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Devastator_cm

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Everything posted by Devastator_cm

  1. Devastator_cm

    Reflectors

    I have a weird issue with the class Reflectors... I have a base vehicle where I defined common reflector subclasses and when I inherit this custom base class to create new config entries for other vehicles I am facing issue if I add a new subclass to the Reflectors which is defined in base class. When I check the vehicle it shows actually all the base Reflectors which I defined in base class in addition to the extra class which I add only by the inherited vehicle but they do not work! Why inheritence is not working by Reflectors class? Does anybody has any idea?
  2. Hi Guys, does anybody know how to add animation sound to turn in and out actions in vehicles? I can easily add sound to door animations via CfgAnimationSourceSounds but it does not work by turn in/out actions. Does this needs to be handled via event hanlders or is there a better way to do it? Thanks in advance!
  3. Devastator_cm

    Task Force Arrowhead Radio

    nope. I didn't face any issue. Just do your CBA configs properly based on the new mod
  4. is there any further documentastion regarding the misile guidence framework which explains the seeker types, attack profiles etc.? There are many settings which should be used for modded weapons but there is no document which gives info which one does what
  5. are the compat files server side only stuff? I just heard something like that today and wondering if I was making mistake to load ace 3 and all the compats both by server and client 🙂
  6. 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
  7. is there any manual which explains how to use the fall of shot information of nite to correct mortar fires? 😕
  8. 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
  9. did I get the issue correct, they touchdown on the deck properly but falls into the sea at the end of the deck?
  10. Devastator_cm

    RHS Escalation (AFRF and USAF)

    I wonder if that is possible with advanced flight mode
  11. that thing is not used anymore. All setups are done via cba_settings.sqf
  12. 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
  13. is it possible to disable the gps panel eventhough a player has gps item in its slot?
  14. 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
  15. 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
  16. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    and unfortunatelly AI is not doing that atm
  17. 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
  18. 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
  19. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    you mean other friendly ships around that AI ship?
  20. Hi All, I am looking for a config based solution to let the soldiers get in/out from vehicles only after necessary door animations are played. Is there any solution for this without scripts? At the moment I see only RHS has such functionality but I do not see (or overlook) any EH which they use. So it is kind of mystery how that animations are working with in synch to the actions 🙂 Thanks in advance
  21. 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
  22. I have to see the setup and have some chance to debug it. Maybe something is deleting the markers in behind (another mod or script or whatever) on the map so when vehicle reaches last WP the new re-start is not happening?
  23. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    define fully texture please?
  24. Devastator_cm

    synch Getin/out Animations with Doors

    Works but getting a weird animation at the start. Soldier jumps up and then comes to initial position where it uses normal animation to get it. It is happening by each doors of the vehicle. Did I miss something in config setups? 😕
  25. Devastator_cm

    synch Getin/out Animations with Doors

    aaaand it works 🙂 Awesome! Thank you for the hint Reyhard 🙂
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