-
Content Count
1379 -
Joined
-
Last visited
-
Medals
Posts posted by Devastator_cm
-
-
most likely your marker names or vehicle names are not matching to what you pass to the script
-
Just informative, I got a message which stated the links are broken for this script but it looks to me they do work. Dropbox is still available and armaholic is not as the site is not available anymore. If anybody has issues to access the dropbox link please let me know
- 1
-
Hi Laxemann,
May I see your solution if you don't mind? Do you have it in git or something? I need some inspiration for another mod -
which command do you use to play a video on a screen?
-
I dont want to spam your modpage with this but do you know the benefits of it or what did you observe in your mod after switching to it? Gives better FPS?
-
where can I find the info regarding the bytecode? I saw in in steprep but there are no details what it is 😕
-
but that is not the real idea. It should still do such stuff but after a point where zeus guy decides to release the forced control on them.
-
What is the trick to let AI to obey the commands of the Zeus? In Zeus missions they act totally independent and making the life of zeus guys very hard
-
is there any documents which explains the cba joint rails framework?
-
which setting will let the ace3 ranks and names appear as they should appear (above head with custom ace3 rank symbols)? I cannot find it.. 😞
-
just as a slight improvement idea maybe limited check can be done from the enemy side as well to increase the chance to find solid objects which makes supression unnecessary? As usually the person who might be shot at is the one who is trying to cover himself/herself out.
- 2
-
nice update! If CQB waypoints are removed, how is the trigger for AI that it decides to use CQB tactics? Are you guys checking the covers, buildings etc and automatically start CQB based on the outcome?
-
v.5.0.1
- Tweaked: Mask textures
- Fixed: Facewear adjustment works now for mask with goggles as well as rhs green shemagh- 1
- 1
-
v.5.0
Tweaked: Unimog and Uniform textures
Tweaked: Flags can be add into mission by Zeus
Fixed: Submarine weapons are firing now
Fixed: Missing AR infantry mags
Added: Kirpi BMC versions!
Added: New special forces multicam uniform
Added: HAR-66 and RPG
Added: CH-47 and C-130 cargo versions
Added: New banners
Added: New Red Crescent Objects
Added: New helmets
Added: New facewears
Added: Sig Sauer P226Special thanks to Navaro for the Sig Sauer sounds and to my dear friend Aplion for the Kirpi and Sig Sauer models 🙂
Reyhard thanks for all the hints and tips regarding the animations and everything else, cheers!!
- 1
-
ticonderoga is not in our roadmap m8. In case you have the model importable to arma, most likely Aplion might check it and if that is fine we can include it in this mod pack
-
by the way, if I had a wish for navy stuff from BI it would be the missile model which can move inside water without explosion as at the moment we are pushing an sdv around to create a torpedo.. Missile model with nonstop thrust would be better but it explodes when it touches to sea surface
-
hmm we thought BI Vanilla sea vehicles also have no landcontact 😕
-
Thanks Dedmen! I will do the necessary adjustments
- 2
-
that one is a side-scan sonar (https://en.wikipedia.org/wiki/Side-scan_sonar) to make image of sea surface. That is not the type of sonar used in military ships (except mine-sweepers) and submarines. Actually we had to use this waterfall sonar display but I am not sure if everybody can read that one 🙂
- 1
-
- Added: New soldier with default flight suit
- Tweaked: Flight suits replaced with the new blue ones which are started to be used in Turkish Air Force -
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?
-
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!
-
nope. I didn't face any issue. Just do your CBA configs properly based on the new mod
-
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
- 1
HAFM NAVY (Ships) - v2.0
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Arma 4 is on horizon guys 🙂