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L3TUC3

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Everything posted by L3TUC3

  1. I played with about 8 players and it devolved into a pretty terrible spawn/die loop when you keep spawning on teammates. It's a good idea to restrict it when there's enemies nearby.
  2. With today's dev build, weapon deployment sans bipod puts the character and weapon in a floating position above the deployment surface, as if a bipod were present. I couldn't really tell if the deployment effects were the same with/without bipod, but I'd reckon having the bipod nets the optimal benefits. Do the pivot points change depending on having a bipod attached? I also noticed the MK200 no longer has the little integrated bipod that was part of the front grip prior to #bipods. I take it this was altered to accommodate for the bipods on the front? I kinda looked forward to having bipods on my bipod.
  3. L3TUC3

    Marksmen DLC Weapon Feedback

    I think you're meant to have an assistant.
  4. The Zafir pivot point when deployed isn't at the bottom of the the bipods, but rather in front of it where the bipod attaches to the barrel. It's a bit confusing and causes the player character to warp underground when deploying when prone. But it looks pretty cool on all other obstacles. You can also skip the sprint to prone animation (the drop to knees dive one) by hitting deploy weapon during the transition. You won't be deployed though.
  5. I'm asking for just the island without the units. We run our modpack on the server from a 12gb ramdisk. Currently, we've about 50mb to spare until we get around removing the duplicate islands from AiA or cutting other stuff. I like your units, but we probably would only very rarely use them. So yes, a lite version would be perfect in our scenario. I look forward to it. Thanks again.
  6. Thanks for the hard work. The only thing I can think of is to please make the SMD units a separate addon.
  7. L3TUC3

    RHS Escalation (AFRF and USAF)

    Thanks for the hard work. What's with the weird screen shake when firing M200 blanks?
  8. p5 addUniform "U_B_CombatUniform_mcam_vest"; Should be: p5 forceAddUniform "U_B_CombatUniform_mcam_vest"; Adduniform has restrictions primarily based on side. forceAdduniform does not.
  9. Wrap it in a server check while you're at it. if (isServer) then { this addWeaponCargoGlobal ["tf47_maaws",1]; }; Otherwise every jip player will add a maaws to the vehicle.
  10. L3TUC3

    Arma 3 - Marksmen Community Challenge

    Did my part. Let's see if we can make it.
  11. L3TUC3

    Insignia

    That's the only way to do it if you intend it to be mission based. Otherwise you have to make a config, and that requires it to be an addon to load properly. The benefit is you can make your own preconfigured units this way and you don't have to script the skin in the mission anymore as you'd just place them in the editor.
  12. I've had some issues with taskPatrol. Sometimes the group will just walk away to the other end of the island in a straight line.
  13. Take a look here as well: http://forums.bistudio.com/showthread.php?180776-Wilhelm-Scream
  14. You should give it a try, all gear is defined only once at the start and then referenced for assignment. You don't really have to alter the assign script after that; it's just tweaking ammo amounts there. Heck, I even randomized weapon variants and it works. RHS stuff is awesome.
  15. L3TUC3

    RHS Escalation (AFRF and USAF)

    Americans go to bars, Brits go to pubs.
  16. CSE is supported almost by default with only little change required, simply enable the CSM modules and then keep the parameter on Vanilla BIS (I rename it to CSE and delete F3&AGM to trick people). Just edit the gear script to add the medical gear to all units and medic backpacks and you're set.
  17. I've done some. Not that hard to do, it's mostly busywork replacing the class names. Honestly I just use the stock placed units template and alter the side's gear script as needed. I *could* make an entirely new file with accompanying faction check for assignGear.sqf but I'd be doing slightly more work editing all Inits and delete unnecessary gear files afterwards.
  18. There's no side effects that I've noticed in game. The only thing that will happen is that you can't edit it again in the 2D editor. It typically changes into whatever is on top of the class list when you double click and save. So your east NATO soldier is now an opfor BTR or something. Make sure you're done with it's init, description, w/e when you flip the sides on a unit in mission.sqm.
  19. Thanks for your time and attention everyone. Using the getin and getout EHs to unattach/attach rapidly works but I'm fearful of multiplayer oddities (two objects in close proximity + desync = arma'd). I'll continue to monitor the problem Feel free to use my picture for your ticket if you'd like.
  20. With AiA there's a bunch of nice warfare props that can be used, but unfortunately the mash/medical ones have heal-actions and inventories attached to them. Is there a way to disable these? The inventory I don't mind as much, but the heal-action I really want gone. removeAllActions this; doesn't work.
  21. That did the trick, sorta. The actions still show up, but they don't work any more.
  22. Open your mission.sqm in your text editor and add init="this allowDamage false; this enableSimulation false;"; to each item you want to have that init. Should look something like this: class Groups { items=1; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={6185.2148,43,16260.999}; azimut=-184.674; id=0; side="WEST"; vehicle="B_officer_F"; player="PLAY CDG"; leader=1; rank="LIEUTENANT"; skill=0.60000002; text="UnitPlayer"; init="this allowDamage false; this enableSimulation false;"; description="An ungrateful player"; }; }; }; }; Just make a backup first in case you fudge it.
  23. Is there a ticket for the fog issue? I'm running into this and it's extremely annoying as it breaks the setting.
  24. Could the wiki please be updated with a step by step tutorial how to set up CSE for mission makers? It focus is heavily on the user side of things (how2bandage?), but not so what the modules are and it's configuration features. I'm still not sure if the basic revive module is required for advanced wounds etc. The same with the new methods to set medics through scripting etc for JIP compatibility; the information is simply not there or hard to find. The furthest I got was here. It's very dated. The tutorial mission helps a little bit, but doesn't explain what each module does in a detailed way, just a throw in the deep end.
  25. L3TUC3

    RHS Escalation (AFRF and USAF)

    The VDV 2S25 is pretty amazing. With lowered suspension it's a submersible tank you can cross the seabed with. With raised suspension it floats, but can't propel itself.
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