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Everything posted by Flying-Coyotus
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Boeing/SOAR MH-47E ArmA III
Flying-Coyotus replied to konyo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I activated the mod but the MH47 doesnt appear in the list (blufor/nato/air). I tried to manually add one of the classname: kyo_MH47E_base, doesn't appear too. Is there another mod to add or remove ? Thanks -
Hello, I made some tests: - I noticed that there was a problem with ammocrates, I lift one: OK - I drop it: OK - then i the menu I still cant pick one, even if I'm at 500 ft high - I pick it > it appears under the merlin - I drop it > it get stuck in altitude I disabled Blastcore / C17 and C130J > no more problems, except with CH-47 (from arma 2 helo ported to arma3). I thought it was an issue with Igiload, but I tried without it, and i have the same behavior.
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IgiLoad script - logistical support
Flying-Coyotus replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, In fact Parachutes explode on ground with C17 and C130, no problem with Merlin. Same issue without RAVLIFTER, seems ravlifter and igiload works fine together -
IgiLoad script - logistical support
Flying-Coyotus replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok thanks, First i will try without the mods you listed and without winds, and from the Merlin in stationary flight to minimize lateral moving... We'll see what happens. Thanks -
IgiLoad script - logistical support
Flying-Coyotus replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A lot :) The list is below, in fact I just have added the C17 and I noticed in this topic that it could be a problem, I'll try without it: Thanks a lot EDIT: still explode without the C17 and C17 mod, I will try without any mods on a clear mission with only igiload Classname of the paratrooper: B_Soldier_PG_F -
IgiLoad script - logistical support
Flying-Coyotus replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I tried paratroopers, when they arrive on the ground, they explode most of times ? Do you have an idea ? I dropped them from the C130J Transport. Thanks -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Flying-Coyotus replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hello, doesnt work here. We used a ftp server on our dedicated server (we used it to centralize mods) > the arma3sync dont see a folder .a3s from host players -
Boeing C-17 ArmA 3 Mod
Flying-Coyotus replied to randomslap's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, First, thanks a lot for this C-17, it will help on Altis :) What is the exact procedure to drop vehicle with parachute, I mean what is the best altitude and speed ? I have a strange behavior: i attached 2 AMV-7 Marshall, i can drop them successfully, but a few seconds later I have multiple drop from C17 with explosion, please see the screenshots below: The 2 AMV-7 are attached: http://imagizer.imageshack.us/a/img842/533/5j34.jpg (112 kB) I successfully dropped them: here I broke to the right: Then there are multiple drops: I got 7 drops, and 3 exploded: (note that I have removed C-17 from igiload). I you have an idea about this problem... thanks a lot :) Thanks :) -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
The problem is that the timer is the same for destroyed vehicle and damaged vehicle (even light damaged). > For example, if you set the first timer to 300, in five minutes, your damaged vehicle will respawn if it has light damaged. You go somewhere, you take damaged (but still usable). You go out of vehicle, you make your mission, it takes you 20 minutes. You vehicle will still be here, only if it has 100% health. I think the conditions for respawn abandonned vehicle, should concerned 100% healthy and damaged vehicle. Not only 100% healthy vehicle. -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello, About the respawn vehicle, and if I have understood: _nul0 = [this,360,6000] call PO3_fnc_setObjectRespawn; means that: -the vehicle will respawn after 360 seconds if it is (destroyed) or (dammaged and abandonned) -the vehicle will respawn after 6000 seconds if it is (100% health and abandonned) is there a way to modify conditions: - x seconds if vehicle is destroyed - x seconds if vehicle is (dammaged and abandonned) or (100% health and abandonned) Thanks :) -
[Working] MP ammo box script
Flying-Coyotus replied to riouken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Thanks a lot, What do you mean by obsolete ? I just need a script to fill ammo, with no reload, and no capacity limitation. But if there is a way to optimize it, I'm interested. I use VAS (virtual ammo box) at base, but during mission we drop the scripted ammo box to resupply units (so no reload). Thanks a lot -
[Working] MP ammo box script
Flying-Coyotus replied to riouken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Is there a way to disable reloading of ammocrates (for more realism) ? :) Thanks a lot :) -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
It works, thanks a lot :) -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello, I have the Chinook from Aplion: http://www.armaholic.com/page.php?id=24845 Is there a way to add it to the system of load/unload cargo with parachutes ? :) Thanks :) -
Hello, Have a strange issue: after respawn, soldier become "purple" > civilian, so ennemy wont fire any more. (both lite and normal version) If I get back to version 0.96 > no problem. An idea ?? Thanks
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large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
I don't think so: "[player,"COMMAND","Enemy Forces detected near base. Base Anti Fire Disabled"] call PO3_fnc_chat;" Where did you read it's for ennemy nase ? it works for me, you should try... -
BIS_fnc_ambientAnim not working on multiplayer help
Flying-Coyotus replied to EL_LEJI's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, No I use a simple mission with EOS System. In fact, it's strange: - first player who join dedicated server see the ambiant unit - as soon as the second player arrives, the ambiant unit dissapear -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
I added this: http://www.armaholic.com/page.php?id=23844 and it works fine :) Open fnc\core\fn_protector.sqf Change both "PO3_protector_enable = false;" to false -
BIS_fnc_ambientAnim not working on multiplayer help
Flying-Coyotus replied to EL_LEJI's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Did you fix the problem ? I have the same issue. Thanks -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
Thanks for quick answer ;) It works, but it disables too the aid system :( You said to use Xmed, where to enable it ? Is there a way to use BTC revive ? It should be my last questions ;) -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
Can you tell me where to disable the injury system ? Thanks :) -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello, Thanks for the release, but still the same problem: when you should be died, you are still able to move and open fire. -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello, Thanks a lot for the explanation. So is there a way to make the unit die when it should, and disable the ability to shoot and move when the unit is dying ? Maybe there is a way to "accelerate" red and black screen ? Regards, Flying-Coyotus And congrats for the work :) The mission are really cool :) -
large [SP/MP][COOP] Patrol Operations - Official Thread
Flying-Coyotus replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello, I dont understand the behavior of healing system: how to heal unit ? Another stange behavior: after a helicopter crash, i'm still enable to walk and open fire during few minutes (time to screen to be totally black). I tried to disabled the agony system, but it still active: in cfgMPSF.hpp: /* Injury System */ // #define PLAYER_INJURY_USE_ACEWOUNDS // Enables A2 ACE Wounds (requires in-editor module) #define PLAYER_INJURY_DISABLE_UNCONSCIOUS // Forces disable of AIS Unconscious System Is there a way to totally disable the injury system, i would like to try to replace it by BTC Revive for the moment ;) Thanks :) -
Hello, Works perfectly :) But I have an error at the starting of Arma 3: No entry: 'config.bin/CfgModels.default'.