BadHabitz
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Everything posted by BadHabitz
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=BTC= Logistic [A3] - BETA
BadHabitz replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think he's talking about how the revive, logistics and vehicle respawn scripts are interacting with each other. -
The hangar seems fine, and the flight deck seems fine, but if you go into any of the smaller rooms you take the chance at falling through.
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F/A-18 Super Hornet and Su-35S Flanker E
BadHabitz replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've heard that if you drop the fuel tank while inverted the tank will pass through the fuselage. Not sure this really requires a fix, because how often would that be an issue, but I thought it was worthy of mentioning. -
TAW View Distance Script (Addon Version)
BadHabitz replied to tonic-_-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I use this in my group's modpack, and it works in MP as far as I know. And for those talking about it not working in the editor, I refer you to the first page of this thread where it says 'This DOES NOT work in single player', and the editor is single player, so it will not work there and it never has. Most definitely. Adding it to our modpack means our mission creators have one less script to add to each and every mission. TAW VD is simple and gets the job done without cramming in unnecessary features other scripts attempt to do. -
combining arma 3 and arma 2
BadHabitz replied to breeze's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nvm, cuel beat me to it -
So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
BadHabitz replied to ledhead900's topic in ARMA 3 - GENERAL
Once/if Chops finishes his DDG project then I'll be content and happy. Anything after that is just bonus stuff. -
I34dKarma's Roadblock Site Script
BadHabitz replied to I34dKarma's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The instructions seem to be pretty simple. -
I think it would be cool if this could become a community project, with work being split up and farmed out to volunteers. Besides the functionality of the scripting, I think there's a bunch of texturing work that could be improved. Also, having a way to change the hull number without disassembling the pbo would be amazing.
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It seems about right to me, and I served on one for 4 years. Even if it's not exactly right, it is game appropriate.
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Virtual Ammobox System (VAS)
BadHabitz replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Add classnames to line 50 in the config.sqf... that's your exclusion list. I use it to hide all of the different weapon+attachment combos from the NATO/Spetsnaz weapons pack that inflates the VAS weapons list. vas_r_weapons = [yourweaponclassnamehere]; And as KevsnoTrev stated, line 26 is for including only the weapons you want VAS to display. But, you should be restricting the mods that are on your server in the first place. Otherwise it's easy for someone to run hacks from a mod. -
I'd love to use it, but your mod calls for RSC Titles, and another mod I use also wants to use it, and until I can figure out how to make them work together then I can only pick one.
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TAW View Distance Script (Addon Version)
BadHabitz replied to tonic-_-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Singleplayer? Multiplayer? Dedicated? -
TransportWeapons in CfgVehicles issue
BadHabitz posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Does 'transportWeapons' work in CfgVehicles? I'm trying to get a weapon to populate as an item in a backpack in my config.cpp As it stands now I just get the empty ghost object when I run it. When I remove the "_xx_" I get that same ghost object but then with an error. http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#TransportWeapons_Class doesn't help me at all. I know that TransportMagazines and TransportItems work, so I thought naturally TransportWeapons would work too. I've been able to put a weapon in a backpack through a *.sqf in the INIT field of a unit, but I want to get this to work on a unit in the editor with a backpack assigned. Any help would be appreciated. -
Arma 3 Multiplayer Server Slots
BadHabitz replied to dazholmes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You'll always see the AI when you're previewing in the editor. Otherwise, in multiplayer when you're picking your slot, there's an option to Disable AI. -
When you release the next update, please include a *bisign and *.bikey... PM me if you need help with that.
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A.C.R.E - Advanced Combat Radio Environment for Arma 3
BadHabitz replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
"Failed - Server Problem" -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
BadHabitz replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Error. Can't download. -
DarkGiver's Armory : SIG 55x PACK for Arma3. V1.0 is out !
BadHabitz replied to DarkGiver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry to hear that, I guess we'll have to pass on this one then. :( -
DarkGiver's Armory : SIG 55x PACK for Arma3. V1.0 is out !
BadHabitz replied to DarkGiver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please add custom sounds. Tired of hearing MX's... -
DarkGiver's Armory : SIG 55x PACK for Arma3. V1.0 is out !
BadHabitz replied to DarkGiver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can't wait to try it out. Custom sounds? -
I would like to ask a question about init.sqf
BadHabitz replied to thelog's topic in ARMA 3 - QUESTIONS & ANSWERS
Someone can correct me or amplify, but it's used to initialize scripts and commands from the beginning of the mission. -
PG Services - Private Military Company
BadHabitz replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Precisely. -
PG Services - Private Military Company
BadHabitz replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I like this pack. The only thing it's missing for me are real SUVs. -
My eyes!!! What has been seen cannot be unseen... :computer:
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Custom Loadout Script - JIP help.
BadHabitz replied to johnflenaly's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It might be easier to create new soldiers in an addon with a config.bin/*.pbo, so you can just place them through the mission editor. The drawback is that everyone has to download and install a new addon (it would be really small), but the benefit is that your JIP problem is completely eliminated.