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Everything posted by lordbooka
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Thanks haleks! The handleDamage Event is for WarfareThai 3D Spotting Target module (aim down sights then press "T"), this new event will make enemy also been spotted when shot by player. This event will do nothing when WarfareThai 3D Spotting Target module is disabled.
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v0.1.5.4 - Migrated to use firing soundsets from vanilla weapons. - Most of WFT weapons have beeen default loaded with vanilla magazines. - Some pistols now can be equiped with flashlight. - Added M231 FPW with Beta C Mag (Auto556x45_M231_BetaC). - Added GP-25 grenade launcher to AK-type variants. - Added Drone Recon (COREV_B_UAV_Recon, COREV_O_UAV_Recon, COREV_I_UAV_Recon) and Drone Explosive (COREV_B_UAV_Explosive, COREV_O_UAV_Explosive, COREV_I_UAV_Explosive). - Added Deployable Drones (ItmTol_UAVMini, ItmTol_UAVMiniBomb). - Added custom HandleDamage EventHandler to SoldierWB, SoldierEB, SoldierGB classes. - Added cooldown for consumable items. - WarfareThai Simple Heal Module now requires "(Tool) First-Aid Kit" (ItmTol_Bandage). - Adjusted the origin point of consumable item models (moved them a little bit above the ground level). - Disabled "WarfareThai Enable Player Marker Module" (COREV_Logic_PlayerMarkerEnable) and "WarfareThai Enable Spotting Distance Report" (COREV_Logic_SpottingReportDistance). - Fixed the WarfareThai weapons were not show in Virtual Arsenal. - Fixed WarfareThai Animals. - Fixed camo selections on TRG-21 GL black skin variants. - Fixed missing textures on some WarfareThai vehicles. - Fixed some minor issues.
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Thank you, now I can manage it properly .
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BI Team, Recently I got a problem with connecting to My Units page, I cannot access to My Units at all. It reports that I have to login first(although I already did). Once I have re-login, it forwards me to my BI account setting page and stop at there. Here are the screen captures. In conclusion, the Units page seems fine, but the owner cannot perform logging in to manage/customize his own Units setting. Any further advice should be appreciated. :-)
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It is his independent project to keep this mod alive (thanks a lot Berlioz!). I already briefly informed Berlioz about what to change in the new version, then it is depend on him to update his version with the new one -or he can maintain his version as legacy. Most of updated contents in the new version are related to fixing/optimizing the models, improving module scripts, and adding some new items. So, let's hope it won't be conflicted with other mods.
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WarfareThai Mod will be updated soon.
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My apology, I did mentioned wrong about duplicated class UGL_F, in fact, it is to duplicate the whole SMG_02 class (which this method, the modded weapons that use UGL can still compatible with other mods, however we have to sacrifice the compatibility of SMGs instead).
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I assume BIS would properly fix this issue in the future, since there is no way to solve this unless we have to duplicate the whole UGL_F class.
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ombron (Christoph) just enlightened me how to make the groups compatible with ALiVE, I think I may need some times to study and figure it out. The (old) prefixed groups are identical to the new ones, they are been there just for the compatible purpose with some missions which use old group classnames (COREV_Motorized).
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I had fixed the UGL_F error, and tried to rename Motorized_MTP group to just Motorized. I hope this can fix the ALiVE compatible issue.
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Thanks! That would help me a lot. I think I can try this when I have a chance to access to my PC.
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I could not help you much about ALiVE, but, as for to fill the empty map, I think BIS had introduced a command to create just 3d models on the scene (no config needed). I can show you the example once I have reached to my PC (next week). Here is the command which I had mentioned https://community.bistudio.com/wiki/createSimpleObject I used to create the objects with this command then combined with Simulation manager, the result is quite satisfied.
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Have you try to run the mod one-by-one? May be this method could help you (some how) to detect the issue faster. As far as I know, NZiwasogo is depended on many addons, may be some of them have issues with new expansion.
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Is the new motorized class working with ALiVE right now? I am barely tested since I usually got problem with setting up ALiVE..
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v0.1.5.3 - Weapons compatibility with APEX (WFT weapons can accept APEX magazines, but not vise versa). - WFT weapons use APEX magazines as default. - Added new zombie identities (for Ravage Mod): COREV_AsianHead_Z_01,COREV_AfricanHead_Z_01,COREV_GreekHead_Z_01,COREV_PersianHead_Z_01 (identical to CfgFaces) - WFT OPFOR and INDEP now have Motorized_MTP and Motorized class in CfgGroups (ALiVE compatible <-- hopefully). - Fixed some minor issues.
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Thanks HeroesandvillainsOS! This should help me a lot for determination what is the cause of the problem. Hopefully I can fix this soon. As for the UGL_F error, I assumed it has been occurred because of the APEX added "class UGL_F: UGL_F {};" to various SMG classes.
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The next update will be delayed until I can get the APEX (I got it now :D).
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v0.1.5.2 - M231 FPW now has only FullAuto fire mode. - Reduced the effectiveness of Can Cannon projectiles (except for the Redgull). - Added Asian Civilian faction. - Added fictional weapons: AK-108M(6.5mm) and AK-102M(6.5mm). - Fixed EEAF uniform arms glitch. - Added new zombie faces (for Ravage Mod): COREV_AsianHead_Z_01,COREV_AfricanHead_Z_01,COREV_GreekHead_Z_01,COREV_PersianHead_Z_01 - Added 5 dance moves (from ArmA 2):Dancing_DuoIvan, Dancing_DuoStefan, Dancing_Stefan, Dancing_Zozino, Dancing_MadMetal - Fixed some minor issues.
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Asian Civilians Faction in upcoming 0.1.5.2
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Hopefully, next version will add 4 new zombie faces to support Ravage Mod http://imgur.com/a/2gRmQ
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Thanks for your report. I will check it, and hope I can fix it in the next patch.
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I hope this should work. http://www.mediafire.com/download/2unxd0im0cjevz2/wft151.7z
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v0.1.5.1 - Added Editor Preview images for some units. - Fixed camo selections for EEAF vehicles. - Added Can Cannon. - Added M231 Firing Port Weapon. - Map designer can hook the eating/drinking events by adding hookEat/hookDrink to description.ext in format hookEat = "your_function";, then, the hook value will be [who_consume,item_which_were_consume,value_of_item] call your_function. - Added Radar Station. - Fixed some minor issues.
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New map object. Radar Station.
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I think that is an interesting idea!