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Posts posted by Morts
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The colour of the Royal Marines lid is a bit off mate. It's a brighter green than that.
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http://www.youtube.com/watch?v=vGjy2iSHe9g&feature=g-all-u&context=G205d850FAAAAAAAAAAA
This is a video me and a few of mates made, please check it out!
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Here's some more video of urban training areas in practice:
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I think the L129A1 is just the 20rnd STANAG, not too sure about the ILAW though.
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Try the environment colours module
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The player setdamage seems to cancel out the leg hit
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I think what you need is the first aid module.I tried it with the first aid modules mate.
I'll give the legs thing a go now.
EDIT: Just tried doing the legs, and it gives the damage to the legs brilliantly, however there is no option to heal it, is there a way to add blood to the equation, I presume that because the legs are damaged it adds the option to be dragged, I'm only testing this on my own at the moment. Essentially i'd like this to be ACE compatible, i've tried even using just animations to simulate being injured, and whilst it does simulate it, it again, does not give the option to be healed.
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No, why the specifics? I've only done 0.8, 0.9 and 0.1, i'll give that a crack
Okay, tried it and to no avail, starting to think sarcasm was coming through -.- :P.
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Hi guys, basically I want to know if there's a way to give the player damage, enough to fall to the floor and must be healed, I've tried setdamage, but it doesn't work. Apparently only setdamage 1 works, and I don't want them to die.
Any help is appreciated.
Cheers, Morts
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Probably something quite simple, but i'm not too sure.
I know that there is deleteVehicle which gets rid of an object, but is there a way to do it after a specified time, i.e. getting rid of a sound after 15 minutes.
So that it doesn't go on through the entire mission and get incredibly boring?
Cheers, Morts
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We all know the famous Lonely Island.... but have you guys got any less known ones?
Here's one that my mates made the other day:
(P.S, if an admin can embed, please do)
Let's see all of yours!
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Good to hear they're still being worked on :D
Reference phots will be with you in a PM soon ;)
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Nr. 1 Priority of a soldier is not getting the job done, but staying alive.Oh right....
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Alright mate!
Was just wondering how you were getting on with the DPM units, if you need any reference phots i've got a few ready from a few weeks ago, obviously, you've got the clothes sorted out, but if you needed any help with the webbing pouches or boots, just give us a shout and i'll get them up for you.
Cheers
Morts
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+1
(5 Characters)
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Am I the only one who wants sound engine improvements?? I'd like to have sonic cracks and more realistic weapon sounds than those vanilla ArmA2 sounds.That's a fair shout actually, I tend not to think about it though, because the sound mods are amazing, and make an easy substitute.
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A camera is effectively one eye........
You don't put your eye right to the edge of the scope, that's only going to give you a black eye, you sit a good few inches back and therefore, whilst not concentrating on the surrounding area, it is still visible.
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It's not that far forward, some of the technology that is out now that seems so far in the future is readily available, in but a few months.
Take for instance the Exo-skelelton equipment, they're already making the second generation, and it's proven to work, what you've seen so far for ArmA3 is not that far fetched.
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I agree, I kind of like that they're moving it forward, but on the same note, if futuristic things do get boring, there is always the fantastic array of mods that are constantly sprouting out to change that, it's not going to change.
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The idea behind it is a CQB lane, so they pop up when the player hits a trigger, obviously go down when shot, or a few seconds after the first hit, then stay down, until it is reset at the beginning.
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use this in the init.sqf or an init field of one of the targets.This will stop all popup targets from popping back up.
nopop=true;
You can control popup targets state by using this in a trigger or script.
0 is up and 1 is down.
target_name_here animate["terc", [color="Red"]0[/color]];
That's awesome, would the reset script work the same, just making them all go back down in a similar way to the simple targets?
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That works a treat mate, thanks :D
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I could, but the idea is for the targets to be hidden when down, the simple targets are bright blue and the little triangle at the bottom sticks up, making the position of them obvious


British Beret Modifications by Steel
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
The proper name for the colour is Lovat Green.