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dscha

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Everything posted by dscha

  1. 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... -.-
  2. dscha

    Development Blog & Reveals

    My hopings are for the "addon". Earlier would be nice.
  3. *wait* Waiting for it, since it was announced in MANW ;)
  4. Is there any reason why i couldn't be changed Dscha? =/
  5. dscha

    RHS Escalation (AFRF and USAF)

    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/
  6. "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.
  7. Yeah, they should. I stretched it so it fits with the 40feet Container. i might move it backwards before Testing in public
  8. 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
  9. 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.
  10. so far, so good. http://cloud-4.steamusercontent.com/ugc/528384134561096701/BDA56B199A9B24C83A27784866EF8C667AAF62A6/ (507 kB)
  11. 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. =/
  12. 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?
  13. Cause i don't like those 1000 of Variables (for example + X for each Uniform), that will be created by CBA.
  14. Is there any chance to get it running without CBA?
  15. dscha

    PhysX Discussion (dev branch)

    Is there any chance to do this? || \/
  16. 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.
  17. dscha

    Development Blog & Reveals

    Oh my... that thing looks so ugly!
  18. dscha

    Development Blog & Reveals

    What does it mean?
  19. dscha

    Bornholm, Denmark [Terrain]

    Will there be any changes of the hitbox/Geolod of tree's?
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