tholozor
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Everything posted by tholozor
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Walking probelm Dev Build 0.53.103754
tholozor replied to chrisb's topic in ARMA 3 - BETA DISCUSSION
This is already a known issue, please upvote the proper ticket and use the search function: http://feedback.arma3.com/view.php?id=6685 -
acc_pointer_IR is the PEQ-15A attachment for rifles.
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Most excellent!
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Combat Medical System v0.1 Alpha Released
tholozor replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACE wounds is disabled by default unless you place the Enable ACE Wounds module. -
That was the approximate height from Arma 2.
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Most likely around 1.8 meters.
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I think he means the E3 demos where they're at Camp Maxwell. That location is present on Stratis, you can find it on the mid-south end of the island; they covered it with trees, but the helipad is well enough exposed.
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I think he means lying on your back. Go prone then stance modify into high prone.
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Changing prefab unit class uniforms?
tholozor replied to AbortedMan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In a unit's init line: removeUniform this; this addUniform "classname"; Uniform classnames can be found here: http://browser.six-projects.net/cfg_weapons/tree?utf8=%E2%9C%93&version=67&commit=Change Also, try not to use the Mods Discussion area for scripting questions. -
For me it's occurring in every showcase.
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What you might be able to do is perform a local command check to see if the player executing the script is local for keeping the marker visible, otherwise it's already hidden for everyone else. Something like this after the marker is made: _marker setMarkerAlpha 0; if (local _ravenController) then {_marker setMarkerAlphaLocal 1};
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If you're trying to pick up a backpack you placed in the editor, those are just normal crates that look like backpacks.
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What you could do is use TexView2 to convert the .paa files to .png or .jpg, edit them, then convert them back to .paa with TexView2.
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Headgear and Glasses Pack
tholozor replied to Binkowski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You da man Bink! -
Cobra Sandbox [Persistant Survival Sandbox]
tholozor replied to alleycat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Possibility of other map support in the future? -
Most excellent!
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I think that's because the zero point on the M2 was set to the top of the arch that goes over the front post, rather than the top of the post itself.
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Design mastery weapons
tholozor replied to hogthar's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sabre's criticism is completely justified. -
Design mastery weapons
tholozor replied to hogthar's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks great! Not too excessive, but enough to notice. Definitely looks like it's seen some action. -
Yea, the only issue is that we only need the 226, not all the other stuff. We already have the RH Pistols pack as well. Besides, RH's stuff is some of the best there is.
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ARMA 2: OA beta build 101747 (1.62 MP compatible build, post 1.62 release)
tholozor replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Someone made a quick mod in the meantime which gives proper missile detection. http://www.armaholic.com/page.php?id=12360 The only problem with it is that the config file is missing 2 lines of code, so it will give you an error when loading a map. It doesn't affect the capability though. -
A suppressed P226 would make my day, and the day of a lot of others.
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JTK Weapon Suppressor Script
tholozor replied to Kempco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Probably because it doesn't have a suppressed version IIRC. Can't really put a suppressor on something that doesn't have a suppressed variant. -
Replacing the -1 with a number of your choice can control how long the unit is unconscious.
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[this, -1] call ace_blackoutall; That will make the unit unconscious (indefinitely IIRC?).