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Posts posted by relain
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The ACR Dingo was updated (v.08) - time for a new release ;-) *cough
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Hello Script-Gurus,
I would like to make the ATF Dingo "sling loadable", could someone help me out how?
I found this, via forum search - but I am not sure, if this is working for a ground vehicle http://forums.bistudio.com/showthread.php?188332-Bundeswehr-Dingo-Reskin-for-ACR_A3-Dingo
Thanks in advance!
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Great Mod,
found one bug though: You can't sit in the rear seats of the VAMTAC (UME).
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http://tacticalteam.de/sites/default/files/ttt_logo_v3.png (182 kB)
Hello Arma Community,
we are the Tactical Training Team.
- Founded 2013
- German speaking Community
- Time Zone: CET (Berlin)
- Every week at least 2 Events
- Several Trainings, so called AGA or SGA, per month
- Full realism, without the military roleplay
- We train hard & we play smart
- We provide 3 Servers (Public, Event and Training)
- Own Modset distributed and managed via Repository
More information on
- Founded 2013
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We won't make it a hotkey, but there might be a setting in the options for that in the future.
// by commy2 #define DISTANCE 5 #define DELAY 1 _rscLayer = ["AGM_showPlayerNames"] call BIS_fnc_rscLayer; while {true} do { sleep DELAY; _cursorTarget = cursorTarget; _visibleName = false; if (vehicle player == player && {isPlayer _cursorTarget} && {player distance _cursorTarget < DISTANCE}) then { _name = name _cursorTarget; _rscLayer cutText [_name, "PLAIN", 0.1]; _visibleName = [b]false[/b]; } else { if (_visibleName) then { _rscLayer cutText ["", "PLAIN", 0.1]; _visibleName = false; }; }; };
Hi Flummi,
because I don't want to break anything or create issues - this dirty "fix" would do it, so no names would be displayed, right?
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Feature request: Disable and/or toggle per Hotkey the Display "Player Name". Those floating names ruin the immersion/realism.
THX!
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Yes you can. Use bCombat :)bCombat is SP AFAIK. ASR is a solid MP-Mod. To answer the question: I think it is possible, first tests indicate, that there is no real issue.
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commy2;2702380']Which ones do have cameras? Last time i checked none of them had any. Anyways' date=' to make them compatible you would have to add a config entry, unfortunately.[/quote']Well,
for example this:
Could (!...2035...!) be something like a Contour HD Attachement.
So it would be a great feature of the BW mod to make the Navipad compatible with the Vanilla Helmets. :)
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Hi Flummi,
I would like to use the helmet cam feature of the navipad with the vanilla helmets (some do have a cam included) - any hint how I can do this?
THX in advance!
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Awesome - great stuff - bugfixes at least and new toys! Alles Gute zum Vatertag! :)
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Hi Everyone,
are there known any technical issues with this mod? I would like to roll it out in a community - so if there are known issues, I would appreciate some hints before I run into a wall. :)
Also - did someone experience a lower FPS on the server caused bei cTAB?
THX for the Info in advance!
I see, the 15th MEU(SOC) is using it – so I guess it should be pretty stable.
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Hi @ll,
I made a mission recently for a COOP with 18 people. I need to sync the weather (Fog , 8 - all the time) with a all Clients and with even with the JiP. Right now, I simply don't know how to sync the "fog" with all Players. I see the fog, others not. Some do see Sun & Rain, others Cloudy weather and so on. Sometimes, if a Player joins, the weather changes for all Players. :butbut:
I am aware of the dynamic weather script. But I would like to have constant and reliable weather on all clients - not dynamic one. Is there a script out there or e specific command line? I tried MCC Sandbox - didn't work either. I can sync the time, but not the weather.
THX in advance!
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Well,
if you play TvT - the lack of hand signals is a big issue - if you prefer to play a realistic teamplay. I am also not sure, if the AI react to ACRE.
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Love this mod, we use it for Training and SWAT-Missions. THX for all the hard work!
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----Confirm. And FPS drops much after the "bang".Mao,
did you find a fix? Or does a switch to the stable version help for you?
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I am thinking about personal patches,
so would it be possible to make a custom logo for every player (like a custom face) with the squad xml - aka one id=one personal logo?
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Hi there,
my search didn't come up with something usefull, so I decided to ask. I would like to create a mission command center with this great PiP function in ARMA3. In my planned mission, you should be able to walk into a HQ and watch how the operations unfold. I would like to have PiP from several UAVs on the wall of a building. I saw something like this at youtube with the alpha - but I think the video is gone.
Because I am absolutly new to this, it would be great if you could help me out, how I can implement this.
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Oh no,
I just spend 5 hours building a mission. I closed the ARMA3. Start ARMA3 again. Logged into the MCC. Hit the button to load the last save via load from profile. And MCC just loads parts/fragments of my mission - I can see it even in the code, everything is there - it just doesn't load. Even if I roll back to an older save, it doesn't work. Any idea how I could fix this?
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FIA is BluFor, isn't it?Oh noes....*facepalm @myself. 2 hours of placing "rebels" for nothing. Thanks for the tipp. :)
Edit: This is quite confusing - you can see in MCC FIA could be also GUER - which could be something like restistance, right?
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Maybe someone can help me out with a mission design in ARMA3:
I set in MCC "restistance" is hostile to "all" - I placed FIA Solidiers at the mission guarding my hostages. But they simply won't attack any NATO-Forces. Can anyone help me out? Thanks in advance!
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Uh, no. It's something that is practiced all the time in various different kinds of helicopters. Depending on how big it is, some helos will "stop" the auto in a hover. Smaller helicopters can take it all the way to the deck with the engine not providing any benefit. I can't tell you how many times I've autoed a Bell 206 to the deck with the engine at idle.
There's a lot of fail in this thread, but that doesn't mean that the flight model in A3 is perfect by any means. I completely understand why BIS did what they did. If they're able to put the ToH engine in later and make it optional, I think that would be a great addition.
Thanks for sharing your RL knowledge - interesting stuff. :)
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Dear Bohemia Interactive Dev Branch AIAI can fire through walls when taking cover
I know this one has been mentioned but wow, this keeps happening to me whenever I dive for cover. They only seem to fire one volley of shots though after I've gone behind cover, but it seems to penetrate the walls/cover I'm standing behind.
Hi JasonB,
I did intensive tests (with my limited resources) on this issue. Which, after the testing, isn't an issue - it's really a neat feature. Please read the whole thread - and check out the videos from Gama dust. :)
Also, we should use a classification system for the type of cover - I tried one:
Concealment - no protectionBushes
Grass
Fences
Wooden Doors (!)
"blind" Windows (!)
Corrugated Sheet Metal (!)
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Cover (acceptable protection against Rifle, Calliber 6.5, 5.6, etc.)
Walls
House Corners
Brick Walls
Cars (Engine)
Trees
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"Hard" Cover - no Sniper Rifle, no MG can penetrate, good protection against HE
Concrete Wall (my fav)
Tanks
Stones (most popular)
small hills
....
---------- Post added at 08:39 ---------- Previous post was at 08:30 ----------
@petka
I have an idea for you, which would save you a lot of time and a lot of nerves in customer support - and would help your customer to understand the AI better.
You should provide something like this little neat script from gama dust to the pulic. I personally would love to have something like this for my AI tests. Everytime a customer thinks the AI is cheating, he could clarify the issue before he spams the feedback tracker.
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If I read this correctly,
http://en.wikipedia.org/wiki/Autorotation_(helicopter)
an easy autorotation maneuver should be impossible even in Vanilla ARMA, because it is one of the most difficult situations a helicopter pilot could imagine.
Also: To get the autorotation effect you also need to glide forward to get enough "air under your blades".
So I think we should classify this as a bug - not a feature.
Adding Sling load feature to ATV Dingo
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
Thank you guys,
will try it. :)