Jump to content

kOepi

Member
  • Content Count

    71
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

6 Followers

About kOepi

  • Rank
    Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. kOepi

    ADV - ACE CPR

    1. The same way you wanted to balance and distinct the time value between MEDEVAC and soldiers, I suggest to distinct between MEDEVAC, soldiers and medics. RL references are the truest frame for balancing. And that is all that ACE does, balancing according to real life and you started this mod, because even that ACE mod is insufficiently balanced for you (as you stated it). 2. If I could set it to 1 or 5 seconds, it would need one person to continously perform CPR, while the other one is treating the patient or getting a doctor => enforces teamwork. It would also allow for a work-around to set a fixed timeframe. I dont want absolute realism, I want balancing, teamwork, different roles with different abilities in the same relation as it exists in the real world.
  2. kOepi

    ADV - ACE CPR

    Great mod, thank you very much. 4 suggestions: 1. add another ruler "maximum time for successfull AED" because the time frame for CPR and AED survivial is different (3% success rate difference per minute -wikipedia) 2. change amount editable in "seconds to be added with each successful CPR", values below 15 seconds are not enterable ( I want to enter "1" second ). because CPR and AED usage is not increasing the time frame IRL, it is just increasing the success rate in the same time frame. 3. add ruler "splints can be applied by" 4. add ruler "AED can be applied by" thank you for your attention
  3. it works better with assignascargo and ordergetin, but after like 10 or 15 seconds they disembark again ...
  4. I have and it worked, sometimes. My problem is not mainly that I cannot get them inside the vehicle, my problem is that they dont stay inside.
  5. Hello, I am dying inside ... why is it so difficult to make a quick reaction force in ArmA 3! What I want to do: Trigger activates units to get/teleport) into their vehicle and then move to certain location, disembark and sweep area in a coordinated(specific) way. I also wish to use Devas vehicle and patrol script... what I have tried so far: -make convoy without additional troops and move it somewhere: works. (uaz, uaz/HMG, BTR, ural, uaz/HMG) -make convoy with additional troops and move it somewhere: does not work, troops disembark when starting or vehicle starts without waiting on troops being loaded. - setvehiclelock before and after units have been "moveincargo": does not work, troops still disembark after they have been moved. use DEVAS convoy script: http://www.armaholic.com/page.php?id=31925 -make w/o and move: works -make with and move: does not work, troops disembark. - setvehiclelock before and after units have been "moveincargo": does not work, troops still disembark right after they have been moved. can anyone point me into the right direction? OFP/ArmA developers: shame on you! Thank you in advance kOepi
  6. Looking for a milsim oriented group, I am 30 years old. What am I not looking for? A group that cannot play -without radios -without shactac -without a compass -PvP . If everyone in your squad has a radio, you use shactac to overcome situational awareness, without a compass you lack vocabulary to call out contacts and your tactics, techniques and procedures only work on AI ... then I am not interested. Basically what that means if your group is from ww2, vietnam up to the 90's conventional armies, I am interested. I would prefer a three fireteam Rifle Squad. greetz kOepi
  7. Toadie, knowing you are busy, just a hint from myself pointing at your PM inbox. greetz
  8. I think I solved the same problem for myself. It looks like you just have to uncheck that one AI, that you selected as a "player" and then it should work fine.
  9. kOepi

    US Military Mod

    This mod enables proper gameplay from the ground. Very awesome Work you did there, especially like the Field Packs and bandoleer, ammo belts. Critique: Vests that dont have armor, have armor values and are pretty light. Awesome work though !
  10. Good Work ! marvin, accept me on steam or answer the PM, please.
  11. kOepi

    Land Navigation mod

    great mod ! issue that I found : 1. when you either set "init hint =0" or "add hotkey hint = 0", then the hand ange dissappears and ( randomly ) the other options, that have been turned on or off are not on or off. 2. hotkeys dont work in multiplayer ! very nice idea though !
  12. kOepi

    Fluid Door/Hatch Opening

    lordprimate, take the link from the dropbox, that one is not corrupted. Btw. I couldnt get it to work with ACE...
  13. kOepi

    Switching weapons on the move

    hey, great idea! works with ACE, but it does not take the binding changes immedeately, so you will need to restart the game.
  14. it is fairly simple to record it from videos like this:
  15. swapped with which one? another one of the same type that isnt broken or another of the opposing type that will not fit, because it is made from a different country for a different rifle? Besides: after swapping a scope, normally and for sure back in those days you will have to zero it again. @ Topic Starter great work, sent a PM to show some support !
×