t.a.6
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Posts posted by t.a.6
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Do anyone know how to handle leaving |,| entering "remote control" ?
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1 more suggestion, would like to can choose "land" waypoint type.
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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)
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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.
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Small request: can add "black box" item from ARP2 with size ~ 3/4 of "assaultpack"'s space ?
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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 ?
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Hi, began examining the mod, usefull, but got few questions:
Does enemy's markers disappearing?How to disable friendly markers?
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Should just be able to remove the pbos files you don't want to use, so in your case the medical pbos.
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.
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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?
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If you are making standalone missions, you can edit the module settings by saving the mission as a non binary and use Notepad++ or other text editor to set the variables manually in the mission.sqm.
*.*.*. ``(forgot about), thanks ) .
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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)). -
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 ) ).
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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.
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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.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;
...)
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.
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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?
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Whether it is in the 3D editor?
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"
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Well, if you remote control them, then you can trigger those actions just like a normal player would.
I need to they execute action if player leaving the "control" didn't executed it.
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Blacklist is what will not be in factory, use whitelist.
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```" remote control " " zeus " " module " !!!
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Noticed the mods after the FIR AWS with F-14 and F-15 was out, but now want to write its really very cool, + the works with Arma 3 's vehicles are great ,(Lower new vehicles, lower mods, better performance, so) we are really thankful for your work, thanks ) .
Thank you :-)
You are welcome ) .
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+ MV-22, (if " Tanoa " is how i guies * 1.2 | > " Altis " size and even if not ) ).
Tiltrotor aircraft i meant.
Please make server's name saving after changing (or some presets (maybe: menu))
(if always recreating server after some changes, every time paste|write same name is very sad).
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While using the 3D or 2D editor is it possible for me to place MCC zones and place units into GAIA?
You can set whatever zone you want prior to mission start - a zone is just a marker and you can name it whatever you like. Again a zone is just a marker.
Then put this init on the group leader
group this setVariable ['GAIA_ZONE_INTEND',["zoneMarkerName","MOVE"], true];
Where "zoneMarkerName" is the name of the zone and "MOVE" is the behavior.
The behavior can be any of the bellow:
"MOVE" - AI will patrol the zone and pursuit known enemies outside the zone.
"NOFOLLOW" - AI will patrol the zone but will not pursuit known enemies outside the zone
"FORTIFY" - AI will look for empty building and static weapons and dig inside
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Noticed the mods after the FIR AWS with F-14 and F-15 was out, but now want to write its really very cool, + the works with Arma 3 's vehicles are great ,(Lower new vehicles, lower mods, better performance, so) we are really thankful for your work, thanks ) .
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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)