kiwi1234
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Sorry kiwi I don't understand what you mean? If you ment what Lala has said? Here's the correct ones Co-pilot is Gunner01. Left Gunner is Gunner02. Right Gunner is Gunner03. Loadmaster is Gunner04. Backcrew is Gunner05. - Thats perfect thanks Konyo, exactly what i needed. I believe (will have to test) that you can maybe put a game logic into the Gunner 04 position, hence making it unplayable? Also could use the vehicleName lockTurret [[0,0], true]; command to lock that position. Will check it out when i get home. What I'm trying to achieve is to basically delete the loadmaster slot so in my multiplayer missions there isnt someone lying on the floor of the chopper! :-) (humans will always get in there for a laugh if they can) :-)
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Konyo can you please post a list of the crew/cargo names and locations?
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Sorry mate what do you mean "make the loadmaster unplayable?" I'm looking to remove him from an ai controlled chopper. I'd assume I need to remove the crew member manually wouldnt I? Does the loadmaster have a cargo position assigned to him to enable me to delete him specifically? Or can I fill his position with a gamelogic? Or, how do I go about making the loadmaster slot unplayable?
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Hi guys, sorry if this has been raised before, but how do i delete the loadmaster (guy laying face down)? he's cluttering up the inside of the chopper a bit! :-) Id also like the hatch to be closed from the start if possible?
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Boeing/SOAR MH-47E Release v1.3
kiwi1234 replied to konyo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys, sorry if this has been raised before, but how do i delete the loadmaster (guy laying face down)? he's cluttering up the inside of the chopper a bit! :-) Id also like the hatch to be closed from the start if possible? -
Bug - when on the ground, the chopper can rotate in place once the engines are going - simply press right or left to rotate "tracked-vehicle" style. Also the deceleration when flying seems to take forever. Great mod though - love your work! :-)
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mate i cant find these in the editor? the addon is loaded ok, but this addItemCargo ["prpl_apav",100]; comes up with cannot find the item? any ideas? Great work on the addon, not to be a hater, but maybe an ammobox with the items included, or a brief readme on how to access the grenades in the editor might be a good addition to the first post....
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FHQ M4 for Arma 3 (Prerelease)
kiwi1234 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep it looks like they changed the sounds in the dev build, version .57. No sound on the M4's at all now! :-( A fix would be cool if u get round to it before your custom sounds are ready! -
FHQ M4 for Arma 3 (Prerelease)
kiwi1234 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
FINE! be that way then! ;-) haha no worries mate, it's not too big of a drama - we had a squad mission last night using the M4s with the accessory pack, it went really well - no dramas at all. -
FHQ M4 for Arma 3 (Prerelease)
kiwi1234 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alwarren, can you combine the accessory pack into the M4 mod if it's a dependency? Any reduction in the number of mods needed is a good thing! -
Yeah i'm finding the 'attack' and 'hunt' tasks arent working with this script now - it that likely to be linked to the removal of processInitCommands etc? (sorry im a somewhat of a beginner with scripting) :-)
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A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
kiwi1234 replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just logged a new error on the tracker: when pressing 'shift,alt,2' to use alternate radio when no alternate radio is equiped causes ts3 to freeze up and crash. -
FHQ M4 for Arma 3 (Prerelease)
kiwi1234 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good stuff mate - awesome that you are still working hard on these and continually improving them. I think the bufferpad and the extended stock might both be great solutions while you work out the reload anim! :-) My clan and I are playing a mission using this mod next week - I'll post some screenies of all of us decked out with M4s! -
FHQ M4 for Arma 3 (Prerelease)
kiwi1234 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah Id agree, I think shoulder position is more important than the reload anim, as the reload animation is used so much less than the positioning of the rifle into the players shoulder. Of course it's up to you, but while you are looking into tweaking the anim, it'd be cool to see a version of the mod with fixed shoulder spacing! :-) -
FHQ M4 for Arma 3 (Prerelease)
kiwi1234 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thats a shame mate, that 4cm gap is a shame, and its particularly noticeable in prone - it seems to push out to almost 10cm. Please keep exploring ways to get the stock in closer to the shoulder - i reckon a slightly longer stock wouldnt look too bad.. EDIT: Is there a way to edit the angle of the arms? or do you pretty much just have to make the weapon model fit the grip distance?