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lukio

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About lukio

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core_pfieldgroups_3

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  1. 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.
  2. 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
  3. 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.
  4. This looks really nice. As someone who also enjoys playing Rimworld, I sincerely hope the safari hat is made out of human leather.
  5. 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.
  6. 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;
  7. 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.
  8. 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.
  9. It's a "smart" mine detector or magical. Pick one :-)
  10. 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.
  11. So what I've done so far in this small mod is define ammo, define magazine and define an extension weapon. - works as intended, I can pick it up form an ammobox via Arsenal or inventory, I can add it to a soldier via init / script - but it will NOT show in the list of weapons in 3DEN. What do I need to do to make it show in the 3den loadout editor? I thought scope/scopeCurator would take care of that but apparently I was wrong. class CfgWeapons { class LMG_Mk200_F; class NATO_LMG_Mk200_F : LMG_Mk200_F { displayName = "Mk200 LMG (NATO)"; descriptionShort = "Light Machine Gun<br />Caliber: 6.5x39mm"; magazines[] = {"200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","200Rnd_65x39_cased_Box_Tracer_Red"}; modes[] = {"manual","close","short","medium","far_optic1","far_optic2"}; faction="BLU_F"; scope=2; scopeCurator=2; scopeArsenal=2; }; }; I'm just learning the ropes of making mods and trying to figure out where I went wrong - any help is appreciated!
  12. I'd guess that you need to disable any ACE medical / wounding systems.
  13. Congrats to the release! Jut jemacht ;-)
  14. What happens if you use the "transport unload" waypoint? That should kick out every player that is being transported, no matter his status.
  15. Too bad, I've had some positive feedback about it helping others as well before I made this post so I thought it was an all-out solution. Then again with PCs and custom USB drivers being at play I guess there is no on sized fits all solution. :-/ Really weird that Razer's own software did not help. At least you could resolve the issue.
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