teivoSpy
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
teivoSpy replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it be possible for us to define, in the config, what animals show up when enabling the ambient animals?- 5767 replies
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- single player
- realism
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(and 1 more)
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As far as I can tell the fire has to be made with your own matches + material (ie. Notepads) Premade fires don't have the addaction attached to them that player created fires do.
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Most of the Ravage items have intuitive names. rvg_toolkit and rvg_guttingKnife are the two you specifically asked for. To give them to yourself, add the following to the unit's init line in the editor: this addMagazine "RVG_Toolkit"; this addMagazine "RVG_guttingKnife";
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This is a base game issue.
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I've noticed no loot spawns inside Land_Barrack2, despite having Arma 2 and Arma 2 OA selected in the Loot module. Looked at the building list and it is indeed missing. Not sure if there is a reason or just oversight? In the mean time, appending the following to "scripts\intro.sqf" loot spawns correctly with no issues. waitUntil {!isNil "Building_List"}; Building_list pushBack "Land_Barrack2"; Building_registr pushBack ["Land_Barrack2",0,[2,3,4,5]];
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TFA - Naval Special Warfare Gear
teivoSpy replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I downloaded your mod and it seems everything is working fine. Not the most thorough of tests, but your headgear and vests all have the new tooltip line listing their "Armor Level." -
TFA - Naval Special Warfare Gear
teivoSpy replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's only config as far as I know. BIS Wiki page for the "hit-points" changes.