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MrSanchez

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Everything posted by MrSanchez

  1. It's been a while but I remember ACE turning units into ACE medics by automatically checking if the attendant option (vanilla 'Is Medic') is set to 1 in the unit config. Try adding attendant = 1; To the unit's config. I recommend checking the ACE3 source files through GitHub. Kind regards, Sanchez
  2. MrSanchez

    MrSanchez' Headlamps

    Try changing those 2s into 0s. Here's a post from the Workshop in which Exile compatibility is discussed: http://steamcommunity.com/workshop/filedetails/discussion/930264602/1291816880503818854/ Kind regards, Sanchez
  3. MrSanchez

    Black Powder

    I'm curious and not able to unpack the files atm but what exactly makes this have an Apex DLC requirement? If its the island - I believe the Malden update also made the Tanoa/Apex assets such as trees & buildings accessible to even those who don't own the Apex DLC. Kind regards, Sanchez
  4. MrSanchez

    How to unload weapon in EDEN?

    Haven't tried it, but you can try removing the currently loaded magazine on mission start, e.g. you can put this in their initbox (or some other script ran on unit initialization): this removePrimaryWeaponItem (currentMagazine this); If you know the classname of the subsonic magazine that's supposed to be loaded, you could follow that up/replace that with: this addWeaponItem [(currentWeapon this), "CLASSNAME_HERE"]; I don't quite remember if adding magazines using addWeaponItem replaces the currently loaded mag and discards the previously loaded mag entirely, or whether it pushes that mag into the inventory. (If latter, you should remove it first). Kind regards, Sanchez
  5. MrSanchez

    Zombies & Demons 5.0

    Oy I forgot to respond to you about that. We don't have a single class no, but if I am not mistaken all civilian-uniformed zombies will adhere to isKindOf "RyanZombieCivilian_F" and all soldier-uniformed zombies will adhere to isKindOf "RyanZombieB_Soldier_base_F" Kind regards, Sanchez
  6. Hi, This is the section for released addons. Dslyecxi (and most others) use (a variant of) BIS_fnc_unitCapture & BIS_fnc_unitPlay. It's a script function. There's plenty of tutorials for it if you google 'ArmA 3 unit capture'. Here's the wiki page for the function you'd be working with: https://community.bistudio.com/wiki/BIS_fnc_UnitCapture Kind regards, Sanchez
  7. MrSanchez

    JSHK Contamination Area Mod

    I was working on something like this, so this saves me a lot of time. Good job dude :D Kind regards, Sanchez
  8. MrSanchez

    Zombies & Demons 5.0

    I'm not quite sure why we added that option in the first place. It fundamentally breaks the zombie animations due to how the ArmA 3 engine incorporated uniforms. Uniforms in ArmA define (by overriding) what animation set is used. I think in the past this meant that resurrected zombies would use vanilla animations, however. Altogether, it's best to disable the forceadduniform option if you want working resurrected zombies. :/ Kind regards, Sanchez
  9. MrSanchez

    Zombies & Demons 5.0

    I've done some very moderate testing with VCOM AI and the zombies. (My community uses both, and every now and then there is a zombie op). I've not noticed any drastic conflicts or anything like that, so I assume it's fine. The headshot only option should™ work with grenades/explosions. Meaning you can use grenades to kill zombies. As for running zombies over, I don't think that running zombies over causes much head trauma in the ArmA engine, but if it does - it will work. Long story short, the headshot-only option turns the head selection into the only damageable bodypart. One can only damage a zombie by injuring its head :) Kind regards, Sanchez
  10. MrSanchez

    Zombies & Demons 5.0

    No current way to do so. We did that because there were a bunch of problems with pathfinding for the zombs with small puddles of water. It's a side effect. However I guess that means you can re-create this scene: :P
  11. MrSanchez

    Zombies & Demons 5.0

    We develop with backward compatibility in mind so you should be fine with older missions.
  12. MrSanchez

    Zombies & Demons 5.0

    @accuracythruvolume That was Esseker :P We'll be releasing an update fixing the ACE & deletion bugs this week. Kind regards, Sanchez
  13. MrSanchez

    MrSanchez' Headlamps

    My home network decided to discriminate the BI forums today, so I'm a bit late. As Foxhound already noticed, I had updated the mod once again. Updated to v1.3 Workshop updated. Dropbox link (updated in OP as well): https://www.dropbox.com/s/81uzo4ei2v0ik20/%40SAN_Headlampv1_3.rar?dl=0 Changelog: Fixed: Error message on dedicated servers for JIP players I've also updated the documentation with a scripting example on how to turn on the lamps by script (@Grenadier-Ghost). Besides that I've stated the two functions one needs to whitelist in CfgRemoteExec in case one is using CfgRemoteExec on (public) servers. Kind regards, Sanchez
  14. MrSanchez

    MrSanchez' Headlamps

    ! That is intolerable. I shall fix this.
  15. MrSanchez

    MrSanchez' Headlamps

    Turns out there was a bit of an issue when one was using the mod standalone (without CBA & other mods). I've fixed it, so here's another update. Updated to v1.2 Workshop updated. Dropbox link (updated in OP as well): https://www.dropbox.com/s/zjs4xbm4rggv2ea/%40SAN_Headlampv1_2.rar?dl=0 Changelog: Fixed: Lamps wouldn't activate when using the mod standalone Tweaked: Author tags on Headlamp Bravo Kind regards, Sanchez
  16. MrSanchez

    MrSanchez' Headlamps

    The downside of allowing helmet lamps as-long-as it inherits from a certain type is that there may be helmets that inherit from HelmetA but absolutely have no light model on them. I'll have to think about that. For now people will have to manually append to SAN_Headlamp_Helmets (its the 'whitelist' array) Also, there already is a sound when toggling the flashlight (and colors/intensity too I believe), just set SAN_Headlamp_SoundClickEnabled to true in a mission or use profileNamespace setVariable ["SAN_Headlamp_SoundClickEnabled",true]; Or lastly, use the CBA settings to enable that. I disabled it by default because I wanted to stay as close as possible to Bohemia's flashlights, and they don't have a toggle sound either. :) Kind regards, Sanchez
  17. MrSanchez

    MrSanchez' Headlamps

    The (High) brightness option is tweaked to be a little bit less strong than the vanilla flashlight attachment for weapons. They more or less have the same range, for balancing reasons. To increase the brightness, you'd have to modify the config file and change the HIGH_INTENSITY definition located on top of the file. As for tilt, it's an interesting idea. I don't think I'll be implementing it however. I aim to minimize the amount of keybindings needed. Kind regards, Sanchez
  18. MrSanchez

    MrSanchez' Headlamps

    Oh yeah, forgot to mention. If you're on about the looks of that unit, I believe I used the head model found in the ENFORCER/Cyber Punk mod. And the vest/uniform is from TRYK/TAC Vests :) Yeah they can. Heck, if you have a supported helmet you could have the helmet light, weapon flashlight and NVGs on all at the same time, if you wanted to :) Kind regards, Sanchez
  19. MrSanchez

    MrSanchez' Headlamps

    Thanks for the feedback, lads ^-^ Someone had already reported a bug. I fixed it, so here's the first update already :) Updated to v1.1 Workshop updated. Dropbox link (updated in OP as well): https://www.dropbox.com/s/3ki4g7ur750fqfw/%40SAN_Headlampv1_1.rar?dl=0 Changelog: - Fixed the bug where the lights couldn't be turned on for the first 10 seconds after mission start Kind regards, Sanchez
  20. I partially agree with coonslammer69, Within my community there are moments when there aren't enough people in the session (yet) to use radios, usually pre-OP or post-OP when people kinda just fuck about. We tend to then disable the ACRE plugin on TS3, since we don't want to close down the game, untick ACRE2 (not even possible with our launcher) & relaunch the game, which takes ages due to mods & so on. Unlike coon, I don't find the hint that intrusive anymore, due to having seen it for years. Modifying the ACRE pbo's wouldn't be very efficient since one would indeed have to repeat the process (albeit short) after every ACRE update. It would be neat if there was a CBA settings option to disable the hint, client-sided or serversided. Kind regards, Sanchez
  21. MrSanchez

    AttachTo on a player's launcher

    There are various posts about this. The problem is that we can not get a reference to proxy objects. We'd need a command like in VBS: https://resources.bisimulations.com/wiki/getProxy I'll create a request on the FT. edit: https://feedback.bistudio.com/T124301 Kind regards, Sanchez
  22. MrSanchez

    Advanced Train Simulator (ATS)

    C'est magnifique! Brilliant
  23. MrSanchez

    Less Explody Aircaft

    Sounds like a great mod. I'll have to check it out :)
  24. So as the title states, is it even possible? I have this feeling that this may be hardcoded into the engine, I'd have no idea where to start. I'd love to make an addon (i have somewhat experience) that disables this. In case you don't know what I'm talking about, get into a car in ArmA 3 that goes > 150km and watch the camera zoom out to simulate Gforces/speed comprehension, I know it's more or less realistic but I'm not a fan of the feature and would like to turn it. I doubt that any trace of this would be in the vehicle configs. Anyone have any ideas? Kind regards, Sanchez
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