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source

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Posts posted by source


  1. I am having the same problem. Every time someone JIPs into my mission, any code that is placed in a players init field is executed again.

    For example if I put in a players init field

    this addMagazines "30Rnd_65x39_caseless_mag";

    When you first start up the mission this works fine. Now if someone JIPs in anyone with the above code gets an extra magazine.


  2. This is a great mod and you did an awesome job. We have some feedback on the blue force tracker mainly the names of the players holding a tablet.

    The problem comes to is we want to have some members of the fireteam have a different callsign. If you type "this setGroupId ["Foxtrot 1-6"];" for the platoon leader great. Now if you type "this setGroupId ["Foxtrot 1-7"];" for the Platoon Sergeant this is where the problem is. When you open up BFT you see the Platoon Leader and the Platoon Sergeant have the same callsign, Foxtrot 1-7. Now if the Platoon Sergeant were to die in the mission the groups callsign would be set to 1-6. It would be nice if you could edit your callsign on the fly.

    Keep up the great work. We are looking forward to future updates.


  3. First off my group and I see much potential in this script as it's similar to ACE wounds. I have some feedback for you to look at with the new revive system enabled.

    You are able to take way too much damage. It can take over 10 bullets to down someone.

    The carry/drag only appears for a short time after someone is downed then disappears.

    With BTC_disable_respawn = 1; you can still respawn.

    They way my group would like to use this script is that anyone can perform combat medicine for example giving morphine, epi, cpr and bandages. But only a certain unit (medics) can use their medkit to fully heal someone to 100% health. Everything else would be a temporary health boost/temp revive until a medic can fully path you up and stop you from passing out. Right now I don't see an option for this. We would also be amazed that when your downed with (respawning disabled) and your timer runs out you go into a spectator mode. I couldn't test to see if this is what would happen as disable_respawn = 1 would still allow me to respawn.

    With this feedback implemented I would see this script being used on every server.


  4. Great job with everything. The way we use the script is that you only get 1 life with no respawning but you are left incapacitated for a long time. We have found out that it would be nice if the enemy could "finish off" an incapacitated body and then or if the timer runs out you would be sent to the default ArmA 3 spectator mode.

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