that comes from the 1.76 patch, it has no association with Achilles. If you have an error that you definitely think is a fault with Achilles, then please post steps to reproduce. This bug has been already fixed in the Profiling branch of Arma 3.
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I'm currently not planning ACE compatibility for the IED module, maybe the master Kex is, but I am not. I'm more looking into converting MCC's Ambient Civilians module.
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Yes, that is the only way to detect a IED. As the actual explosive is spawned after all the conditions match and its going to explode.
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It has no functionality as such to be detected with the mine detectors. I didn't find any way of adding the object as a explosive using the ACE explosive framework to make it work with the mine detectors. I could have used a way to spawn the explosive first and hide it, but that might not have worked.
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As you can sort of remove PBOs from ACE3, and disable certain things, ones that you can't disable through the ACE3 Config Export thing. If the Zeus has this module removed then no ACE3 compatibility. If the Zeus has left it in it will use it, no matter if its disabled in the config export.
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With thanks from shay_gman, I'm the bugger who built the damn thing for Achilles, I was looking into ACE 3 Interaction compatibility. The thing is I really liked the vanilla interaction menu. So I built upon the vanilla one. And it is compatible with ACE3 if the Zeus who placed down the module has ACE3 Explosives loaded, then any players who will approach the IED (and if it can be defused) will require the ACE3 defusal kit. It doesn't check if the player is actually a explosives specialist. For the radio IEDs, I updated the GitHub wiki which discusses this topic.
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Is it just me or does the Eden interface get really small when you set your interface size to Small? Compared to the main branch, it looks ridiculously small, but if you set the interface size to Normal it looks good again.
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KetsuCorp: General Equipment Addon Release (GEAR)
CreepPork replied to ketsucorp's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay, thanks! -
KetsuCorp: General Equipment Addon Release (GEAR)
CreepPork replied to ketsucorp's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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