Y.S.B
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Posts posted by Y.S.B
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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 :)
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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 :)
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Is there a downloed?
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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!
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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.
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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.
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It's ping is good tho
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Just now, giallustio said:They?
Is it bad? Shame on you tpm!
It's not too bad, the other models are very good, but this one needs a remake for the sights and sound
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Yes, but i think they are redoing it. i hope they will.
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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" ;)
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Just now, alex150201 said:I assumed you were knew because of your posts.
It's fine
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8 hours ago, alex150201 said:lol he made a new profile with 2 out of 3 posts asking for releases/download links, but have mercy in the new guys, I am pretty sure my first 20 posts were like that :D
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.
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What other guns\retextures can we expect?
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I think it will be good if you will add the jhonson LMG, and a scope attachment for the FG42 and M1 garand.
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Hello, is there a downloed link?
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3 minutes ago, road runner said:Clearly you never read the forum rules, asking for updates and release dates are against the forum rules.
No pressure, just familiarise yourself with the forum guidelines. Thank you.Sorry, edited
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Hello, I love how this mod is looking.
i am using the alpha but it has a lot of bugs like the side shooting M1919 and the OP m1 carbine.
I can't wait to get my hands on this mod's new version with it's new models for guns like the M1 Garand and the M55 rising and hope that at least some of it will be released soon.
[Help] Making LCVP (Landing craft) open ramp
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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 :)