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t.a.6

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Everything posted by t.a.6

  1. It have sentry waypoint, but next .. ``'(|not only `the waypoint|).
  2. Difficulty settings per mission and "game settings" at mission's screen is good ideas, but would be nice to have ability to create multiple custom presets.
  3. Guies it's not normal \|/ (artillery added to gaia via command with " "move" " argument) or its civilian's ? (just now saw what it can be theirs waypoints)
  4. Do anyone know how to handle leaving |,| entering "remote control" ?
  5. Anyone know why? _this addaction ["t",{_this select 0 globalchat "t";},[],10]; , _this action ["t",_this];
  6. 1 more suggestion, would like to can choose "land" waypoint type.
  7. Is it possible to get arma 3 's recoil with the mod. And will effect of "tactical glasses" be fixed ? (they are transparent, not yellow and "shades" are black)
  8. Igitur, on 02 Mar 2016 - 16:52, said: Thanks for answer, will check 'enemy's markers' more precisely (checked: b.i. 's military symbols have something wrong (still showing enemy's position when no chance anyone could know it, but markers disappearing)), we are playing most realistic is possible and using "cTab" and others for it, so would like to have ability to disable the markers on map, if you could add it, it would be great (and if the option would have choise- to show: only enemy's markers, all, none; would be even greater ) ). Thanks for mod.
  9. Small request: can add "black box" item from ARP2 with size ~ 3/4 of "assaultpack"'s space ?
  10. Suggestion: http://www.armaholic.com/page.php?id=22059 Sad what the script doesn't working anymore, got a thought what it would be great to add to ACE3. And if someone can answer: what need to do for get Arma 3 's recoil with ACE3 ?
  11. Hi, began examining the mod, usefull, but got few questions: Does enemy's markers disappearing? How to disable friendly markers?
  12. Wasn't sure it will work if i'll do that, but looks working, great modulating, thank you. Good work, good mod, thankss to developers, will be part of our collection.
  13. Hi, like the update, nice work. But can someone answer the question please? #2595
  14. ACE3 have a lot of things what i like, so i would like to use it in our games, but the medical system isn't compatible with ai, so is it possible to completely disable it?
  15. Hi, wasn't sure the topic exist, first want to tell huge thank you for the (unspeakable) mod, its one of most important mods we are using, we using it every time we are playing, without of it would be very bad. Curious why it isn't present in P.W.S. ? Would like to give 1 more vote for sharpie7051 "request", but afraid it's not so easy. And: would be nice to have ability to control "fly height" in both the interfaces (it shouldn't be difficult to add there is a commend for it, just would be nice to have it in the interfaces (h.c. - i usually have each chopper in own groups)).
  16. Don't think so. Do anyone know when MCC's modules will work in "EDEN" ? (Commoooon, without MCC's " small protection " option for |'vests's setting'| the game iis horrible ) ).
  17. Its present from Ilias, we didn't wanted to release it like that, but afraid we are busy now, so the release could be far away, so we sending it like that, in the video you'll can find all information how to use it (all video showing new features until over), Ilias sends sorry for little developing process in the video. All working. https://youtu.be/RJ68pZ-1PbA Pass string or object as cargo and if the helicopter can sling load it he will. "p"- If 'carrier''s heigh < 10 - objects|units will be moved to ground around (can use for deliveries). use ["s",[|o||u|]exec.. for send objects|units to '"safe"|"storage"'. ``(the video is showing how it's working, use it like: 2 "ch-67", big container, "a-99"|"a-143"; 2 "ch-67", "M2A1"; 2 "ch-67", big container, 2 "hunters"; "p", mh-9, ammobox; ...) Download. Installation: Files in mission's folder. Create "invisible helipad" gos '`(variable name) somewhere outside of active areas. Using KK paradrop for effects thanks to author (sorry don't remember who's the script). By Ilias, t.a.6.
  18. As i writed we didn't planned to release it now, but published because release can be far later and someone may would like to use it. We do not have time now, the video is "'captured'" test + ~7 minutes for showing.
  19. t.a.6

    Custom commands

    Can't add anything to communication menu. class CfgCommunicationMenu { class ccomma { text = "Mark by smoke"; submenu = ""; expression = "[]execvm'sma.sqf';"; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa"; cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; enable = "1"; removeAfterExpressionCall = 0; }; class ccomm { text = "Drop oc0"; submenu = ""; expression = "[]execVM'sm.sqf';"; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; enable = "1"; removeAfterExpressionCall = 1; }; }; Is something wrong?
  20. t.a.6

    ATLAS Mod: LHD Plus

    Execute in debug console (will spawn in front of camera). create3DENEntity ["Object","ATLAS_B_LHD_Helper",screenToWorld [0.5,0.5]]; |"ATLAS_O_LHD_Helper" |"ATLAS_I_LHD_Helper"
  21. I need to they execute action if player leaving the "control" didn't executed it.
  22. t.a.6

    [R3F] Logistics

    Blacklist is what will not be in factory, use whitelist.
  23. ```" remote control " " zeus " " module " !!!
  24. Thank you :-) You are welcome ) .
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