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Devastator_cm

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About Devastator_cm

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  1. for cycle, you need to add a new convoy call into the ConvoyEnd.sqf. So that SQF is called when last wp is reached. You can there use the convoy ID to capture the right convoy's end, and then start an new convoy movement
  2. is there any manual which explains how to use the fall of shot information of nite to correct mortar fires? 😕
  3. hmm, worst case scenario via scripting you might force them to stay on deck after they hit the deck (EpeContactStart event handler might help) till they got trapped
  4. did I get the issue correct, they touchdown on the deck properly but falls into the sea at the end of the deck?
  5. Devastator_cm

    RHS Escalation (AFRF and USAF)

    I wonder if that is possible with advanced flight mode
  6. that thing is not used anymore. All setups are done via cba_settings.sqf
  7. is there a way to drop multiple cargos from aircrafts via ace3 logistic? I cannot pick more than one item and reopening the drop menu for each item loaded is a bit cumbersome... Would be nice to have a way to drop multiple items one after another via multiple selects
  8. is it possible to disable the gps panel eventhough a player has gps item in its slot?
  9. maybe you can also consider to put a whitelist so when someone uses whitelist only those weapons becomes available and nothing else. There are too many weapons in FIR and just to give a small set of it will require a bit blacklist
  10. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    if we make it realistic, then there will be no need to the resuply ship as in reality those ships carry so much ammo that you cannot spend in a coop mission
  11. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    and unfortunatelly AI is not doing that atm
  12. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    that is a active radar homing missile. You are not locking with it, you fire it and when its sensors are on it aims to the first ship in his search cone therefor you might easily shot a friendly unit when you fire it in a bad angle and again therefor there is a self destruct by harpoon missiles to prevent any mistake in case missile goes out of target zone without finding a ship. So what you suggest rearding a variable to mark missiles with sides is not how the missile works in real life
  13. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    at the moment not really/ You can keep the ships a bit far away from each other so the other ship will not think that the missile is coming towards him. Evaluation of defence is based on the missiles direction and possible scan cone of the warhead. If friendly ship is not in this scan cone, it will not engage
  14. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    you mean other friendly ships around that AI ship?
  15. Devastator_cm

    synch Getin/out Animations with Doors

    last question, is there a way to keep the doors open after get in? Especially by cargo doors of MRAPs, it takes time every time to play the animation when 10 player is trying to get in as door is closing every single time even though it is manually opened
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