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Everything posted by Devastator_cm
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the static Mxx machine guns have also config issues which breaks dedicated servers
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12 Shades of Grey (aircraft retextures)
Devastator_cm replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi man, Firewill changed his template for 4k and set a new part for tail area which impacted your re-texture mods 😞 tails by your versions have no textures right now.. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
is there any equipment to use except this parameter to fix the limping and heal the bones? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this is what I have in init.sqf to add Ace action to a truck and it works fine by me _action = ["unload_truck_w", "Unload the Truck", "",{_hnd = []execvm "unload_w_truck.sqf"}, {(!isnull W_Box_9 && alive W_Box_9)}] call ace_interact_menu_fnc_createAction; [W_Truck, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject; -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
how exactly is ace_medical_healHitPointAfterAdvBandage working? If I set this to true, when an injury is bandaged the damage becomes totally 0 right? So it makes Saline in that case not necessary to use? In case it is set to false, will medics need to give saline to make someone's damage to 0 after being injured? -
Advanced Sling Loading (MP & SP)
Devastator_cm replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
anybody figureed out how to make this mod running again? -
Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The mountain 2 has OKK and not MAK if I am not mistaken -
Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can see the dependent modes in steam easily 😉 -
HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If you find such scenario tell me as well and I give a try too 🙂- 400 replies
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- submarines
- ships
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(and 1 more)
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RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
wow nice thing 🙂- 16577 replies
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- Weapons
- Accessories
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(and 1 more)
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RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
maybe a dumb question but what are those black flag kind of things are used for? 🙂 Other MRAPs have that thingy as well- 16577 replies
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- Weapons
- Accessories
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(and 1 more)
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Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v.4.9.1 Fixed: AH-1 flare dispanser Fixed: SDV is available in Zeus Fixed: Unimogs are avaialable in Zeus -
KAR98 rifleman7 is crashing my server. I face similar issue with Ural trucks.. when I remove them from map, mission starts without problem
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Hi Robalo, just as a hint RHS and Opfor got updates recently and I guess current version causing https://prnt.sc/ou9mcj this error
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UAZ error gone but this one came up http://prntscr.com/ou9mcj
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will you guys fix the current issue only after this release is ready or there will be a hotfix soon? 😞
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Since the last RHS update, this mod start to give following error 😞 http://prntscr.com/orco00
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HAFM NAVY (Ships) - v2.0
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I found the issue in documentation Below sections are the corerct ones 4.3.1 HAFM_FNC_DIVE (DIVE) Description: Forces submarine to dive to given depth level. There are 7 different depth levels from 0 to 6, which submarine can dive. Syntax: [vehicle_name, depth, depth_level] spawn HAFM_fnc_Dive; Parameters: vehicle_name: Object depth: Depth to dive (0, 10, 15, 20, 25, 30, and 35) depth_level: 0 for surface, 1 for periscope depth (10 meters), 2 for 15 meters, 3 for 20 meters, 4 for 25 meters, 5 for 30 meters and 6 for 35 meters. Return Value: Nothing 4.3.2 HAFM_CRUISEFIRE (FIRE CRUISE MISSILE EVENT) Description: Forces submarine/ship to fire cruise missile. Object need to be not moving and hatch needs to be fully open before launch. For submarines depth need to be set properly. Details of depth range can be found under submarine section of this document. Prior to calling this command, you need to set the target location like the following example vehicle_name setVariable ["Cruise Waypoints", [[_TargetLoc, true]], true]; _TargetLoc: is an array with format PositionAGLS Syntax: ["HAFM_CruiseFire", [vehicle_name]] call CBA_fnc_serverEvent; Parameters: vehicle_name: Object Return Value: Nothing give a try. Works by me fine -
The Mighty GAU-8 Avenger (>2017)
Devastator_cm replied to Zabuza's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In dedicated I am having very long BRRRT effect from outside of airplane. Inside it sounds fine. I have JSRS loaded as well in mod pack. https://drive.google.com/file/d/1N9aE1LOZuNST3ui9hV_XjcON6SDm_4Ee/view anybody has such ultra long brrrt effect for a single burst? -
Anyone know how to use RSPN CAVE SYSTEM?
Devastator_cm replied to eststar's topic in ARMA 3 - QUESTIONS & ANSWERS
try this one https://steamcommunity.com/sharedfiles/filedetails/?id=1678490017 -
A-10 Warthog Series Standalone
Devastator_cm replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is the ACE3 Gau not working anymore? I have ace3 loaded and in the select list at eden editor by A-10, I am not seing ACE3 GAU but only No Change Standart Mighty GAU -
Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v.4.9 Tweaked: Sensors and panels by submarine and ships are improved Tweaked: Radar footprints of naval assets are improved Tweaked: Air assets textures and materials are improved Fixed: Rotation bug by naval asset turrets is fixed Fixed: Sea-Zenith fire animation fixed by Meko200TN Fixed: Akar Class Resupply ship's zodiacs are fixed -
Task Force Arrowhead Radio
Devastator_cm replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that is already a good solution for my case as we do coop against AI 🙂 So I will disable or set them all to same code and will get rid of mystery behind the long range radios -
Task Force Arrowhead Radio
Devastator_cm replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
as workaround is there a way to detect with a watcher logic such empty codes in assets and assign a new code? -
Task Force Arrowhead Radio
Devastator_cm replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
we only face sometimes issue with vehicle radios. They do not transmit to long radios by infantry although other vehicle drivers can hear them. No idea if it is an issue by the user or the mod though