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Everything posted by dscha
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Realy? 2 Month, 3 PMs with all Informations, several namechanges of others, not even an answer why it could'nt be changed/merged by me... Thx for nothing... -.-
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My hopings are for the "addon". Earlier would be nice.
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Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MP Compatible? -
Pictures of Australia Island (soon to be released)
dscha replied to Aus's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
*wait* Waiting for it, since it was announced in MANW ;) -
dont activate add action when in vehcile
dscha replied to twisted's topic in ARMA 3 - MISSION EDITING & SCRIPTING
(vehicle player == player) -
Is there any reason why i couldn't be changed Dscha? =/
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RHS Escalation (AFRF and USAF)
dscha replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
don't know if posted earlier: TIGR Hatchgunner LOD "Bug" (since last Arma Patch in many Vehicles) 3rd (everythings right) http://cloud-4.steamusercontent.com/ugc/529510667624261041/92967A9BCF735D19A208CAB5D97C506CEC812B55/ 1st (Cabriolet) http://cloud-4.steamusercontent.com/ugc/529510667624261273/48F767E5BA57750C797EC7EE301D7A81AC36B102/ Scopeview (everythings right) http://cloud-4.steamusercontent.com/ugc/529510667624263703/738D0D807475D88B42FC320BA1EBE162006EEA10/- 16577 replies
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Pictures of Australia Island (soon to be released)
dscha replied to Aus's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
ETA? +Can i get the Truck? =D -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"a few" =/ way too many. But, it seems like they do/did/test something. There are some unused memorypoints (for Turrets) inside the model of the HEMTT Mover. -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not rly, except with AttachTo to a Trailer. -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, they should. I stretched it so it fits with the 40feet Container. i might move it backwards before Testing in public -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, works. -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
About +-20cm "wobble" while driving, when you start driving a bit more, until the trailer gets the speed of the Truck. Ill make a newer Video, with the current state later. ---------- Post added at 07:15 PM ---------- Previous post was at 06:23 PM ---------- Part #4 +OP Updated -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Testings in a smaller group works very well (3 ppl - all with a Truck + Trailer) + 2 AI Trucks + Trailer following us. In the next weeks, we patch our Gameserver, then it will be tested with about 60 players. -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
so far, so good. http://cloud-4.steamusercontent.com/ugc/528384134561096701/BDA56B199A9B24C83A27784866EF8C667AAF62A6/ (507 kB) -
regarding to uniforms: slx_xeh_b_kitbag_rgrextended_initpost_eventhandlers slx_xeh_c_man_p_shorts_1_f_afroextended_initpost_eventhandlers for example, thats what i meant. + When i add a simple CfgFunction to my mod (for example ' waitUntil{Vehicle Player == player}; Hint "Yep"; ' ) with post/PreInit = 1 -> Nope, no TFAR. Without the Function -> works like a charm. =/
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play -> Multiplayer -> new Map -> New Unit -> Nato -> Men -> Rifleman -> exec local {diag_log str _x}forEach (allVariables uiNamespace); and/or {diag_log str _x}forEach (allVariables missionNamespace); check .rpt 1 Unit (me as player) ---- uiNamespace 410x cba (a bit less, when searching "cba_fnc") 37x slx_xeh 70x searching for "xeh" only (of 2941) ---- missionNamespace 357x cba (a bit less, when searching "cba_fnc") 144x slx_xeh 162x searching for "xeh" only (of 1777) ---- In Mission with some variables and other stuff in it loaded: uiNamespace 411x cba 221x slx 255x searching for "xeh" only And thats why the question: Is it there any chance to run it without CBA or not?
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Cause i don't like those 1000 of Variables (for example + X for each Uniform), that will be created by CBA.
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Is there any chance to get it running without CBA?
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Is there any chance to do this? || \/
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Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's possible, like in Video #3. So too much Bungeerope-effect, as long as BIS don't change something =/ We are testing the current State on our Server in about 2-3 Weeks. -
Oh my... that thing looks so ugly!
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What does it mean?
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Bornholm, Denmark [Terrain]
dscha replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will there be any changes of the hitbox/Geolod of tree's? -
Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)
dscha replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not realy =/