2LT. Tom vd H.
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Posts posted by 2LT. Tom vd H.
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Quick question here, is the M3/M4 permanently excluded from RHS as this mod is still updated seperately, but apparantly the updates are not directly included in RHS?
Boiled down: If I want to use the MAAWS do I need to download the seperate TF47 mod from RHS?
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Bumpity bump bump bump, I've looked all over for anyone with a solution to this issue and I've found nothing. This thing has been out for over half a year now and still no-one at bohemia noticed an entire section in the arsenal is missing?
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ACE 3.6.0 is out, causing an outdated error with your mod. Loving this addition right now, hoping either ACE3 or RHS will include this soon!
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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]; <
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I was just hoping to get a quick answer to something I can't seem to find the answer to:
Is it possible by trigger or init script to set one or both elevators in the down position at the mission start, and might it also be possible to lock them (seperately) afterwards?
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Does anyone else have this issue where Blastcore adds a mission dependency [ "blastcore_vep" ]? It's not a big deal, but it's tedious to keep switching mods or removing the lines from the mission.sqm.
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Quick question, is the RHS patch still a necessity after the last update or has it been included in the stock download? Great mod!
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I'll see if I can get a fix for what you are experiencing.Nice mate, for now the issue has an easy work around, so I'm thoroughly enjoying your template as is! But improvements are almost always better right? ;) Thanks for the template regardless!
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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:
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.
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I've found the mod conflicts with Leights Opfor Pack and generates the [config.bin/Cfg/Weapons/LOP_57mmlauncher/Burst/: Cannot find base class 'Burst'] error. I'm using the second last version, so that might be it. Perhaps someone can confirm the issue disappears with the newer version?
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Aaaaaaaaaaaaaaaaaaaaahw yiss
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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?
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found something here: When reloading the M203 on the M16A4 M203, the 5.56 magazine floats out of the receiver and is then magically replaced. This happens for all M16 variants and M4 variants as well.
Great pack still though!
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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] -
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] -
Hey, first off great mod, really enjoying it. My question is like the well door, is there a way to animate the stern elevator? I'd like to have that elevator starting in the down position. Cheers!
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For me, this "Stealth helicopter" thing is going to far and it genuinely feels like Bohemia is trying to save polygons on the models. Really not liking this.
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First off, great mod, can not wait for to use this unit wide.
One bug I found is that I can't get into the loader position from outside the vehicle or any position inside after the tank has been occupied by AI.
Still very much like where this mod is going though and can't wait for the Chally II
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the torrent download link is broken :(
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Did you ask permission to edit the addon?No, I piratedd the whole thing and now I'm gonna pretend I made this mod
I didn't 'edit' anything, I just added the ARMA3 control file to the original mod as was intended, someone just appears to have an issue, so I'm offering them to send them my combined folder.
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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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Have the latest changes to the mod enabled proper use in multiplayer? Guess only 1 way to find out! :D
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I know this is just a minor thing, but it would be really really awesome if an unloaded rifle wouldn't display a magazine. Rifles look great otherwise though!
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how can i add mando missile script to this baby?and BTW,how can i activated HMD for the pilot and gunner?For the gunner: select 'toggle gun control' whilst in the WPN screen on the left MFD.
For the Pilot: Select 'Manual fire' and then do the above.
I don't know about the mando missiles. :\
[WIP] UH-60M BLACK HAWK
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Veeeeery interested in this, massive fan of the old ARMA2 helos and can't wait for these. Will you release them as they become ready 1 by 1 or hold them until they are all complete?