mikeap
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Same issue here. Please let me know if you resolve it. It makes editing on my remote device really difficult since i cant rotate the camera. using a surface pro via steam streaming
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Mulitplayer: Support Modules (helicopter transport)
mikeap replied to thedubl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks I'll give this a go. -
Mulitplayer: Support Modules (helicopter transport)
mikeap replied to thedubl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do I have to initialize it in the init.sqf? Nevermind. I read the above post. Still not working. My unit name is MissionLeader. Could that have anything to do with the code? if ((typeOf player) == "MissionLeader") then { Do I still have to sync the requester module to the player? -
Mulitplayer: Support Modules (helicopter transport)
mikeap replied to thedubl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I spoke too soon. Doesnt work. Where do I put the code to initialize? I put it in the units init. -
Mulitplayer: Support Modules (helicopter transport)
mikeap replied to thedubl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It looks like this works. Thank you! Edit - Didnt work. When I exited the server and rejoined i didnt have the options for support. -
Mulitplayer: Support Modules (helicopter transport)
mikeap replied to thedubl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm having a similar issue. I have a MP coop mission where the mission leader has virtual artillery and transportation available, but loses it when he dies or leaves server. Is there a way to do this through initialization using mission-added request modules? Player name: MissionLeader Support Requester name: LeaderRequester Arty Requester name: VirtualArty Transport Requester name: VirtualTransport -
mikeap started following Re-adding supports after Player was killed
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Re-adding supports after Player was killed
mikeap replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm having a similar issue. I have a MP coop mission where the mission leader has virtual artillery and transportation available, but loses it when he dies or leaves server. Is there a way to do this through initialization using mission-added request modules? Player name: MissionLeader Support Requester name: LeaderRequester Arty Requester name: VirtualArty Transport Requester name: VirtualTransport -
Cant remove DAR missiles from Hellcat? Can someone confirm/deny using sample mission?
mikeap replied to Sari's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I hate to necro an old thread, but I was messing around with the Hellcat, while trying to re-create the realistic version of the British Lynx Anti Tank helicopter. I removed the DAR missiles and added the Scalpel ATGM to the loadout, through the use of TurretMagazines I made the following observations: 1 - The vehicle has no radar - cannot detect targets. Not a big deal, but I wonder if this is realistic to the Lynx Anti-Tank 2 - When the weapon is assigned to the pilot (turret = -1) the pilot cannot LOCK on targets, unable to effectively employ the Anti Tank missile 3 - When the weapon is assigned to the gunner (turret = 0) the gunner can lock onto targets - AND use his independent thermal viewer to scan - very effective 4 - When the weapon is assigned to the gunner (turret = 0) the pilot cannot use manual fire At the same time, I tried this with the AH-9 Hummingbird, in an attempt to re-create the OH-58D, with its Anti-Tank capability. I added the Scalpel ATGM to the pilot (turret = -1) and everything worked. The Pilot was able to lock onto targets and employ the ATGM effectively. Whats up with the Hellcat? EDIT - I failed to mention that when the vehicle is operated solely by the AI it will operate as intended. The AI will employ the ATGMs effectively. -
flight model editing
mikeap replied to heli_flying's topic in TAKE ON HELICOPTERS : ADDONS - Configs & Scripting
Not trying to necro a thread, but I find this thread out of frustration with ToH. I've installed all of the files from this thread and the flight model is MUCH better, in regards to input lag. However, I no longer hear engine audio. Any help? -
Just general movement. Very clunky when compared to other tactical shooters.
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Player movement in ArmA 3 is considerably better than previous games, but is still extremity clunky. Ideally, I'd love the player movement in ArmA to be something like Rainbow 6: Ravenshield or SWAT 4, very fluid and smooth. Are there any mods that tweak movement?
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It's sad, because we have all of these futuristic and high tech aircraft but not the target acquisition systems that go with them. Future tech, WW1 tactics... I look forward to a day when I can realistically detect and engage targets from my ground radar. Same goes for tanks and fire control systems in ArmA...
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First Impressions - Very Frustrating
mikeap replied to mikeap's topic in TAKE ON HELICOPTERS - GENERAL
Logitech ExtremePro 3d -
Bottom line - the controls are very funky. Collective, specifically is extremely difficult to judge, and entirely too laggy. Your either rocketing toward the sky or crashing toward the earth. Hovering is also very difficult, and seems too sensitive. Sadly, I think the flight model in ArmA 3 is much better. Maybe I'm doing something wrong? ---------- Post added at 23:42 ---------- Previous post was at 23:40 ---------- I find that Im unable to maneuver or land in the same difficulty LZs that I can in, say, Enemy Engaged or ArmA
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Yes, sir