le_culto
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Hello, I like the concept of your mission, but please correct this permanent script error: Editing your missions with the showsripterrors param should help you to avoid this type of errors :) Can you add an option to remove remove the compass gui ?
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Poseidon: advanced text editor for Scipts & Configs
le_culto replied to Tom_48_97's topic in ARMA 2 & OA : Community Made Utilities
Nice editor, maybe i'll switch from notepad++ to this one for sqf editing :) The .bat file is empty -
Anyone knows if there is a way to make the flying drones camera gyro stabilized ?
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VTS Simple weapon resting
le_culto replied to l etranger's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great addon :) You should try to do this the same way as it was done in Invasion 44, everything is automatic and faster, no key to press, and it doesn't seem to impact FPS. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
le_culto replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Use this to get the uniq name of the radio, then delete it as usual :) acre_api_fnc_getCurrentRadioList Parameters: None Example: _ret = [] call acre_api_fnc_getCurrentRadioList; Return Value: Array Description: Returns the array of current unique radio ID's that are on the local player. http://tracker.idi-systems.com/projects/acre/wiki/Class_Names_and_API -
Operation FrenchPoint 3.2
le_culto replied to tigerforce's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice release :) Can't wait to test the carrier -
Cold War Rearmed² : Demo 4
le_culto replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I don't know if I'm wrong or not but I cannot find the new vehicles you're speaking about (OH-58, bradley, russian boat, ...) and the campaign is not available (maybe with the missions you'll upload next ?) I downloaded the file called cwr2_beta_r1.rar on this link: http://cwr2.arma2.fr/files/cwr2_beta_r1.rar Seems like an old version, but I'm not sure. Anyway, thanks for all your work, can't wait to play the OFP campaign (even if there are some bugs ;) ) -
Cold War Rearmed² : Demo 4
le_culto replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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Do you know if explosions management will be improved ? Looks like that some objects block explosions, some don't:
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A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
le_culto replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello, I have a problem which appends to me all the time since ACRE 1.4.10.500. After going out of a vehicle, a few seconds later, I can hear every player on the game and my teamspeak doesn't respond anymore. The only solution I found is to kill the process and restart teamspeak. Tried with teampeak 32 & 64 bits, same problem. I just have to leave a vehicle with players on the game to reproduce the problem, nothing special in acre logs: [21:42:39.511] * Logging engine initialized. [21:42:39.511] Configuration file does not exist [C:/Program Files/TeamSpeak 3 Client/config/acre_config.xml]. Creating with defaults... [21:42:39.532] * initializing... [21:42:39.532] * initialization complete [21:42:42.401] * [1] Engine startup in progress... [21:42:42.402] Opening game pipe... [21:42:42.902] Game pipe opening successful. [00000854] [21:42:42.902] * Startup completed [21:42:42.906] Non-Stereo sound detected, initializing custom mixing... [21:42:45.344] Client connected -
Maybe I'm wrong but it seems that smoke shell and illum shell doesn't work with the ML-3 mortar (the British one). I can hear the explosion but no smoke or no flare with parachute for the illum shell. And the ML-3 is currently the only mortar which have this type of shell, but this is not a big problem. (we can add a script in our missions to create fake smoke shells or illuminating shells :o)
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Thanks for the update, now Fallschirmjagers are really nice ! While testing the tank damage system, I noticed an error, just put a tank in the game and wait a little:
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A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
le_culto replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can try something like this: {player removeweapon _x} foreach ([] call acre_api_fnc_getCurrentRadioList); http://tracker.idi-systems.com/projects/acre/wiki/Class_Names_and_API -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
le_culto replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can't do this unless you make your personnal 3d model or I44 team gives you their radio models (already tried the same thing as you and had the same problem). http://cfr-arma.net/forum/viewtopic.php?f=15&t=1732 -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
le_culto replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACE & ACRE backpack are not real arma oa backpack, they are more like normal weapons I think, that's why you have this problem.