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Knight81

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Everything posted by Knight81

  1. We still using this "old" script and loving it. Is any update planned in the near future?
  2. Ah, thx for the answer! ๐Ÿ™‚ 18 days ago? Oh sorry I must have looked at the wrong place. Where can I find the last commits? I looked at this page here: https://github.com/michail-nikolaev/task-force-arma-3-radio/compare/1.0-PreRelease...0bb41e261caefa3206b49ea1673cc7793e364f26 Yeah, you're right. TFAR is nearly perfect ๐Ÿ˜„ It was more a question if you have further plans and ideas (new features, improvements etc.) with TFAR like e.g. mobile antennas that can be build up or smth like that. Or maybe a (hand) gesture when someone is yelling or an indicator when someone is whispering to me. Stuff like that ๐Ÿ˜„
  3. TFAR still works pretty well and we really love it but is it correct that the last commit on github was the 03 Oct 2019? Does the mod have a future or are you busy with other topics Dedmen? Anyway, thank you so much for your fantastic mod. We use it since the first day and it worked every time really good! We see that there are coming a lot of new changes in ACRE and we wonder if there will be any innovations with TFAR?!
  4. Good news ๐Ÿ™‚ Thank you Dedmen! You rock!
  5. Hey Dedmen. I just wanted to ask if you continue to work on this great mod? The last update seems to be a long time ago?! Thank you for this fantastic mod and all the time you have invested in it. ๐Ÿค—
  6. Knight81

    Redd'n'Tank Vehicles

    By the way: Thank you so much for your help and this awesome Mod! ๐Ÿ™‚
  7. Knight81

    Redd'n'Tank Vehicles

    Hey Guys. Is there already a fix to download? I have one more question. I've placed some AI "MG3 AI Lafette" or the AI GMW but they don't shoot at enemy's. Seems that they also have no ammo or so? Any idea? I gave them full ammo and skills etc. and also when I give them the order to attack they don't shoot. ๐Ÿ˜•
  8. Knight81

    LAMBS Improved Danger.fsm

    Hey guys, I have a short question. Do we have to enable this mod a) only on dedicated server b) on dedicated server and also on all connected headless clients c) all clients and server We are using our dedicated server with two headless clients and I want to know if they also need to start this mod. Thx ๐Ÿ™‚
  9. Knight81

    Redd'n'Tank Vehicles

    Awesome, thank you ๐Ÿ™‚
  10. Knight81

    Redd'n'Tank Vehicles

    Hey guys. Is there a known bug with the MG3 ammo since the last version? If we take this ammo from Arsenal it will be converted automatically to medic stuff?!
  11. Knight81

    [IceBreakr/IBIS] Fapovo Island

    Looks great. Hope it will be compatible with Alive Mod soon so we can use it for our missions. Or is it already indexed?
  12. Knight81

    LAMBS Improved Danger.fsm

    Looks easy, thank you. I will try it out ๐Ÿ™‚
  13. Knight81

    LAMBS Improved Danger.fsm

    Thank you very much LSValmont. ๐Ÿ™‚ Is that possible to initialize all BLUEFOR units? Means all helicopters, vehicles, persons etc. from this faction within this forEach? Because we have a lot of missions and units and it would be such a big effort to find any name etc. I'm searching for a generic way which works in each init.sqf without finding/typing all unit names.
  14. Knight81

    LAMBS Improved Danger.fsm

    Awesome mod ๐Ÿ™‚ I have a short question: Can I disable this mod for specific factions or groups? We have some BLUEFOR Guards in our base and they should hold the position (disableAI Move). But when shorts are fired they start running and leaving there positions. It would be cool to disable the mod for own units like BLUEFOR.
  15. Knight81

    ADV - ACE CPR

    Hey Belbo. It's a shame that you don't want to continue developing this awesome mod ๐Ÿ˜ž Our clan really loves your mod and I think it is the base for other mods like KAT, isn't it? I hope you find your way back to Arma. You are very valuable to the community. ๐Ÿ™‚
  16. This is really our favorite map! Thank you so much for this! But are you able to fix the coordinates in this map? They are not correct so we can't work with CAS / Artillery etc. GPS, Navipad etc. shows wrong position (coordinates).
  17. Knight81

    Eurofighter Typhoon AWS

    Is this mod still in development or is this project cancelled? There is no update since 4 months and the AWS menu still doesn't work ๐Ÿ˜ž
  18. Knight81

    Eurofighter Typhoon AWS

    Hey guys, I'm using Eurofighter version 2.0.4 and FIR AWS 2.85 and I'm not able to change the loadout via AWS menu. Is there any way to change the loadout during a mission? Thank you!
  19. Knight81

    Eurofighter Typhoon AWS

    Cool thank you very much. Will you update the version on armaholic or where can we download it?
  20. Knight81

    Eurofighter Typhoon AWS

    I have the same problem with the GPS coordinates. I've set the coordinates as described in the manual and send this data to FCS and set the mode to "GPS" but the Paveway II Enhanced doesn't hit the target.
  21. Knight81

    Eurofighter Typhoon AWS

    Thank you so much, fantastic!
  22. Knight81

    Eurofighter Typhoon AWS

    Awesome work! Thank you so much for that! :)
  23. Knight81

    Eurofighter Typhoon AWS

    Awesome. Really good news man! Great! Do you have a quick fix for the newest FIR AWS?
  24. Knight81

    Redd'n'Tank Vehicles

    Sorry but this doesn't work. I have placed an empty Wolf and turned on the Light and Beacons with a trigger. Both turns on but without the nice effect. When I'm moving into this car I have the option to turn on the Rundumleuchte although it's already on. Any other idea?
  25. Knight81

    Redd'n'Tank Vehicles

    Awesome work! Do you know how I can activate the "Rundumleuchte" of the Wolf with a script / trigger? This code activates the "Rundumleuchte" but unfortunatly without your cool bright light-effects (it just blinks very dark). this animate ["BeaconsStart",1]; Thank you!
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