BvB1
Member-
Content Count
35 -
Joined
-
Last visited
-
Medals
Community Reputation
23 ExcellentAbout BvB1
-
Rank
Private First Class
Recent Profile Visitors
-
RHS Escalation (AFRF and USAF)
BvB1 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If reading that literally, I think he means for scripting command etc, like xxx moveingunner yyy, xxx assignasgunner yyy- 16573 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Those were just poles placed in likely landing zones to impede airborne operations. The ones with mines were placed in the water such that incoming landing craft would hit the mine and/or capsizevif they tried to pass them. The gates (element c/Belgian gates) were originally moveable anti-tank obstacles that the Germans recycled from existing French & Belgian defensive works. On the beach they could block landing craft or landed vehicles, channeling their approach into mines, preregisrered artillery, pillbox fields of fire, etc. -
I love this map. Not being breadboard flat makes a massive difference for infantry combat, particularly love combat in the built up/green zone.
-
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
IIRC they simply have too high a rate of descent. Assume it's config related, little you can do. Someone got the "Rupert" chutes mixed up with the real ones. 🙂 -
Is the server using a "normal" steam install? In that case it would be -mod=!Workshop\*name of mod*
-
Question for the makers, is there any way I might have access to an un-obfuscated version of the maps, or at least the Henderson map, to make a map index for the ALIVE mod? It seems someone did this about a year ago but it wasn't handed off to the devs for inclusion so there's none now. Since ALIVE's index creator reads building locations etc to create it's spawn/objective zones it won't work on the obfuscated ones. Thanks if so, and thanks for the continued work even if not. 🙂
-
Secret Weapons (old version - discontinued)
BvB1 replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did a quick test with an Alive mission and USN/IJN are definitely working 🙂 -
Secret Weapons (old version - discontinued)
BvB1 replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First, thanks for more toys. 🙂 One thing I noticed, while the units have the "correct" side=x set (correct in so far as matching with Iron Front, Faces of War etc, Soviets/Red = 0, Axis/Blue = 1, Western Allies/Green = 2), the factions in the config are still using the old side arrangement so they mismatch. This only becomes apparent in specific situations, for example using ALIVE mod with your aircraft, it will fail to initialize the air component as it thinks it's an enemy faction. -
ai mod [Release] Vcom AI 3 - Dangerous AI
BvB1 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes please if possible get it squared away with HC. Been using them together for a long time and without VCOM just isn't the same. -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Poor bastard, if only he knew it was full of hats. -
troubleshoot Unknow problem with my server
BvB1 replied to Boleqs's topic in ARMA 3 - SERVERS & ADMINISTRATION
Have you logged in as admin, and tried #missions, or else set the vote threshold to 1? I remember my server (though win 7, later 10) did this if I did not do one of those. Think it wanted 2 or 3 players minimum by default to activate the vote screen, so unless using the admin command to select a mission it would sit idle. -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hopelly we'll be able to get the full res versions someday. Shame we can't see all the great assets/work you guys do as they are meant to be on our end. -
ai mod [Release] Vcom AI 3 - Dangerous AI
BvB1 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I haven't done a test of non VCOM "danger" behavior since many alive versions ago (well over a year) as I tend to place off map, remove fuel etc. , but back then they could still move if enemies were nearby/fired upon them. When I left VCOM active, if it took over they'd act much more aggressively, 2S3s hunting down infantry etc. -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looking forward to the release. That guy in the chair learned when the feldwebel said forced hydration, he meant forced hydration. 😁 -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You want to get the part name etc from the config viewer, then use that in the unit's init in editor, script etc to animate the objects to appear as you want. Eg for the Horsa, in it's init put this animate ["cargoBay",1] swap cargobay for canopy or doorL and the respective part will open at the start of the mission. Use script etc. to set back to 0 to close it again.