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Iron_

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Everything posted by Iron_

  1. TeTeT, Fantastic work on the Nimitz thus far! Could I make a request for a minor feature/compatibility-bug-fix-thing with ALiVE? As reported here, your assorted carrier objects are capable of being virtualized by ALiVE when they spawn in, and being accidentally vanished into the great beyond for virtualization assuming the mission editor isn't using the "virtualize only sync'd objects" option. (And depending on the mission, that may be the more desirable setting.) However, as noted here, objects can be blocked from any virtualization with an object setVar. Would you mind including that setVar ( _thing setVariable ["ALIVE_profileIgnore",true] ) on all of your objects' inits? ALiVE won't become a dependency, and I'm sure that little bit of hidden extra compatibility will help a lot of folks who might not be able to figure out why their Nimitzes (Nimitzi?) are disappearing! Thanks!
  2. Loving the Su-22 teaCup! It is a fantastic mod and very well done. If I might make a few very minor requests for slight config changes for better ACE compatibility if you ever get around to releasing a 1.2: Could you make a change to the default crew class: crew="O_medic_F" to crew="O_pilot_F" Not a big deal for base gameplay, but with ACE's stock G-LoC effects, non-pilot slots might as well be armchair pilots for all the G loading they can handle. Likewise, if you could add the canLock = 2; to your TCP_R60 and TCP_FAB500 cfgWeapon classes. class TCP_R60: Missile_AA_03_Plane_CAS_02_F { canLock = 2; ... Again, for stock gameplay inheriting from parent classes is fine, but ACE digs in and resets canLock to 0 or 1 for parent classes, which your weapons then inherit and lose the ability to lock onto any air targets/laser designators. (I realize real FAB-500's are unguided ordnance, but my guess is your intention is to let them lock designators for gameplay purposes.) Much appreciated if you don't mind releasing an update. I have on my far-too-long to-do list to see about making the parachute multiplayer friendly by default. I'll certainly let you know if I get around to it. :)
  3. Iron_

    ATLAS Mod: LHD Plus

    GloryAndPain, thank you very much for all the kind work with the template for making use of VVS on the LHD! It was fantastically useful. As you were so kind to go to the trouble of making it for the benefit of the whole community, I thought I might take a look at updating VVS to address some of the issues you had with it. Here is a new version of your template with those updates, hopefully you'll find it useful. :) https://www.dropbox.com/s/xt02g8p83msacra/LHD_Implementation_updatedVVS.Stratis.pbo?dl=0 I think I caught all of the things you found irksome, and in this updated template I've tried to provide examples of various ways to implement the improved VVS features. If it turns out I broke something or there are other tweaks and adjustments you might like, please let me know! The full VVS changelog, usage instructions, and a bunch of examples are at the top of VVS\configuration.sqf, but I'll mention the changes here in case anyone else reading this might find it similarly useful.
  4. Iron_

    Arma 3 Notepad++ Syntax Highlighting

    It isn't the plugin from the OP, but it may be useful as an alternative (in fact, I originally found it from this thread over a year ago!): Killzone_Kid's Np++ SQF language file I find it works well, and he does continue to update it.
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