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helldesign

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Everything posted by helldesign

  1. I love helicopters, but lately I'm playing mostly singleplayer. Unfortunately flying a gunship without the turret controls and camera in singleplayer is unfulfilling experience (also AI Pilot has many bugs and is often uncontrollable). Is it possible to open the helicopter gunner camera if you are the pilot via the dev console? I am wondering this because for example you can open the UAV terminal with a simple command, without the UAV terminal item in your inventory.
  2. I'm testing a mission in Eden which doesn't require any mods by default. My game client is modded and when I open the mission the editor keep saving it and ruin it that way, because I cant open it anymore if I unload any of my current mods... Is there any way to disable the auto-saving option of the Eden editor. When I open the preferences menu, there is a drop-down menu which says '15 mins', but when I click on it - nothing happens...
  3. helldesign

    How to turn off auto-saving in Eden editor?

    it was the ui size indeed. I changed it and now can choose 'Never' from the auto-saving menu. Thank you
  4. I would like to protect certain area on the map from trespassing of strangers, so I placed a trigger with current settings: Type: None Activation: Anybody Activation type: Present Repeatable Condition: this On Activation: {_x setdamage 1} foreach thislist The trigger kills everyone passing the zone which is perfect, but also I would like to be able to reach that area, now I get killed like everyone else. Is it possible somehow to list some UIDs in the trigger condition which will be excluded from the trigger? If it's not possible to be done with UIDs (or too complicated) I could use unit names instead (JohnnyOne, JohnnyTwo etc.) Also I would like the trigger to work on both hosted and dedi server.
  5. { if (!(_x getVariable["hell_protected", false])) then { _x setDamage 1; }; } forEach thisList; I put that into "On Act" of the trigger and then placed "player setVariable["hell_protected", true, true];" in the init line of my unit. It works for me and I'm not killed anymore, but there is a side effect -> all custom placed objects like ammoboxes, helicopters etc explode. So is it necessary to put that variable in the init line of everything I place in the dead zone perimeter?
  6. helldesign

    United States Air Force( 2015)

    Please let me know how if you find out.
  7. helldesign

    United States Air Force( 2015)

    I didn't know it's not implemented yet. I'll give a try to that file. Thanks guys.
  8. helldesign

    United States Air Force( 2015)

    How to use the Electro-Optical Targeting System of F-35A Lighting II? When I turn it on from the menu it opens a small map with the only option to set and clear GPS target. I thought EOTS is meant to be something like this: or am I mistaken?
  9. helldesign

    BI wiki?

    Is it just me or the wiki website is not working? https://community.bistudio.com I got "502 Bad Gateway" error since the morning.
  10. helldesign

    BI wiki?

    Thank you
  11. How can I lock on ground targets with UAV? I used to use the TAB key, but now with ACE doesn't work anymore. If I laze the target, the missile always go right of it and I have to compensate manually, which leads to waste of ammo.
  12. (restarted the game) Zooming in to the max: my turret (you can see at the top only @cba and @ace are the only mods) Doesn't look like the Kimi's display: ace turret Maybe something is messed up with my game installation or the downloaded mods... not sure Thanks Zriel
  13. Okay, I see now the Designator option. Thank you. The turret camera is still the vanilla one, though...
  14. I tried with only Ace3 (3.0.0) and CBA (last r6 hotfix) enabled. This is my arma 3 init line: -noLogs -cpuCount=4 exThreads=7 -maxmem=2047 -maxvram=900 -nosplash -skipIntro -noPause -world=empty -high -malloc=tbbmalloc -winxp -mod=@CBA_A3;@ace Placed 2 empty Comanches (with Zeus) - one RAH-66 Comanche and one ACE_Comanche_Test. Both turret cameras look like that: RAH-66 Comanche (279 kB) ACE_Comanche_Test (279 kB) Also I don't have option for "laser designation" from the self-interaction menu (not sure if it's suppose to be there): self-interaction menu (343 kB) BTW I didn't place any ace modules on the map. Should I do it?
  15. Is there any guide on how to activate/use the self laser targeting feature (gunner turret) while piloting a gunship helicopter (like in the )? This is from the Armaholic ACE3 link description: "Comanche: "My missiles wont lock" - Self interact, laser designator on, self laser target. Or have someone else laser" When I press ctrl+interaction key -> I don't have any "laser designator" option there. Also when I take a sit in the gunner place the turret camera appears different than that in the ACE3 showcase/trailer (it's still the old vanilla one)
  16. Sorry for my blindness, but where is the PhysX archive and the "new libraries"? It seems I cannot find them on the dropbox link provided. I see: arma3server_performance_144_130768_v2 arma3server_profiling_144_130768_v2 arma3client_performance_144_130768_v2 arma3client_profiling_144_130768_v2 plus the linux versions. Not a sign from a physx file or libraries...
  17. helldesign

    RHS Escalation (AFRF and USAF)

    Thank you
  18. helldesign

    RHS Escalation (AFRF and USAF)

    here you go: BTW does anyone knows which folder/files I should be looking for in the pbo for the classnames (weapons/ammo/vehicles)?
  19. Thank you Wolfenswan! I will try it as soon as I can. Edit: Do I still need the other stuff in my init: and all class names etc in the description? Or I can leave only: and delete everything else? And what about: should I leave it there or not? (init.sqf)
  20. Thanks for the update! I have a question. How can I enable only the caching script without anything else? I don't even want the "Parameters" setting menu to be available and editable for my mission, just caching script active by default with pre-made settings in the config/script. Is that possible? I tryed to enable the catching by editing my init.sqf. Added this lines: and my Description.ext It doesn't seems to work, though... I'm curious if there's a simpler way of adding this to my mission and do I really need all of these "class" and "#include" lines in my configs for that single component to run it? I'm not sure if I need all of them, since I see components between them like radios, zeus etc. that I don't want, but I left them there because it says "DO NOT REMOVE OR DISABLE THIS BLOCK OF CODE". I'm just trying to keep my files clean.
  21. helldesign

    United States Air Force( 2015)

    this is me right now: http://lachev.com/downloads/owl.gif (412 kB) so excited about this mod
  22. helldesign

    United States Air Force

    check this out from the first post: ;)
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