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Moon_chilD

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Everything posted by Moon_chilD

  1. Hey guys, I hate to be that one guy that asks the question that most likely has been asked a long time: We want to use GAIA a bit more actively. However Is there a way to have AI every unit been controlled by GAIA with out actually handing it over to it manually. That means: Units spawned by the MCC Mission Generator, Zeus and also other mods/scripts that spawn in units during the mission (e.g. Alive). That would be so great because this way I would not need to do it manually and therefore see where enemies are. :3 Another question, kinda building up to that question before: Is there then a way to exclude a unit from GAIA (via an Init Line code?) Many Greetings Moony
  2. I have a huge problem, when I try to place an explosive or when I carry a player I can't use the left mouse button to place the explosive or drop the player. Instead of doing the action... I just shoot my weapon! What could that be? It seems that I'm the only one in my group having this problem (other can use these features with no problem) I hope you guys have an idea!
  3. Is there any way I can make an object act like a refueling object, meaning that I can refuel vehicle at some other object?
  4. Hi guys, I have a little problem: On my mission I have 5 respawnpoint made by using "[west, spawnpoint] call BIS_fnc_addRespawnPosition;" in the init line of 4 vehicles and 1 invisible helopad. Now my problem is, that I always spawn inside one particular vehicle of these four the very first time (mission start). But I want the helopad to be my first spawn. How can I accomplish that? My "description.ext" respawn = 3; respawnOnStart = 0; respawnButton = 0; respawnTemplates[] = {"MenuPosition"}; respawnDelay = 5; I want to have the Respawn-Menu after somebody was killed! ^^ Many Greetings Moony
  5. No that's EXACTLY what is happening...spot-on! xD But I can't spare on my daily Michael Bay action!
  6. Yes, for me the first two spawn and soon later the second pair spawns in (and all goes boom)
  7. So, I have to Report a "bug": As I reported on Discord I still have the problem with two pairs of helicopter spawning on the military base close west of the Altian Airport. Since they spawn on top of each other they just blow up. Have not noticed that on any other Heliport in any other military base (tested most of them) Also still have a Request: Please add a "Code"-Line to the Artillery! Can't use them atm because I can't except them from VCOM. If you have further questions...just ask! Many Greetings Moony
  8. Not that I know of. Thats why we always have two medics!
  9. I have a question: In my base I have prepared several Amo and Supply boxes. The are filled up with stuff. Therefore they are to heavy to Carry or Drag. Is there any way to carry them anyway (like a function that changes its weight?)
  10. Works for me. I was able to poison my fellow teammember some times with the new ACE version. Only for morphine and soon they saw stars! ^^
  11. Depends on the server you want to play on. E.g. our closed community server has currently disabled battleeye due to 1. the ace problem and 2. some problems regarding Arma3Sync! ^^ I think in the server browser you can even search for server that don't require BattleEye. However, I'm pretty sure the majority out there requires it nonetheless!
  12. Moon_chilD

    TAW View Distance Script

    Seriously, nobody here having this problem?
  13. When I remember right that has been said right after the Update. The ACE team said back then to play without BattleEye until the .dll-files are whitelisted!
  14. I give +1 for the integration into CUP! :3
  15. Moon_chilD

    Namalsk for Arma 3

    I have not really played Namalsl back in A2 therefore: Of what kind of Moduls are you talking? :3 I'm just a bit curious ;P
  16. Mhhh very sad...I mean, I have no clue about texturing and looking and these templates make my head melt. Anyway, just saying: If its possible, I'd be great! XP
  17. I still much appreciate the single colored Huron and Navy assets. Not saying everything should be single colored, but certain assets definitely can. But if you really want to do something maybe just play around with some parts again, as you have done on the Buzzard and the Mohawk. E.g. You could paint the Turbines of the Altis Version in a Darker or even Lighter Green, the Woodland Version can have some (Dirt) Brown parts, on the Desert go with a darker brown then the Desert color, the snow version...maybe a bit going into grey(?) and the Navy you could use the Dark Blue you use on the Mohawk or Buzzard (which I absolutely love *.*) I would definitely prefer some more plain colors with accents. At least some differentiation among the different color schemes of a vehicle would be awesome (e.g. I'd like to see Snow, (maybe Desert) Black and Navy assets in plain colors with accents (as described above) and Altis and Woodland (especially the ladder) in camo pattern.) I know that means more work for you and I know....that I'm somewhat the cause of this work (ups). but its just my thoughts. Maybe other people see it differently! ^^"
  18. But we will try it nonetheless! ^^ Thanks for your help. We will report back when done!
  19. And I can confirm that the Repo is working fine. I just tested it again myself and tried redownloading it.
  20. Moon_chilD

    BWMod

    I think the will do it as BI is doing it: More and more get rid of 2D Editor Support. With APEX the 2D Editor is gone anyway, so I guess they don't want to support two systems individually. (Might not be the best answer for somebody who wants to stay with the old, but - if you want to use Arma 3 in the future - you should try to get along with the Eden Editor! ^^")
  21. Hey guys, I have two questions: 1. Can I somehow force a player to sit on a specific chair? 2. Can I remove and readd the interaction on an specific object (like a specific Ammocrate?) Many Greetings Moony
  22. Will all these be featured in the next release...I think I just wet my pants a bit (I might add that the A6 is for some reason one of my favorite planes >.<)
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