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Reddiem

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About Reddiem

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    Sergeant

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  • Website URL
    http://reddiem.portfoliobox.net/
  • Youtube
    https://www.youtube.com/c/Redd-Arma3

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  • Gender
    Male
  • Location
    Germany

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  1. Reddiem

    Redd'n'Tank Vehicles

    Changelog: Version 1.11.157 - Addes static GMW and static GMW - AI - Changed function for large camo nets, the function will no longer set the fuel of the vehicle to 0 - Changed rnt_ace_compatibility.pbo moved to addons folder, if you dont play with ACE, just delete it - Updated japanese translation
  2. Reddiem

    Redd'n'Tank Vehicles

    Not at the moment, but we will add a Eden attribute to change the animation
  3. Reddiem

    Redd'n'Tank Vehicles

    Version 1.10.154 - Addes static MG3 and static MG3 - AI - Fixed typo in stringtable.xml Features: Static MG3 and Static MG3 - AI and - Both versions can be assembled and disassembled - Both versions have three different heights which can be adjusted via the action menu - Both versions can be turned left or right via the action menu - The non AI version has only one magazine at the same time. It needs MG3 ammo boxes. In this ammo boxes are the MG3 100 rounds belts. player needs the MG3 100 rounds belt in his inventory to reload the non AI version. MG3 ammo boxes can be carried in backpacks - The AI version can be reloaded like a regular vanilla static weapons and has 10 MG3 100 rounds belt - To find the boxes search in your Eden editor under empty for "MG3" Thx to Reimchen for the screenshot Thx to Corben for help with the ammobox functionality
  4. Reddiem

    Redd'n'Tank Vehicles

    A small tutorial for the upcomming MG3:
  5. Reddiem

    Redd'n'Tank Vehicles

    No, because of the lack of knowledge about primary weapons it will be only a static weapons
  6. Reddiem

    Redd'n'Tank Vehicles

    Only human Player can enter ingame. But you can but AI in Editor in, Like the Fuchs
  7. Reddiem

    Redd'n'Tank Vehicles

    Version 1.9.153 - Added LKW 5t mil gl KAT I transport and fuel - Added LKW 7t mil gl KAT I transport and ammunition - Added LKW 10t mil gl KAT I repair - Added rnt_ace_compatibility.pbo if you want to play vanilla leave it where it is when playing with ACE3 copy it and the key to the addons folder to the rest of the pobs otherwise some functions may not work correctly - Added new editor subclass "Cars" and moved "Wolf" to "Cars" - Fixed issue with Fuchs glass - Fixed issue with Wolf glass
  8. Reddiem

    Redd'n'Tank Vehicles

    Hey there, its to old and as you say its more the GM thing.
  9. Reddiem

    Redd'n'Tank Vehicles

    Looks like it doesnt swim... 😉
  10. Reddiem

    Redd'n'Tank Vehicles

    A little update. What is it good for ? Nothing, but it shoots planes quite well Changelog: Version 1.8.149 - Added Mantis GDF-020 - Added Mantis Sensor
  11. Reddiem

    Redd'n'Tank Vehicles

    Redd'n'Tank Vehicles Version 1.7.149 Changelog: - Added the ability to use a binocular in the "climp up" turret to all vehicle commanders - Added a black base texture to all wreck models - Added new turned out animations for all Fuchs middel hatches - Added camonets to all vehicles (at least one net, either the small or the large one, some will have both) - Updated Japanese translations (Thanks to classic) - Adjusted "threat", "audible" and "camouflage" values of some vehicles - Fixed flipped clan sign on Luchs
  12. Reddiem

    Redd'n'Tank Vehicles

    I personaly like the GM CDLC, not from the first moment, but the more i try, the more like it. The map for example is outstanding. It has parallels to our mod regarding the setting, but its a totaly different system with the CDLC.
  13. Reddiem

    Redd'n'Tank Vehicles

    Yes class Redd_Milan_AT: M_Titan_AT { canLock = 0; irLock = 0; airLock = 0; laserLock = 0; nvlock = 0; manualControl = 1; maxControlRange = 3000; maxSpeed = 270; thrustTime = 2; thrust=45; fuseDistance = 65; warheadName="TandemHEAT"; submunitionAmmo="ammo_Penetrator_Firefist"; submunitionDirectionType="SubmunitionModelDirection"; submunitionInitSpeed=1000; submunitionParentSpeedCoef=0; submunitionInitialOffset[]={0,0,-0.2}; triggerOnImpact=1; deleteParentWhenTriggered=0; hit=250; indirectHit=25; }; class Redd_TOW_AT: Redd_Milan_AT { maxControlRange = 4000; };
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