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Posts posted by braveblades
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i did some test today (with latest a3 update) and ..imho RH pistols have more spread over a distance ~40m than vanilla A3 pistols. Is this problem with config or latest a3 patch (i use dev build.)
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Great map, well done :) Congrats!
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Hi, if anyone can tell me where i can find vanilla insignia graphic files after last update?
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Hey, i've question about tactical glasses - how to add "tactical" function to normal battle google?
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@tpw: ..the pleasure is all mine :) it's a great implementation.
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@ TPW - WoW! you're so fast :) GREAT! Thnx mate!
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@TPW - one problem, if i wear google and start mission - everything is ok, but when i switch to another unit in my team - it didn't work and when i switch back to my previous unit - it still didn't work.
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Really great addon! My first impression (after playing few minutes) - there's too much information (sometimes useless especially if you play only like infantry) and too close to the center of view, but after play 2h i change my opinion :) Actually if i set up good level of brightness - it's ok. But imho you may add "customize" dispersion of data from center of view - maybe in "steps"? In functional area - in terms of manage of your team maybe you can add "compass" (N, W, NW..) next to azimuth values - eg. AZM: 278 (S). Anyway one of the most useful addon!
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Thanks Igneous01 and Grimes. I'll try.
Btw - do you know is there a mission similar to my idea?
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Hi, one question about scripting - is it a possible to tag enemies using rangefinder or binocular?
I'd like to build a recon mission where player:
1) must locate & identify groups of enemy soldiers or vehicles then
2) tag EVERY enemy with unique ID (one-by-one; ID may increase automaticly) and
3) "transmit" this data by radio to HQ
4) and finaly - this data turn (automaticly?) into a list of mission goals for "strike team" to eliminate
5) OPTIONAL: It would be ideal if you can store this ID corelated with map coordinates - for use them to indicate precisely targets for "strike team"
...and if this a possible - what is the best approach to this case?
Thanks!
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Hi, i want to make a mission where player have XX minutes to complete the mission. after this time (XX min) - mission will be terminated with failure, so i try to defined it in init.sqf, but can't sure that is correct.
Is this a best approach, or is there a easier implementation? thanks! :)
_timeLanded = time;
_minsWait = 1; // how long it takes in minutes
waituntil {((time - _timeLanded) > (60 * _minsWait) )};
endMission "LOSER";
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Hi Robalo, i've question about add my unit to specific class
I try to update userconfig/asr_ai3_settings.hpp with:
class level_1 { // sf 1
aiming[] = {0.55, 0.20}; // skilltype = {<min value>, <random value added to min>};
spotting[] = {0.70, 0.20};
general[] = {0.80, 0.20};
units[] = {"MY_UNIT_CLASS_1","MY_UNIT_CLASS_2","MY_UNIT_CLASS_3"};
..but in game there is no effect - in config viewer - they inherit asr_ai_skill from default class - what as i good understand - you define in your mod config.
for example: MY_UNIT_CLASS_1 - this is recon soldier - and have asr_ai_skill=2 and MY_UNIT_CLASS_2 - this is casual soldier and have asr_ai_skill=4..
so, what i do wrong? :(
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i use all of optics. only with iron sight is ok.
secondary mode? :) nop. but in "primary mode" or "default" is not good :P
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Rydgier, appreciating your contribution to the ARMA community, and what's more important to me - a LOT of help to me personally - I have already made donation :) Greetings!
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Hi, today i've intensively tested your mod. Beautiful models and animation! Great job! :) ...but there is one problem - when i use only a "iron sights" - all of AK models "shoot correctly", but when i use your optics - guns shoots noticeable below the aiming point :( very similar problem what i observe in mk18 mod.
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GREAT to hear that. superb!
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...as a zeroing problem i mean that guns shoot noticeably lower than "point" on holo sight... even in cqb. besides this little inconvenience - mod is GREAT :)
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It's a beauty mod! :) one of my favourite. And one quesrion - in new update will be a fix for "zeroing problem"?
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Great! :) ..as i good understand - for now i can use this commands (addItemToUniform, addItemToVest, addItemToBackPack) in stable branch, am i correct?
and short question - is this possible to add to vest something with array?
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Thanks! it's interesting :)
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Thank you Iceman77! :) it's working now.
One additional question - is this any solution to add items strictly to vest, because in example above - Chem-light add to uniform - not to vest.
I found the solution - to first add vest and items, than uniform, but i think this is rather workaround...
Many thanks anyway!
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Hi, i've a problem with add some items to backpack (for SP mission). After remove backpack from unit, i can't add any item to it.
And have the same problem with vest :(
can u check what is wrong with code? thank you!
I call script loadout.sqf from unit init field: 0 = this execVM "loadout.sqf"
and the loadout.sqf file:
removeVest _this;
_this addVest "V_PlateCarrier1_PMC_blk";
_this addMagazines ["Chemlight_yellow", 1];
_this addMagazines ["RH_30Rnd_556x45_Mk262", 2];
_this addMagazines ["HandGrenade", 2];
_this addItem "FirstAidKit";
removebackpack _this;
_this addBackpack "B_AssaultPack_blk";
(unitbackpack _this) addmagazinecargoGlobal ["RH_30Rnd_556x45_Mk262", 7];
(unitbackpack _this) addmagazinecargoGlobal ["SmokeShellGreen", 1];
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Great addon! THANX!
But i have problem - after installing this mod (according to your instruction) i've error message: 'Addon 'c1987_mp7_c_iansky_acc' requires addon 'IanSky_Scope_Mod'.
i've installed IanSky mod for sure :) so.. what can i do wrong ? how can i fix it? thanx for help!
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ok, i will try - thanks! after research i build script based on this scripts what you show. i try to put it here tommorow.
RH Pistol pack
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Super! Thanx :)
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