Jump to content

kiwi1234

Member
  • Content Count

    75
  • Joined

  • Last visited

  • Medals

Everything posted by kiwi1234

  1. Hi All I know it was raised a lot in Arma2, and apparently the consensus was it couldnt be done, but is there any way yet, or any new way in arma3 to change the group names in the multiplayer lobby, so that instead of reading Alpha1-1, Alpha1-2 etc, they show custom names like Zebra Squad, Llama Squad etc? (or other more militaryish sounding names) :) I know the description box allows you to change the soldier names, what I want is to replace the group names to make organisation easier for large-group MP co-ops. Thanks all, any help mucho appreciated!
  2. 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) :-)
  3. Konyo can you please post a list of the crew/cargo names and locations?
  4. 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?
  5. 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?
  6. 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?
  7. 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! :-)
  8. kiwi1234

    Kaelies Rifle Grenade Mod

    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....
  9. kiwi1234

    FHQ M4 for Arma 3 (Prerelease)

    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!
  10. kiwi1234

    FHQ M4 for Arma 3 (Prerelease)

    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.
  11. kiwi1234

    FHQ M4 for Arma 3 (Prerelease)

    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!
  12. kiwi1234

    SLP Spawning script

    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) :-)
  13. 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.
  14. kiwi1234

    FHQ M4 for Arma 3 (Prerelease)

    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!
  15. kiwi1234

    FHQ M4 for Arma 3 (Prerelease)

    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! :-)
  16. kiwi1234

    FHQ M4 for Arma 3 (Prerelease)

    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?
  17. kiwi1234

    FHQ M4 for Arma 3 (Prerelease)

    Mate this is the best addon yet for Arma3. The different colour schemes are awesome, desert, woodland, even snow - they sound great, and the accuracy is great too. you've done a fantastic job on these. Please keep up the great work, its much appreciated - my whole clan will be using these as our new standard weapon from now on! Cant wait to see this mod keep evolving!
  18. Thanks mate for the suggestion, that works to give a custom name each unit, but not the group. In the MP lobby all are members of the squads are still grouped under Alpha 1-1, Alpha 1-2 etc etc... It seems there isnt a way to change that - it seems to be hardcoded into the game - hoping someone can tell me otherwise?
  19. Thanks Cobra, yeah that indeed names the group - but those names dont show up in the lobby - the groups are all still called Alpha 1-1 etc... Unless I am wrong about this??? I Would love to be proved wrong if you can show a way to make it work?
  20. Hi there Can someone please explain the role that client side vs server side plays? Ive been making single player missions for a while now and am moving to mp ones, but im not sure which scripts should be server side? What does server side do as opposed to running a script as i would in a sp mission? And how do i ensure the script is only run server side if need be? usually my triggers are used to set a convoy to move, or set an enemy squad to move to the next waypoint when a group member is detected - do these need to be server side? thanks heaps! Recon - AAF.
  21. Hi all thanks very much for the help. Its starting to make a little more sense. :-) Can I run the following specifics by you? I have this in the oc act of a trigger set to activate when a teammember is present: (trig is to start a convoy moving on their assigned route) if (isServer) then { [["pos1","pos2","pos3","pos4"],[c1,c2,c3,c4,c5,c6],false] execVM "convoyDefend\convoyDefend_init.sqf"; }; So am I correct in assuming this should be server side, and if so is the syntax correct? (this works fine in the editor) Also I have several enemy ai groups set to move to their next waypoints by blufor present triggers - do i need to do something with these to make them server side? no scripts are involved here,.,. thanks!
  22. Hey all, Ive searched around a bit, can someone please advise or post a sample mission of a simple multiplayer mission where the sandstorm function is working for all players? I love the effect and want to add it to a mission but im not familiar with calling functions yet - any help much appreciated!
  23. Very cool indeed Pele - thanks for uploading too. Is there any way to add a wind noise to the parachute section - ie the sound of the wind through your rigging once the chute deploys? I always think the parachute stage is too quiet....
  24. Hi Tophe This sounds interesting - could you post a demo mission of this in action? (sorry kinda a newb when it comes to all the syntax). Plus I want to make this work so that the chopper takes off after a radio command (to simulate the squad leader loading a cargo (non human) into the chopper then giving the chopper the all clear to depart). Any ideas? The usual linking radio bravo to the waypoint doesnt work for me for some reason...
  25. Yeah this works fine thanks, except I want the chopper to take off after a radio command, not when the squad is in the chopper.. Any help much appreciated! Also would like the chopper to keep it's engines running!
×