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53 ExcellentAbout INF_MIke64
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john681611
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Its been a while since I looked at this code. It should work but I can't say that actions always work.
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I've made a modification that loosens logic to allow repacking as long ammo is the same ignoring tracer info (colour, regularity) This means B_65x39_Caseless (MX rounds) and B_65x39_Caseless_green (Katiba rounds) are compatible (yes they have the same performance). I've kept it that you're not allowed to repack belts from mags as your missing the belt components. This can be found in my resistance mission: https://github.com/john681611/resistance3/tree/master/common/outlw_magRepack
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V1.8 - Added vehicle cargo loading (speed and pull up recommended https://github.com/john681611/Skyhook.VR/releases/tag/1.8
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mgi scripts Detonating cord
INF_MIke64 replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Brilliant I love this. Think if you made a custom item config you could end up with a throwable detcord object. -
Mine Clearing DetCord
INF_MIke64 replied to INF_MIke64's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks cool I'll try it out! -
INF_MIke64 started following Server FPS limit testing, Global Mobilization - Changelog and Steam Play linux
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Anyone know how to stop players running GM coming onto servers. Its causing error messages and issues with other mods.
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Huh, the model looks like one of these Headsets that bost hearing protection. Just figured some headsets would have it due to LMG's, but I'm not in the Army so I guess I wouldn't know IRL.
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Just messing about and I noticed that ACE hearing protection is on crew headsets and hearing protection. But the models on the MK7 Type A also seem to have hearing protection but It isn't applied. Have I made a mistake and its just comms?
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Hey guys trying to get my mod to work with your mod and I'm having some issues with is isPlayer My current config; class Extended_Init_EventHandlers { class CAManBase { init="_this spawn inf_fnc_setInsignias"; }; }; My script sleeps 2 seconds then does an isPlayer, with vanilla units its fine but with yours even if I am player it returns false. Help! I don't want to make your mod a requirement of my mod if I can avoid it. SOLVED: I used PostInit handler and it worked.
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Neat little rotating Radar script
INF_MIke64 replied to INF_MIke64's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is more or less the scan horizon command for AI Cool thanks -
Just wondered if you guys had seen Steam Play Beta Announcement. Will the Linux version get a branch to use this to allow us to experiment with having a Linux version that can play with the windows lot?
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while {true} do { { radar lookAt (radar getRelPos [100, _x]); sleep 2; } forEach [0, 90, 180, 270]; }; Figure you guys may like this little script (change as you like) What it does it make a radar rotate to look around, what it importantly does it also not stop it from focusing on a contact and tracking it for a SAM, then once the hostile is gone it returns to rotating
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fair enough makes sense your the expert :D
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Neat. It's a small step but a step in the right direction. As far as I can see there are two main things that need to be done to make a massive change to MP play in ArmA Somehow break the link between server and client fps units bouncing around at 60pfs is far better than everything at 12fps Break whatever cause players with crap internet connections (me included) dragging the server down. I've been sitting there waiting to get into a mission (thinking has it crashed) and then someone quits out and boom straight in. Nice work Dedmen I hope this change does make it to vanilla so I have more than just 50fps to aim for when optimising.
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Coming back after link has been added: Link: I'm not sure about the new rules. There is no advantage to actually trying to end the round early you cap M then go for as many kills as possible. It stops people playing tactically. Skills: This is a big part I don't like for balance reasons, with no team balancing it easily becomes a turkey shoot. 1 guy with a fully auto DMR will nearly always win in a face to face fight. The way it looks is great! but its not going to be much fun for new players when they keep getting owned. I prefer if levelling up increased your variety of weapons not necessarily power. If things like DMR's have a handling disadvantage I'm not seeing it. Personally i preferred it with set load-outs at least everyone could have the OP kits then. TK fines in hardcore: Not sure about this on one side its so fast paced on link its inevitable. Oddly its probably me being too used to using headgear as identification in Arma 3. significant frame-rate drops (during contact): Game runs at a nice 50-60FPS (great in comparison to Arma) but I've noticed as you get into contact the FPS can plummet.