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2LT. Tom vd H.

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Posts posted by 2LT. Tom vd H.


  1. First off; great mod. I really enjoy all these launchers and I'm looking forward to future additions. For now I have two questions, one has already come up before:

     

    1. Can the spotting ammo be made to also be able to go in a vest or uniform rather than just the backpack?

     

    2. I've tried adding spotting rifle ammo to a player through > _unit addMagazine "tf47_smaw_sr​"; < and > _unit addMagazine "tf47_smaw_spotting"; < and neither are working.

     

    EDIT: 2. Solved by > (unitBackpack _unit) addmagazinecargo ["tf47_smaw_sr",2]; <


  2. I'm getting this issue where the map works when I host a local server, but when I put it on a dedicated server I get this error:

    http://cloud-4.steamusercontent.com/ugc/38614507771007363/80CD142FE29F3F2740F7C1892849D44BC4AC497C/1024x576.resizedimage (108 kB)

    Any solutions or ideas why it's doing this?

    PS.: I'm using the provided map, haven't changed a thing.

    PSS.: Just found that only people who load in to the server on first launch experience this issue, reconnecting gets rid of the problem, well, it fixes it at least.


  3. First of let me say I'm really enjoying your work so far, contrary to other mods this vehicle feels heavy and that makes it great to drive. Also love that you can see the interior of the vehicle when turned out! But this also leads me to 2 questions:

    1) Since the interior is already modeled (regardless of low texture qual, I really dont care) would it be difficult to see the interior when turned in as well? I am no addon-maker so I'm completely oblivious to this, but possibly severely underestimating this wouldn't it just be a matter of either cutting out the viewports (which seem modeled in the hatch already, or pasting some picture-in-picture windows onto the viewports? (Let me finish this by saying the first person view turned in is pretty decent compared to other vehicles)

    2) when turned out in atleast the ATGMV variant I can't see the mirrors on the vehicle while they are modeled in 3rd person view and should be in the drivers arc of view. Will working mirrors be added on these vehicles in the future?

    Other than these two question I think you already have a very playable mod, thanks for your hard work!

    PS. are there any plans to replace the mini Spike missile on the ATGMV by TOW2s?


  4. I've seen this question a few times now and even though this topic is old, I'll post the proper way of doing this. It's confirmed to work on the ARMA3 Map pack mod. All you need to do is place trigger with Activation set to whatever side (ie BLUFOR) you want the gate opening for, set the trigger to REPEATEDLY and then add the following scripts to that trigger:

    North Airfield gate:

    On ACT:

    (position player nearestObject 136244) animate ["doorl",1];(position player nearestObject 136243) animate ["doorr",1]

    On DEA:

    (position player nearestObject 136244) animate ["doorl",0];(position player nearestObject 136243) animate ["doorr",0]

    East Airfield gate:

    On ACT:

    (position player nearestObject 137646) animate ["doorl",1];(position player nearestObject 137623) animate ["doorr",1];

    On DEA:

    (position player nearestObject 137646) animate ["doorl",0];(position player nearestObject 137623) animate ["doorr",0];

    South Airfield gate:

    On ACT:

    (position player nearestObject 146042) animate ["doorl",1];(position player nearestObject 146036) animate ["doorr",1]

    On DEA:

    (position player nearestObject 146042) animate ["doorl",0];(position player nearestObject 146036) animate ["doorr",0]

    West Airfield gate:

    On ACT:

    (position player nearestObject 143279) animate ["doorl",1];(position player nearestObject 143278) animate ["doorr",1]

    On DEA:

    (position player nearestObject 143279) animate ["doorl",0];(position player nearestObject 143278) animate ["doorr",0]

  5. I've seen this question a few times now and even though this topic is old, I'll post the proper way of doing this. It's confirmed to work on the ARMA3 Map pack mod. All you need to do is place trigger with Activation set to whatever side (ie BLUFOR) you want the gate opening for, set the trigger to REPEATEDLY and then add the following scripts to that trigger:

     

    Chernarus North Airfield:
    North Airfield gate:
    On ACT:

     

    (position player nearestObject 136244) animate ["doorl",1];(position player nearestObject 136243) animate ["doorr",1]

    On DEA:

     

    (position player nearestObject 136244) animate ["doorl",0];(position player nearestObject 136243) animate ["doorr",0]


    East Airfield gate:
    On ACT:


     

    (position player nearestObject 137646) animate ["doorl",1];(position player nearestObject 137623) animate ["doorr",1];

    On DEA:

     

    (position player nearestObject 137646) animate ["doorl",0];(position player nearestObject 137623) animate ["doorr",0];


    South Airfield gate:
    On ACT:


     

    (position player nearestObject 146042) animate ["doorl",1];(position player nearestObject 146036) animate ["doorr",1]

    On DEA:

     

    (position player nearestObject 146042) animate ["doorl",0];(position player nearestObject 146036) animate ["doorr",0]


    West Airfield gate:
    On ACT:


     

    (position player nearestObject 143279) animate ["doorl",1];(position player nearestObject 143278) animate ["doorr",1]

    On DEA:

     

    (position player nearestObject 143279) animate ["doorl",0];(position player nearestObject 143278) animate ["doorr",0]

     

     

    Berezino:

    North Railyard gate:

    On ACT:

     

    (position player nearestObject 257457) animate ["doorl",1];(position player nearestObject 257463) animate ["doorr",1]

    On DEA:

     

    (position player nearestObject 257457) animate ["doorl",0];(position player nearestObject 257463) animate ["doorr",0]

  6. Wow Geronimo, maybe I understand your tone wrong, but you realize these guys made this mode for ARMA2:OA, right? The addon was never supposed to be fully functional in ARMA3. They're trying to get it to work in ARMA3 as an extra treat, but much of ARMA3's software doesn't support the many features they added. If you want, I can send you my repacked version that is 'works' in my game.

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