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lukio

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About lukio

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    Sergeant

core_pfieldgroups_3

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    Gaming, Fishing, Biking
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    Consultant

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    Male
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    Germany

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    TheLukio
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    http://steamcommunity.com/id/Lukio

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  1. Very, very late to the party, sorry 'bout that. I noticed that CBA at least has a funciton to detect which camera is active and it can also detect the EGSpectator Camera. CBA_fnc_getActiveFeatureCamera https://cbateam.github.io/CBA_A3/docs/files/common/fnc_getActiveFeatureCamera-sqf.html
  2. lukio

    DUI - Squad Radar

    Hey diwako just wanted to let you know that we've played with the updated version on Sat Evening and Sundays as ell and so far haven't encountered the "Error: No vehicle" issue. HTH thanks for the mod
  3. lukio

    DUI - Squad Radar

    DUI is running in normal mod string on server Our setting is "force diwako_dui_radar_sortType = "none";" IDK if it plays any role but we set "all" settings for DUI. CBA settings are basically just an export of one guy clicking everything together how they think it's best, many settings are default it seems, few have been changed. // DUI - Squad Radar - Indicators // DUI - Squad Radar - Main // DUI - Squad Radar - Nametags // DUI - Squad Radar - Radar If it happens again - it happens almost every time we play, we'll try to get hold of that variable for you.
  4. lukio

    DUI - Squad Radar

    Hey diwako we are experiencing an odd issue. After some point everyone in a group has "Error: No Vehicle" on the names list and we don't see anyone in gps any more. It seems to happen when people re-spawn, then it starts to bug out. We are using Base respawn with a timer, CBA, ACE, CUP / RHS plus F3 type of system to re-equip loadouts on respawn.
  5. Whats wrong with using the point mechanic from ACE? Not a huge fan of tactical ping either.
  6. lukio

    ArmA 3: Dunes

    You may be too far up - try flying around 170 - 180m. If done correctly when you identify the enemies by pressing T, the targets get called out ("There is one group / site / camp" etc.) and it will be marked on the map.
  7. AFAIK there is not much to add - it is complete and works as it should. Some development was continued by Raptoer https://github.com/Raptoer/F3 like inclusion of wolfenswan's function library and I believe the TMF framework is a more advanced version based off of the F3 framework. https://github.com/tmf3/tmf
  8. Assigngear also looks at the vanilla factions, so you would have to introduce the RHS factions to the assigngear script. Line 80 for example: if (_faction in ["blu_f","nato"]) then { #include "f_assignGear_nato.sqf" // #include "f_assignGear_natoPacific.sqf" // Use NATO Pacific loadouts on NATO non-Pacific units (e.g. Folk ARPS Platoons) }; You would probably have to add "rhs_faction_usaf" to the conditional array.
  9. This looks really nice. As someone who also enjoys playing Rimworld, I sincerely hope the safari hat is made out of human leather.
  10. Lots of good stuff in DayZ Medic's video regarding the behaviour settings, what I also use for convoys is "forcefollowroad" and "setConvoySeparation". Used to work really well and I got "clean" convoys. Anyone just placing 4 vehicles, grouping them and sending them off is setting them up to fail. They still need lots of fine tuning.
  11. I can concur, worked only after removing insignia prior to setting it (for respawn), thanks for the information @Bormann2 [_unit,""] call BIS_fnc_setUnitInsignia; [_unit, _badge] call BIS_fnc_setUnitInsignia;
  12. Did you try increasing the bleedout timer? To say something like 15 minutes? 900s is pretty long and should be sufficient to gather any wounded team members. No, this is part of the vanilla system. If you want such a feature you would have to add it yourself to the script (or maybe this will be a feature in a future version?). Adding an additional revivetime and stabilizetime for units with the medic trait should be possible. If you really want to give medics special perks, set it to only units with a medpack can revive. Everyone else still can stabilize though (stopping bleedout). It's either that or let everyone revive no matter if he has a FAK or medkit. As long as the player is unconscious he should not take any further damage. If a downed unit decides to crawl while wounded, he may get fatally shot.
  13. You already have the three task SQFs in your array, instead of using the task modules from the editor, write the tasks creation / handling in the scripts. Check out https://community.bistudio.com/wiki/BIS_fnc_taskCreate and https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul for more information on how to script tasks instead of using the modules. Mixing scripts and placed modules does not work very well in my experience.
  14. It's a "smart" mine detector or magical. Pick one :-)
  15. Issue was resolved by adding baseWeapon = "Nato_LMG_Mk200_F"; to the inherited class's config. Scope 2 was not even necessary because that should be inherited from base class.
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