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Lala14

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  1. You have to set the option in the script line no 13 Player_IR_SF to 1 to have it position it on the head. As for moving the position around line no 61 has _pos, change those numbers around, you can see _muzzle = "head" for the head part and _muzzle = "spine3" for the chest connection part. As for the attach/take they're both on lines 30 and 31, if you comment those out it should disable them.
  2. would you mind trying this out and letting me know if this is better? All I've done is move the IR strobe for the head slightly right and down. For the body I've used another mem point. I also redid a little bit of the IR attach code. https://www.dropbox.com/s/lal6h56i2eoty26/irstrobe_dev.sqf
  3. Yes, I have noticed that this is an issue due to the way the information is being sent and currently it is not synced for everyone which results in the attached vehicles moving all over the shop, best solution for now until next update, is to just use vanilla loading system
  4. I'll need more information regarding this, such as steps to reproduce. However, I can explain that in order to rearm the cannon/flares, you will need to at least have changed (which u can just change with the same weapon) one of the pylons on the aircraft in the service menu
  5. unsure what you are saying but anyway, it should be under addon options which is under options to disable the nuclear bomb effects on the B61 bomb which results in it acting as a standard 500 lbl bomb
  6. The drop cargo option goes away when below 50m AGL and LAPES should appear when below 15m AGL and above 3m AGL
  7. We do have a HH-60, although I'm not sure which variant, but it needs a lot of work before it will be released to the public We have both the F-35B and F-35C almost ready! Should hopefully be released soon with the next stage of the mod! Are you able to provide which specific bomb you are trying to use and what aircraft? I'll be able to investigate from there.
  8. can't believe I missed this, probably took it as if it was regarding triggers in arma rather than ammo! thanks for the fast reply!
  9. I've been wondering if there is a way to make cluster bombs or submunition based ammo to deploy earlier than expected. I have tried to do setDamage 1 on the ammo but this doesn't cause the submunitions to deploy. I think this may be something Bohemia may need to add for this to work unless someone else has a better idea!
  10. This issue has been fixed for the next update, also included in the next update is VIV variants of both C-17 and C-130, so whether or not the mission creator wants the VIV variant or our script they can choose.
  11. https://steamcommunity.com/sharedfiles/filedetails/?id=1903590091 Link for RHS:AFRF patch to allow refueling from USAF Tankers
  12. https://steamcommunity.com/sharedfiles/filedetails/?id=1903006438 A link for the USAF to RHS:USAF compatibility patch, still working on the RHS AFRF patch
  13. Should be able to work with ACE3 pylon editor as it uses the vanilla pylon settings menu, I can do a check in a bit as I'm currently working on the patch for RHS aircraft
  14. You do not need the fighter pack for aerial refueling. Only Main and Utility Yes the pavehawk has not come out with this release, it will be released later, yes it will have AAR capabilities.
  15. Yes we will be including this in a future update Yes I can release a patch for RHS aircraft to have the ability to air refuel with USAF aircraft, is this what you would like?
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