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Medals
Everything posted by lordheart
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Hi, Thanks for the report and for steps to solve at least one of them. I will look into it this weekend and see where it goes from there.
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Any chance of the PKM being included as part of your Machine Gun pack? I'd very much appreciate it. Love the bipod animation, it's the small things that add up. Regards, L-H
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And a video of the rotor wash effect added in 2.2.0
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adding and removing eventhandlers
lordheart replied to Crielaard's topic in ARMA 3 - QUESTIONS & ANSWERS
https://community.bistudio.com/wiki/addAction Check under Parameters -> Script -> Parameters https://community.bistudio.com/wiki/ArmA_3:_Event_Handlers#Fired -
adding and removing eventhandlers
lordheart replied to Crielaard's topic in ARMA 3 - QUESTIONS & ANSWERS
Try the following: this addAction ["Set airburst fuse", {(_this select 0) addEventHandler ["fired",{(_this select 0) execVM "airburst\airburst.sqf"}]}]; -
Changelog: 1.0.2: Fixed broken MP Version 1.0.2 update
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adding and removing eventhandlers
lordheart replied to Crielaard's topic in ARMA 3 - QUESTIONS & ANSWERS
Do you add the addAction to the plane? If so, within an addAction, _this will be the unit that activated the addAction and _target will be the object the AddAction is attached to. -
Version 2.2.0 update Changelog: Added 2 degrees of dust Added rotor wash Added Glasses_ prefix to all functions, now: LHM_fnc_Glasses_XXX Added new config entry LHM_EyeProtection, used in CfgGlasses and CfgWeapons for headwear (only used for rotor wash currently) Reduced overlay for combat goggles Reduced overlay for diving goggles Reduced rain overlays Fixed weird on/off glasses issue when in boats
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Version 1.0.1 update Changelog: Fixed possibility of JIP causing weapon drag variables to be reset Fixed being able to drag weapons with units in them (was checking for crew and not gunner) If unit is killed while dragging he will release the weapon. Fixed being able to drag weapon and get into a vehicle and have the weapon once you disembark.
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From what I have seen, squad-level radios are in the dev version.
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I have to agree with Phoenix_ZA, fantastic mod, feels great to drive these again. However the guns' FoV is too zoomed with the default zoom, hold in right click and they function like mini binos. Thanks for all your effort, L-H
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Thanks guys, let me know if you come across any issues.
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It's not coded to effect stamina, but I believe the drag animation that is played seems to effect it.
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@Drakenof It should be fairly simple to make it work with ammoboxes. In fact, you could probably paste the following into the init for an ammobox and it should work. this call LHM_Static_fnc_initialiseWeapon;
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I won't speak for NKey but there's still a couple open issues that once resolved will most likely result in the new version being released or at least released for testing. We're all pretty keen to get the next version out but obviously we do not have a time frame for when that will happen.
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Thanks to both Sonsalt6 and Foxhound for hosting. :) @SSplainskin, I'm unsure what you mean? Static weapons already can be disassembled to backpacks.
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Copy both dll, the 32bit and 64bit.
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You will need to ensure that you have the correct plugin version for your TS client. Included in the latest 0.8.3 download is plugins for both the previous version as well as the latest version of TS.
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Sounds like they might have been sharing the same radio ID, the tf_same_sw_frequencies_for_side shouldn't cause active channel to be shared as well. Simply the frequency at mission start.
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XMedSys - Improved Medical System for A3
lordheart replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Check your RPT file and see if has anything about PPEffect failed to be created or similar. -
XMedSys - Improved Medical System for A3
lordheart replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you happen to use the Super_Flashbang mod? This is a known issue due to conflict of PPEffect priority. -
Super, if you could check your PMs.
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@J. Patterson, in your @task_force_radio, there should be plugins available still for 3.0.13.. @FartParty, in the current version no, but it is coming in the next version.
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You will need to binarize the PBO. It doesn't automatically binarize the pbo.
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Have you binarized the animation? If I recall that was an issue that also stopped me from being able to use an animation in my glasses mod. Check your RPT file for any errors also.