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Everything posted by Devastator_cm
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did not help. Maybe Ares mod has a bug. I need to retest without having that mod..
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Hi Guys, does anybody know why I am not able to copy+paste the units which were set at mission via Zeus? I am getting error message "arma 3 insuffucient resources".. http://prntscr.com/l8gs3s If I try to move such units, I am getting error "Placing object is not available" :( http://prntscr.com/l8gs1q
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Civilian Occupation System (COS)
Devastator_cm replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
check https://community.bistudio.com/wiki/nearestLocation and https://community.bistudio.com/wiki/nearestLocations basically they are the city names. All predefined cities are by default in whitelist and in case you do not want civilians in any one of them you use the blacklist whitelist is used by custom markers where you want some civilians. I didn't use it but I think you put some buildings on a remote are where no city or building exists, then you put a marker there and put the name of the marker in whitelist -
I will give a try if it helps. Thanks for the response
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Suicide Bomber and Carbomb Addon
Devastator_cm replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance to add custom sounds via editor or code as well?- 55 replies
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- suicide bomber
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
one question, is it normal that all units are able to move the rally point by blufor? I did not sync the unit to the module at all but I see in self interaction the move rallypoint action -
RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hmm thanks for that. Yes ACE was installed and I didn't know it was effecting the RHS NVGs :/- 16550 replies
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RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
check the pictures above and show me yours. NVGs are used to make things visible right? So flying blind with NVG sounds weird to me- 16550 replies
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RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
do you use sensors and CTAB? If yes send me a screenshot please when you fly in darkness with the NVG on. Ofcourse if you set your gamma totaly off from how it should be, then you might not see any issues this is no NVG http://prntscr.com/lc8s3p This is with NVG http://prntscr.com/lc8scq so sensors are not visible, ctab is hard to see and almost imposible to notice the markers on map- 16550 replies
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Event Handlers in Config.cpp
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
yeah I have dependency to CBA and good hint! I will check the CBA init handler and try to use that one instead of default vanilla init.. And yes, I also suspect the init kicks in by zeus guy instead of Server... -
RHS Escalation (AFRF and USAF)
Devastator_cm replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just a general feedback to RHS team regarding the night visions. Their view are is unfortunately to tight. I know it makes them look realistic but problem is, it makes not possible to see the CTAB, Sensors, or STHUD. It makes bigger issues by pilots than infantry as they cannot see them to orient themselves on the field. Is there any possibility to have wide view area versions for RHS NV Scopes ?- 16550 replies
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Just as an idea but maybe you can consider to add a custom variable at unit level which overwrites the reaction distance of a specific unit? Reason is, I had an enemy FOB close to a city which my unit needs to attack. So first city needs to be captured and then the FOB. Problem was all the AI units which were in FOB rushed to city :( It would be nice if I could set that unit level variable by them and say, you will not try to flank to enemy units which are more than 300 meters away from where you are. If you can fire from where you are ok fine fire but do not leave your FOB.
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still I couldnt pin point the issue.. Any help on this matter will me more than welcome :/
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
Devastator_cm replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS one on dedicated had issues last time. That is what I meant -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
Devastator_cm replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah wind is too loud... Any news on stable RHS part of this mod? :( -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://ace3mod.com/wiki/framework/settings-framework.html -
Hi Guys, does anybody know how to block the getin via eventhandler without using any moveout command? So basically, just to block the event happen initially
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getin eventhandler
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now it looks like the problem is, any other mod can overwrite the code which I have only for my own vehicle.. So it is not that reliable solution in this case or am I mistaken? -
getin eventhandler
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
But why you return true? I did similar but with false, as it sounded logical due to boolean and my goal, which had no effect... -
just open empty map, merge the real mission on it then adjust the multiplier and environment settings like you wish
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That is the news which I was waiting for :) Thanks!
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HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
no all need to use the same version- 400 replies
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- submarines
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HAFM NAVY - Submarines & Ships - v2
Devastator_cm replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
what is your TFAR version? Did you try it with TFAR 1.0?- 400 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Devastator_cm replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can someone tell me how to setup the pylons of an aircraft via Ace3 pylon system? I have following setup force ace_pylons_enabledForZeus = true; force ace_pylons_enabledFromAmmoTrucks = true; force ace_pylons_rearmNewPylons = false; force ace_pylons_requireEngineer = false; force ace_pylons_requireToolkit = false; force ace_pylons_searchDistance = 15; force ace_pylons_timePerPylon = 5; Still I cannot see any new action neither in ace3 menu nor in vanilla action menu to open pylon interface to pick armanent.. How this framework actually works? It works only if you leave vehicle and use Ace3 action menu on the helicopter/plane -
Devas Turkish Armed Forces (TAF)
Devastator_cm replied to Devastator_cm's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v.4.1 released! Contains several fixes and tweakes