t3quila
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Everything posted by t3quila
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All credit goes to HeinBloed of GDT. Here's his mod for A2: GDT Mod Grass on Armaholic A config that removes grass from Altis and Stratis completely. Made because I didn't want to setTerrainGrid on missions. So enjoy the hills without floating objects. Let me know if there is some level of fps improvement. Feel free to modify it for other maps. WARNING - Do NOT run this when making missions. It will show up as a required addon in your mission.sqm. Download: https://www.dropbox.com/s/04yiicuac70m57x/%40nograss_mod.7z Included files: nograss_mod.pbo nograss_mod.pbo.t3quila.bisign t3quila.bikey
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Is the medical system running on AI as well?
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ALiVE - Advanced Light Infantry Virtual Environment
t3quila replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When the mission has finished alive init in dedicated server. If a player were to check his map he would see the TAOR markers. But on a listen server with the same mission, the TAOR markers aren't present. I've been checking to see if I've left behind any extra markers but that doesn't seem to be the case. *Edit* Seems that the objectives take longer to spawn for dedicated. Could just be my machine. All good now. -
ALiVE - Advanced Light Infantry Virtual Environment
t3quila replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey team, will there be a way to wipe mission data on the db? I'm having trouble with my ALiVE Altis mission for the Lowyat.NET (LYN) group. The TAOR markers on dedi server environment aren't clearing up but work fine in listen server environment. -
N'Ziwasogo A3 terrain (Released)
t3quila replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Makhno I found the screeching bird sound was still in the day3.wss :S had to cut it out for our group. -
Chessmaster's Wounding System
t3quila replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should this mod be ran only on client side in case of dedicated server or both? -
Hi does anyone know how to detect if tfar has initialized for client?
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ALiVE - Advanced Light Infantry Virtual Environment
t3quila replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Guys is there a way to get the player persistence module working? Noticed that clicking on player exit or manual saving doesn't work. I had everything on the module enabled except save to database since its currently not functional. -
http://www.thefirearmblog.com/blog/2014/01/06/bundeswehr-mg3kws-upgrade-program/ *Heavy Breathing* *Do Want*
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Chessmaster's Wounding System
t3quila replied to chessmaster42's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Chess, Does your system look for "B_medic_F" or any medic class or does it only look at whether the player has a medikit? -
No Idle Animations Mod
t3quila replied to Halvorson -101st AB-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Halvorson, Is it possible to null the unarmed idle and prone armed idle anims as well? -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
t3quila replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
kju! I love this however I suggest using btsync so that we can get the latest updates: http://www.bittorrent.com/sync/ -
LAW in disguise :P
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Testing the script with XEH. It seems that using this gives way for other mods to run their eventhandlers. Script updated: http://pastebin.com/LF6wP0VV -Forgot to change one of the removeMagazines to the correct magazine classname. //Line 2 Statement 1 -Now using addMagazine ["magazine",1]. //Line 2 Statement 2 Also my XEH/CBA required branch of this mod seems to be working well. Slatts what say you?
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Sure thing man. I'll be branching off from there and see what else I can come up with. I'll let you know if I come up with something interesting :P. If anyone is interested in the script: http://pastebin.com/LF6wP0VV
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Hey Slatts, Nice job on release. I made some modifications so that the mod is more VAS friendly. First you gotta make sure you don't have any conflicting class names. I also added a script to run on players when they spawn into the world. From there if they were to equip the launchers from your AT-4 Box, the script would give them one rocket per launcher specific to that launcher alone. The script also checks to see if a launcher has been fired by the player and immediately replaces his launcher with an empty one. Makes the launchers in a way disposable somewhat. Do try and lemme know. Here's the download: https://www.dropbox.com/s/b8qtin2raj5mr0c/at4.7z
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You don't need to binarize the cpp file really. Just uncheck the binarize check option in binpbo to get by the errors.
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Same here. I resorted to spawning civs on roads and making them walk to neighboring towns. Problem is they get run over by vehicles often. :P
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Hi Robalo, Where can I find the code for this?
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Has anyone got this to work in any of the A3MP maps? I can't figure out what needs to be changed. *Civilians not spawning
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Been toying around with the config just to test stuff. :p. Hope you don't mind Rob. class RH_762x35_BLK: B_762x51_Ball { hit = 10.5; typicalSpeed = 680; }; class RH_30Rnd_762x35_BLK: 20Rnd_762x51_Mag { displayName = "300 BLK 30Rnd STANAG Mag"; displayNameShort = "300 BLK"; descriptionShort = "Caliber: 7.62x35mm 300 BLK<br />Rounds: 30<br />Used in: Vltor SBR"; picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa"; initSpeed = 680; ammo = "RH_762x35_BLK"; count = 30; };
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Hey Alduric, It seems I have to recall the init for the mod to draw name tags again if player dies so that he/she will get the name tags once they respawn. Been using this in my mission init.sqf: A3C_NameTag_MP_Respawn_Init = player addMPEventHandler ["MPRespawn", {[] execVM '\A3C_Nametag\init.sqf'}];
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Hey Alduric, It seems I have to recall the init for the mod to draw name tags again if player dies so that he/she will get the name tags once they respawn. Been using this in my mission init.sqf: A3C_NameTag_MP_Respawn_Init = player addMPEventHandler ["MPRespawn", {[] execVM '\A3C_Nametag\init.sqf'}];
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My bad. No confirmation on this. Must have been something else I ran along side TMR-A.
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Hey Cambam47! It seems you have forgotten to add a recoil config for the mk20/f2000a. When I fired it prompted an error. Good work so far btw!
