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Jackal326

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About Jackal326

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    First Lieutenant

core_pfieldgroups_3

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    Addon Research, 3D Modelling, the assassination of leading political figures.

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  1. If you're running ACE (which your OP states you are) its not as simple as just having a first-aid kit in your inventory. You'll need to use the ACE Medical Interaction system (unless you've disabled ACE Medical). I'm about 8 years out from the last time I've used ACE for a mission so I'm not exactly the most qualified to talk you through it but I bet YouTube (or even the ACE Thread) will have some tutorials etc. I seem to remember it uses a combination of the left windows key, with a mix of CTRL and ALT/Shift for various sub menus... I still maintain that ACE is the most-likely root-cause of your Action Menu issues (and the requirement to hold down the space bar to override it)...
  2. Options > Controls > Presets (down the bottom-left of the menu), then select which-ever you want to try. Experiment and see what works for you, but mine is set to 'Arma 3 APEX' and I have no issues. If you try these and your mouse-wheel still doesn't work for options its either a mod-conflict (ACE maybe?) or your mouse is FUBAR...
  3. Sounds like your control settings have been reset, the historical default controls changed around about the time APEX released and the new "default" is more "FPS-based" than it used to be. Anyway, [ and ] I think should scroll the actions too...
  4. Theoretically it would be easy IF the original author has given the area the texture is defined to a name selection. If they have not then you're SOL.
  5. That depends on how the mod maker has setup their named-selections seeing as how there aren't any UH-1H's in game by default (to my knowledge). My advice would be to either try and experiment by changing the number in the init line (0, 2, 3, 4, 5 etc.) to see the results, but keep in mind it may not even be possible depending on how it was made in the first place...
  6. No, because the way Arma works is it loads any addons/mods upon start-up. As such any downloaded addons/mods would require the game to be re-started to be loaded. Simply put: If they didn't implement this when they added the shitty launcher, then they wont add it now.
  7. Jackal326

    SJB UKSF L119A'X' Pack

    I'll look into it if/when I get around to updating the pack.
  8. Yes. Its to try and prevent you from spamming 'nades like a crazy person. You can see the information I outlined above in the config file for the "Throw" weapon: class Throw: GrenadeLauncher { scope = 1; autoAimEnabled = 0; cursor = "EmptyCursor"; cursorAim = "throw"; value = 0; type = 0; displayName = "$STR_DN_THROW"; canDrop = 0; textureType = "semi"; magazineReloadTime = 0.0; reloadTime = 0.0; muzzles[] = {"HandGrenade_Stone","HandGrenadeMuzzle","MiniGrenadeMuzzle","SmokeShellMuzzle","SmokeShellYellowMuzzle","SmokeShellGreenMuzzle","SmokeShellRedMuzzle","SmokeShellPurpleMuzzle","SmokeShellOrangeMuzzle","SmokeShellBlueMuzzle","ChemlightGreenMuzzle","ChemlightRedMuzzle","ChemlightYellowMuzzle","ChemlightBlueMuzzle","IRGrenade"}; // this is what is switching and by-passing the "MagazineReloadTime" of 2.5 seconds... class ThrowMuzzle: GrenadeLauncher { cursor = "EmptyCursor"; cursorAim = "throw"; sound[] = {"",0.00031622776,1}; reloadSound[] = {"",0.00031622776,1}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 0; magazineReloadTime = 2.5; // this is what normally "delays" the throwing of a follow-up grenade within the same muzzle enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 10; minRangeProbab = 0.2; midRange = 45; midRangeProbab = 0.9; maxRange = 60; maxRangeProbab = 0.03; keepInInventory = 1; }; class HandGrenadeMuzzle: ThrowMuzzle { magazines[] = {"HandGrenade"}; }; class MiniGrenadeMuzzle: ThrowMuzzle { magazines[] = {"MiniGrenade"}; }; class HandGrenade_Stone: ThrowMuzzle { magazines[] = {"HandGrenade_Stone"}; displayName = "$STR_DN_STONE"; minRange = 5; minRangeProbab = 0.01; midRange = 45; midRangeProbab = 0.1; maxRange = 80; maxRangeProbab = 0.01; }; class SmokeShellMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShell"}; }; class SmokeShellYellowMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellYellow"}; }; class SmokeShellRedMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellRed"}; }; class SmokeShellGreenMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellGreen"}; }; class SmokeShellPurpleMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellPurple"}; }; class SmokeShellBlueMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellBlue"}; }; class SmokeShellOrangeMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellOrange"}; }; class ChemlightGreenMuzzle: ThrowMuzzle { displayName = "$STR_cfgWeapons_Throw_ChemlightMuzzle0"; magazines[] = {"Chemlight_green"}; }; class ChemlightRedMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_red"}; }; class ChemlightYellowMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_yellow"}; }; class ChemlightBlueMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_blue"}; }; class IRGrenade: ThrowMuzzle { displayName = "$STR_A3_cfgWeapons_Throw_IRGrenade0"; magazines[] = {"B_IR_Grenade","O_IR_Grenade","I_IR_Grenade"}; cursorSize = 1; }; };
  9. Probably due to the "reloadTime" for that weapon muzzle (as most default grenades use the "Throw" weapon), and switching from grenade type negates the "reloadTime" due to the other grenade type being a different muzzle and as such being unaffected.
  10. Jackal326

    "Member already defined" Error.

    Why do you have two separate cfgPatches sections with the same class name and exact same contents? And your required addons seem a little....excessive.... The following should work:
  11. Jackal326

    "Member already defined" Error.

    Go to line 215 and see what is defined there. The fact it says cfgPatches makes me think you've not closed out your cfgPatches section properly. Post a link to the config (on codedump or something similar) and not the PBO (which is worthless if it doesn't work, and its just more steps for someone to have to download the pbo, unpack it and then check the config).
  12. Jackal326

    Can't get APC to stay on waypoint

    Place an empty tank/vehicle, add a commander and a gunner but leave the driver's seat empty...
  13. Maybe they're waiting on an answer from Schrödinger's cat?
  14. Jackal326

    Mission Statistics gone from map menu

    Are we sure the visibility of this menu isn't tied to some sort of difficulty setting? I ask because no matter whether I run the game with no CDLCs or with several loaded I don't have that menu appear AT ALL, even with just CBA loaded...
  15. Jackal326

    ARMA BEHAVING STRANGELY

    How many more threads are you going to start about this issue?
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