Jump to content

ramnily

Member
  • Content Count

    8
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About ramnily

  • Rank
    Private
  1. ramnily

    NIArms Release Thread

    My point might have been missed here. THe point was that the mg42 RPM ingame is more accurate to the mg3 RPM IRL. Hence if upping the RPM on MG3 ingame to the same as the mg42 was possible.
  2. ramnily

    NIArms Release Thread

    Please forgive if this is out of place in this thread . The MG3 , it needs a tad faster rate of fire. THe mg42 has the rate of fire the mg3 is supposed to have. Just feels weird to have an old mg42 in a 1990 scenario :P
  3. ramnily

    NIArms Release Thread

    PHEW nice!!! thanks for answer war_lord :)
  4. ramnily

    NIArms Release Thread

    Hi, We still have problems with NIarms weapons since the sound occlution patch. aka if two ppl sit on oposite sides of an object (can be a bush, crate, wall.. etc) we cant hear the shots. only the bullet cracks. This is pretty gamebreaking. I have tried re-downloading it and launching it seperately but its still the same problem. Has this been fixed for anyone else with NIarms weapons?
  5. If you run in to any problems let me know. Dont know what level you are on in regards of scripting and editing so just let me know :)
  6. Tested and Works. mission does not end (unless you script it that way). no more collective respawns after tickets has run out.
  7. Respawntickets are always managed by the server. So you'll need to include it in initserver.sqf (https://community.bistudio.com/wiki/Event_Scripts). You can query the remaining tickets with: [west] call BIS_fnc_respawnTickets; (e.g. hint str ([west] call BIS_fnc_respawnTickets;) Your respawntemplate should include tickets: respawnTemplatesWest[] = {"Tickets", "Other", "Other"}; See: https://community.bistudio.com/wiki/Arma_3_Respawn and https://community.bistudio.com/wiki/Description.ext You can start dedi server and 2 clients using the Arma3 Launcher to test You can set tickets per side as follows: [WEST, 10] call BIS_fnc_respawnTickets; Make sure you enable tickets in the respawnTemplatesWest (description.ext)
  8. I could really use help with the same thing. Only thing ive found so far is that mission ends when respawn hits 0. I do NOT want that.. I want my faction to have a max number of respawns in total (this includes Join in progress aswell I belive, thats ok). and when respawns hit 0, just meens when you are dead you cannot respawn anymore. anyone?
×