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bhaz

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Everything posted by bhaz

  1. < pretty much sums it up. Pushing it a bit here: Any chance you could clarify a bit more on how this will work? I never liked the idea of the 'instant heal'.
  2. I'm also getting this error: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No entry 'bin\config.bin/CfgVehicles/SoldierPB.scope'. The weapon_replacement_ak_noScope.pbo file further up didn't have any effect. Running 1.11 beta without QG. Anyone found a fix for this yet? Rest of the addon compilation seems to be working nicely. Edit: I disabled rh_aks_109cfg.pbo, no error and I still have myself a custom AK. Also, has the FFN config replacement ever been considered for this compilation? I used to run FFN / ECS together, seemed to work alright.
  3. Waiting for this release is pretty much the only reason I'm still playing ArmA - can't wait to see what you guys come up with.
  4. bhaz

    Map Zoom

    Anyone? There must be a simple way around this.
  5. Does anyone know of a config entry (or preferably an easier method) of modifying the map's zoom level? I'm trying to increase the zoom to match more closely to OFP, so I can give more precise movement orders. I'm in the process of looking around, extracting things, but I've had no luck so far. Plus I'm relatively new to modifying anything beyond missions. Several forum searches have so far revealed nothing. Cheers.
  6. bhaz

    TrueView v1.0

    Great addition to ArmA! Now I don't need 3rd person to reverse a vehicle. Quoted from the ArmAAC thread: Question: does this add-on count as a 'non-malicious' mod? Edit: Formatting, grammar, etc.
  7. I'm getting a script error whenever using the action to take an enemy captive. Haven't had too much experience on the scripting side, but could this line be the problem? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; Set behaviour of captive units and add action "Take Captive" to captive units {_x stop true;_x setCombatMode "CARELESS";_x setunitpos "UP";_x action ["DROPWEAPON",WeaponHolder,PrimaryWeap];_x removeWeapon SecondaryWeap;Surrender = _x addAction ["Take Captive", "AI\GL2Plus_Captive\Take_Captive.sqs"]} forEach units _captive "AI\GL2Plus_Captive\Take_Captive.sqs" - AFAIK, it's trying to refer to an AI folder? Great addon btw, adds so much atmosphere.
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