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29 ExcellentAbout madpat3
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Jägerbataillon 533
Teamspeak 3: ts3.sixbitunder.com
six.jgbtl533 | Patrick
@ACE3;@BWA3;@CBA;@ACRE2
https://arma.sixbitunder.net/addons/2_public/
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you mean i have to seek a radius of 4km, in order to find a hideout?! no hints getting closer like 3000m, 2000m, etc.?! wow, that's some hard stuff! ☠️ ace is good for us ☠️
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and how about the intel for the hideouts? everytime i get new intel, a new marker is placed on map (!). but it is always 4000m.
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well, this doesn't work, or maybe i did it wrong. nevertheless it works with ace, since there is an option to respawn players with equipment they had before dying. (issue closed 😉 question: is the civil-reputation-level stored, or do i have to define it everytime i restart the mission?
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ok, initial spawn (when you first connect to the server) works with the "define_mod.sqf". but when i respawn it doesn't. i want to have certain "acre-radios" in inventory, so i wrote something like this in the "define_mod.sqf": private _radio = ["tf_anprc152", "ACRE_SEM52SL"] select (isClass(configFile >> "cfgPatches" >> "acre_main")); how do i get this into, so it also works with respawned players?
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where can i set inventory of the players, on initial spawn and then on respawn, too?
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ai mod [Release] Vcom AI 3 - Dangerous AI
madpat3 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
is this right? because the link on first page leads to a folder called 3.0 -
not that i knew of. only if a vehicle is locked up by module and the player is syncronized with it. then the player is automaticaly equipped with the key. and for the vehicle, you can only add spare wheels and spare tracks with the checkboxes in attributes. excellent! this works just fine! thank you for the help. (info: we need the car keys, because we play with Vcom and to prevent the ai from mounting vehicles, we lock them up. and we play with a fuel consumption script, so we need to watch our fuel level as well).
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how about the cargo content. for i put this in the vehicle's init-line: this addItemCargoGlobal ["ACE_key_west",1]; ["Land_CanisterFuel_F", this] call ace_cargo_fnc_loadItem; but in won't be stored, either. i think i have to put it in the "respawn-script", but where and how?
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is there a way to make a vehicle a "medical vehicle"? i did, but when it's wrecked and repaired again, it is no longer a medic vehicle.
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a.i. Tactical Combat Link - TypeX
madpat3 replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
how can i change the skills of the ai (aiming, reload speed, etc.)? -
some issues i found so far: -wso can't stabelize target's camera -pilot can't steer the plane with mouse while in pilot's camera. only with W,A,S,D or maybe joystick -weapon pylons for the middle section are mirrored in the wrong direction (should be top to bottom, not left to right) -weapon pylons can't be configured nor rearmed (only repaired/refueled) during mission. -weapon pylons should be capable of loading GBU 24 and GBU 54 as well -and the pylons could be made ace-compatible so you can configure them during mission via ace-interaction. (https://ace3mod.com/wiki/framework/pylons-framework.html)
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the thing is, you have to do the settings, while creating your mission (before loading it up onto the server). some settings can't be configured afterwards.
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a.i. Tactical Combat Link - TypeX
madpat3 replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that fixed it. -
a.i. Tactical Combat Link - TypeX
madpat3 replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
so i tried to put the script version in a mission. it works now. but everytime i attack a vehicle an error massage appears, saying can't find sound xy. where do i put those soundfiles? -
scalp-er has too less power. tested with csat varsuk tank. sometimes it took two of those missiles to destroy it. a missile that big, should always blast a tank to hell.
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