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Devastator_cm

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Everything posted by Devastator_cm

  1. Devastator_cm

    Project OPFOR

    the static Mxx machine guns have also config issues which breaks dedicated servers
  2. Devastator_cm

    12 Shades of Grey (aircraft retextures)

    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..
  3. is there any equipment to use except this parameter to fix the limping and heal the bones?
  4. 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;
  5. 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?
  6. Devastator_cm

    Advanced Sling Loading (MP & SP)

    anybody figureed out how to make this mod running again?
  7. Devastator_cm

    Devas Turkish Armed Forces (TAF)

    The mountain 2 has OKK and not MAK if I am not mistaken
  8. Devastator_cm

    Devas Turkish Armed Forces (TAF)

    You can see the dependent modes in steam easily 😉
  9. If you find such scenario tell me as well and I give a try too 🙂
  10. Devastator_cm

    RHS Escalation (AFRF and USAF)

    wow nice thing 🙂
  11. Devastator_cm

    RHS Escalation (AFRF and USAF)

    maybe a dumb question but what are those black flag kind of things are used for? 🙂 Other MRAPs have that thingy as well
  12. Devastator_cm

    Devas Turkish Armed Forces (TAF)

    v.4.9.1 Fixed: AH-1 flare dispanser Fixed: SDV is available in Zeus Fixed: Unimogs are avaialable in Zeus
  13. Devastator_cm

    Project OPFOR

    KAR98 rifleman7 is crashing my server. I face similar issue with Ural trucks.. when I remove them from map, mission starts without problem
  14. Devastator_cm

    ASR AI 3

    Hi Robalo, just as a hint RHS and Opfor got updates recently and I guess current version causing https://prnt.sc/ou9mcj this error
  15. Devastator_cm

    Project OPFOR

    UAZ error gone but this one came up http://prntscr.com/ou9mcj
  16. Devastator_cm

    Project OPFOR

    will you guys fix the current issue only after this release is ready or there will be a hotfix soon? 😞
  17. Devastator_cm

    Project OPFOR

    Since the last RHS update, this mod start to give following error 😞 http://prntscr.com/orco00
  18. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    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
  19. Devastator_cm

    The Mighty GAU-8 Avenger (>2017)

    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?
  20. Devastator_cm

    Anyone know how to use RSPN CAVE SYSTEM?

    try this one https://steamcommunity.com/sharedfiles/filedetails/?id=1678490017
  21. Devastator_cm

    A-10 Warthog Series Standalone

    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
  22. Devastator_cm

    Devas Turkish Armed Forces (TAF)

    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
  23. Devastator_cm

    Task Force Arrowhead Radio

    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
  24. Devastator_cm

    Task Force Arrowhead Radio

    as workaround is there a way to detect with a watcher logic such empty codes in assets and assign a new code?
  25. Devastator_cm

    Task Force Arrowhead Radio

    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
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