Y.S.B
Member-
Content Count
18 -
Joined
-
Last visited
-
Medals
Community Reputation
1 NeutralAbout Y.S.B
-
Rank
Private First Class
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
[Help] Making LCVP (Landing craft) open ramp
Y.S.B posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, i am making a ww2 D day mission. I am using the IFA3LITE mod and the FOW as the WW2 mods and some others like ACE3. I am trying to make it so that the landing will not require a driveing player, so the ramp will drop as soon as we hit a point in the shallow water. to do this with the LCVP (IFA3LITE) by using the animation for it (without the "statement" and the ""): statement = "this say3d 'LIB_LCVP_Ramp_Open_1'; {this animate _x} forEach [['ramp_rotate',1], ['roller_L0_rotate',1], ['roller_L1_rotate',1], ['roller_R0_rotate',1], ['roller_R1_rotate',1], ['shutter_rotate',0], ['shutter_latch_L_translate',0], ['shutter_latch_L_rotate',0], ['shutter_latch_R_translate',0], ['shutter_latch_R_rotate',0]]; if ([this, 'LIB_LCVP_Fast_Landing', true] call LIB_Get_Variable) then {[this, 'Ramp'] call LIB_LCVP_Fast_Landing}"; It works on the craft, but whan i change the crafts name and put the statement on a trigger\waypoint it just plays the sound. If anyone can help it will be very nice :) -
Iron Front in Arm3 LITE - preview versions
Y.S.B replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, i am making a ww2 D day mission. I am using the IFA3LITE mod and some others like ACE3. I am trying to make it so that the landing will not require a driveing player, so the ramp will drop as soon as we hit a point in the shallow water. to do this with the LCVP (IFA3LITE), i am using the animation for it: statement = "this say3d 'LIB_LCVP_Ramp_Open_1'; {this animate _x} forEach [['ramp_rotate',1], ['roller_L0_rotate',1], ['roller_L1_rotate',1], ['roller_R0_rotate',1], ['roller_R1_rotate',1], ['shutter_rotate',0], ['shutter_latch_L_translate',0], ['shutter_latch_L_rotate',0], ['shutter_latch_R_translate',0], ['shutter_latch_R_rotate',0]]; if ([this, 'LIB_LCVP_Fast_Landing', true] call LIB_Get_Variable) then {[this, 'Ramp'] call LIB_LCVP_Fast_Landing}"; It works on the craft, but whan i change the craft's name and put the statement on a trigger\waypoint it just plays the sound whan it gets to the waypoint/triggers the trigger. If anyone can help it will be very nice :) -
[Help] Making LCVP (Landing craft) open ramp
Y.S.B posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello, i am making a ww2 D day mission. I am using the IFA3LITE mod and the FOW as the WW2 mods and some others like ACE3. I am trying to make it so that the landing will not require a driveing player, so the ramp will drop as soon as we hit a point in the shallow water. to do this with the LCVP (IFA3LITE) by using the animation for it: statement = "this say3d 'LIB_LCVP_Ramp_Open_1'; {this animate _x} forEach [['ramp_rotate',1], ['roller_L0_rotate',1], ['roller_L1_rotate',1], ['roller_R0_rotate',1], ['roller_R1_rotate',1], ['shutter_rotate',0], ['shutter_latch_L_translate',0], ['shutter_latch_L_rotate',0], ['shutter_latch_R_translate',0], ['shutter_latch_R_rotate',0]]; if ([this, 'LIB_LCVP_Fast_Landing', true] call LIB_Get_Variable) then {[this, 'Ramp'] call LIB_LCVP_Fast_Landing}"; It works on the craft, but whan i change the crafts name and put the statement on a trigger\waypoint it just plays the sound. If anyone can help it will be very nice :) -
31st Normandy Mod: World War II for ArmA3
Y.S.B replied to rip31st's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is there a downloed? -
List of things i would love to see: Jhonson LMG. FG42 w\scope. M1 Garand w\attachble scope. Pramrine units. A better and more realistic sight and beefier sound for the M1 Garand. A fix for the boken M1919. A sight adjustment option (Maby with the view effect of the sight of the M1 Garand while proning and aming up. And last but definitely not least, changing the balance of the M1 carbine so it has less range and a bit less accuracy then the M1 Garand. Good work and good luck!
-
I love and fully appreciate the work of this fine team. I did NOT mean to be rude to them, just to say some things i would love if they change.
-
I am trying to give some suggestions, i know that this talented team knows how to do it. I don't see why you need to speak in such a way.
-
It's ping is good tho
-
It's not too bad, the other models are very good, but this one needs a remake for the sights and sound
-
Yes, but i think they are redoing it. i hope they will.
-
Making the FG42\M1 Garand scoped will be very cool (it was a thing). I want to see the Jhonson LMG so much along side the others :) And don't forget to give the M1 a nice "Ping" ;)
-
[WIP] Westwall -- a World War 2 total conversion mod
Y.S.B replied to gurdy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's fine- 433 replies
-
- world war 2
- 1945
- (and 8 more)
-
[WIP] Westwall -- a World War 2 total conversion mod
Y.S.B replied to gurdy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's not a new account, I'm just new to the BI community. I'm looking for some good and new WW2 mods so i'm asking modders about their work.- 433 replies
-
- world war 2
- 1945
- (and 8 more)
-
What other guns\retextures can we expect?
-
I think it will be good if you will add the jhonson LMG, and a scope attachment for the FG42 and M1 garand.