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tinter

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Everything posted by tinter

  1. Pretty sure that issue also affects the damage the enemy takes. Besides, the issue being uncommon is a bad excuse not to fix the issue.
  2. I can see there's a tick rate and it's at 0.25. ---------- Post added at 21:38 ---------- Previous post was at 21:35 ---------- Yes yes, of course not, but still, people are standing even if I've shot them in the head point blank. I can only change this behaviour by upping the damage multiplier of all damage. ---------- Post added at 23:09 ---------- Previous post was at 21:38 ---------- Also it seems that glnades and hand grenades have a hard time taking someone out. I stood on top of a grenade and easily survived.
  3. Headshots don't instantly kill someone. X39_MedSys_var_Head_DamageMultiplicator = 1000; Headshots still don't instantly kill someone.
  4. Is there a guide to coding with this? For example if you'd want someone to not be able to speak or sound mumbled in certain situations outside those covered in the base mod?
  5. Well of course no instant death is more fitting for some long missions without respawn, but other times it might be preferred to not have "only" your legs breaking when you get hit by a gbu.
  6. I feel like it really needs instant death if you take too much damage (Could probably script myself) and the ability to change how long the actions take. It's much shorter than it was in ace. Other than that changing adding sounds and making sure everything uses the right animation would be a good thing down the line.
  7. Find the landing point by smoke grenades?
  8. tinter

    Rpg-18

    Hey Slatts, are your mods without .rpt errors? I know the guy in charge of mods in our group said we couldn't use yours because they sent errors.
  9. Isn't that two variables per player? And isn't it every tick, i.e. faster than 0.25s? If a squad does down that 16 variables updated every tick or 0.25s? Also is it possible to have players die if they take too much damage right away, as in if they're directly hit by a GBU, they can't be revived?
  10. I just realized you have the option to give epi to yourself. How does this make sense?
  11. Got this error on the included test mission. http://i.imgur.com/EAAKNDV.png ---------- Post added at 12:49 ---------- Previous post was at 12:48 ---------- This pops up before it and looks like the source. http://i.imgur.com/iIPFXQD.png ---------- Post added at 12:56 ---------- Previous post was at 12:49 ---------- Is the test mission any good? Carrying animations are behaving very oddly and I can't remove units I've put into vehicles.
  12. I remember that I put something about the bloodloss values and messages on the tracker once, but looking through the variable I thought I'd add this. Default starting blood is 6000, blood loss for a knockout is 1200. Blood level was still showing as ok around 60%, but you're gonna get knocked out if your blood level is under 80%. So this was very badly communication to the players. They'd think the patient was doing ok when he was actually too low on blood to be functioning.
  13. I'm not sure if it's a much requested feature, but everyone in our group are mentioning how they're sad that you can't hear people when spectating.
  14. Yes I'm running Stable I'm sure. Are you running the game with the -showscripterrors startup parameter?
  15. When selecting some of the helicopters in the editor it gives me this error. Error in expression <<null>> Error position: <<null>> Error Invalid number in expression However nothing after that. Not sure if it'd occur on a normal mission since sometimes errors only appear once.
  16. tinter

    @A3MP - ArmA 3 Map Pack

    Also some walls behave very oddly when driven into.
  17. An awesome feature that seems relatively simple to add would be being able to attach a gun to the back of the Mohawk.
  18. tinter

    J.S.R.S. 2.2 Soundmod

    Has the JSRS being added as a dependency for missions been fixed?
  19. You should consider switching to CBA instead of adding a dependency on your own addon.
  20. Are there any plans to change the sights on the RPG? It's really weird to aim with such a low FOV and in real life you're supposed to align the sights. ---------- Post added at 19:07 ---------- Previous post was at 18:54 ---------- This goes for all launchers actually.
  21. When a unit with a killed eventhandler attached to it goes down and dies, is the killer correctly returned?
  22. I hope you don't mind me saying that I burst open your .pbo and put some Arma 3 classnames in there to see if it worked. Because it does.
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