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Reble_45

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About Reble_45

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  1. Reble_45

    Tanoa discussion (Dev-Branch)

    Ok, so the visual upgrade on unenterable buildings is great. Now, why are 90% of the buildings undestructable? Especially the buildings that are enterable? Mods such as ALIVE use those buildings as insurgent installations, and trigger the installation as dealt with when the building is destroyed.
  2. Reble_45

    Spyder Addons

    I guess I am just having trouble getting it to work at all. I know as zeus, there is a way to change a players side, perhaps a rework to have it set you as a civilian, and then as soon as you draw a weapon, make you blu_f again? Just a thought.
  3. Reble_45

    Spyder Addons

    Spyder, first off, excellent work brother. I am loving the mod. A few questions. First off, it seems that ALiVE now has some firm of civilian interactions built in now. Would it be possible to have your mod supercede theirs. It gets confusing when you have multiple options that say search, detain, interact, ect. Also, I'm a little unclear about how the detection module is supposed to work. Currently I have a blue force fighting FIA and syndikat forces on tanoa. I waneed my guys to be able to go native and check stuff out. Set up the module, put all the configurations in, synced the module to all my players, and no luck. I tried removing all items off a player and going out with only civilian cloths, still no luck. Getting engaged at over 500 meters, so they haven't even had a chance to see me. I'm confused and the wikids has little to no info on how this one is supposed to work. Am I missing a step or something? Thanks in advance.
  4. Reble_45

    POOK SAM PACK (May 2022)

    there is a typo in the code in the guide. init on planes should read, if I'm not mistaken Guide reads
  5. Alright, so I guess what I was doing wrong was executing the SQF from the init file, but your saying I need to execute it on a Game Logic module in game. So if I understand what your saying correctly, I should place my object, put who/what I want in it, make it flying, set a trigger directly in front of it, and have said trigger linked to the game logic module, and when triggered, it will set the unit to play back the unitPlay file. Am I getting this right?
  6. well, I worked out the ramp. The Geardown did not work, the engineon did not work. But this all seems to stem from the unitPlay being ran. You would think this would be easy enough for BI to implement. I mean you record the flight path, the way it fires, why can we not record the actions we take while flying as well? Seems a bit daft if you ask me.
  7. could me Could very well be. Now if I could just get the AI to fly the thing worth a damn, or more specifically, land it decently.
  8. I am having the exact same issue on the new V-44 Blackfish, unfortunately the AI is horrible about landing this beast, so unitPlay is my only option, but it lands on its belly, and then shuts off the engines, and flys away again magically. mind pasting the code, minus the actual pathdata here?
  9. Confirmed working on V-44 Blackfish as works like a dream
  10. The LandGear Command says Description: Lowers the landing gear of an aircraft. Only works on player controlled aircraft. , is this incorrect?
  11. Reble_45

    Limit Virtual Arsenal items

    This makes more sense, haha sorry for the confusion. This is a bit above my comprehension level, I'll let the experts do their thing here. :-)
  12. Ok, so here is the deal. This may be an issue with the new vehicles, but I'm not 100% sure. I'm using the BIS_fnc_UnitPlay function, I've done both movement and firing recording, and they are both working, however, actions I took while recording are not being played back, such as gear down, ramp down. First few times I ran this, it was fine, however, as I've continued making the meat of the mission, I ran into the issue of the aircraft not putting gear down when landing, the crew shutting down the engine after a few moments on the ground but playback continuing, and now, I can't get the cargo units (player controlled AI) to disembark. I'm at wits end here, and would appreciate some ideas on whats going on. see attached video. Thanks in advance. https://www.youtube.com/watch?v=ZPh4NSrxOnI
  13. wouldn't this be an issue with the amount of bodies you are allowing on the map before the Garbage Collector kicks in? I would try changing that setting and see if that fixes your issue.
  14. Reble_45

    Limit Virtual Arsenal items

    I guess maybe I'm missing the issue here. I've had no issues with using the Eden Editor to place an Ammo Box, switch it to a virtual box, and then edit what I want to be available in that box. I've used it with CUP's weapons and don't remember having any issues there. Am I missing something?
  15. NM, I can post a new thread now :-) Sorry about the attempted Hijack
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