-
Content Count
24 -
Joined
-
Last visited
-
Medals
Community Reputation
15 GoodAbout cash
-
Rank
Private First Class
-
Veteran mod (VTN) - announcement and WIP
cash replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The mod also has problem with grenate . Too low power of explosion . -
Veteran mod (VTN) - announcement and WIP
cash replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello , I hope the medical system will be tweaking in next update . Great mod at all , but medicine has a big problem . -
Veteran mod (VTN) - announcement and WIP
cash replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello DEV team. I want express my thanks for your hard work . Just now have finished the campaign with VTN . It's was amaizing hardcore experience , and i was wonder when i'v been injured , and my friendly AI has heal me under havy combat environment . Only one thing has confused me . The medical action is very linear , I should doing certain steps for finishing my healing , and just few second needed for injecting morphin , i can't cancel any of action during my healing , when i finish with healing it's to long transition to playable stance , On this stage medicine is perfect for AI , but not for players .I hope it's just earlier version and you will improve this . Thank you for the great modification , this is the right way that Arma should be . -
Veteran mod (VTN) - announcement and WIP
cash replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi all , just want say thank you for your hard work , it was a surprise to see advanced throwing grenade . May be soon we will see something similar "enhanced movement mod". Great work ! -
-
Hi everyone , can someone help me to understand a commands that playing animation for a given person . I have placed a person in the editor , in the init field of given person i am wrote : this playMove "Acts_AidlPercMstpSnonWnonDnon_warmup_3_loop"; but nothing happened. this switchMove "Acts_AidlPercMstpSnonWnonDnon_warmup_3_loop";run the animation but transition is too fast, it looks like snapshot. Another animation : this switchMove "AidlPercMstpSnonWnonDnon_G01"; The Idle animation is not working . this playMove "AidlPercMstpSnonWnonDnon_G01"; the same result false. But if i put both of code in the init then it work : this switchMove "AidlPercMstpSnonWnonDnon_G01"; this playMove "AidlPercMstpSnonWnonDnon_G01"; So my brain is burnt totally when i try to understand what can be wrong .Also i have tried use such command as: "playAction" and "switchAction" . And now i have nervous panic ! But this is not a finish , when i try do loop for its animation with "while" command , exactly here starts the nuclear explosion in my head :blink: ! Please help me somebody.
-
Thank you very much , it is working now . But anyway i am not understand why this code is not working without "spawn". i am use this code same as bohemia wiki example and there no any "spawn" argument. They should did more advanced example of usage their commands .
-
I placed two soldier in editor . 1-st named sol , 2-nd named sol1, placed a trigger : activation Radio "alfa" , in the init field of a trigger has write following code : while {alive sol1} do { sol doMove (position sol1);} ,command doMove is running once but not loop . May be it's my mistake , if somebody know what how to fix the problem , i'll be grateful for any help.
-
Scripting command doFollow , comandFollow is not working . And waypoint "FOLLOW" not working also.
-
Hi , I have a problem with HD (1920x1080) resolution , its not applied in Arma 3 in fullscreen mode , only in windowed mode. If you know how to fix this problem local , please let's me know .
-
Veteran mod (VTN) - announcement and WIP
cash replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am sincerely glad that the project is alive , and hope that we will see in near future more advanced content of the mod. Oh if i could help you in your hard way. Any way i wish you good luck ! :) -
Veteran mod (VTN) - announcement and WIP
cash replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello ArmA gamers , does anyone know how is VTN mod progressing or project is stopped ? -
No problem , Thank you any way , You at least tried to help :)
-
Thank you alot , it works perfect . You saving me from sleepable night :D I am used a following code ; Init.sqf mhq = "C_Offroad_01_F" createVehicle getMarkerPos "mk1"; deploy = [[mhq,["Deploy MHQ",{(_this select 0) removeAction (_this select 2);execVM "mhq.sqf"} ]],"addAction",true] call BIS_fnc_MP; Its removed the Action an fired " mhq.sqf "
-
Unfortunately :unsure: I'v try the following code : marker1 = createMarker ["respawn_guerrila1", position mhq]; marker1 setMarkerType "Empty"; marker1 SetMarkerPos GetPos mhq; mhq SetVehicleVarName "mbase"; mbase removeAction deploy; undeploy = [[mhq,["UnDeploy MHQ",{execVM "unmhq.sqf"} ]],"addAction",true] call BIS_fnc_MP;
-
Hi everyone Arma's gamers. Could you help me please with "removeAction" command. I have tired finding the way out for this script . Here is the code : Init.sqf mhq = "C_Offroad_01_F" createVehicle getMarkerPos "mk1"; deploy = [[mhq,["Deploy MHQ",{execVM "mhq.sqf"} ]],"addAction",true] call BIS_fnc_MP; mhq.sqf marker1 = createMarker ["respawn_guerrila1", position mhq]; marker1 setMarkerType "Empty"; marker1 SetMarkerPos GetPos mhq; mhq removeAction deploy; // won't working ! mhq removeAllActions; // won't working also ! undeploy = [[mhq,["UnDeploy MHQ",{execVM "undeploymhq.sqf"} ]],"addAction",true] call BIS_fnc_MP; mhq removeAction deploy , mhq removeAllActions and i not sure , is this commands are compatible in MP and working for clients too. Thank you .