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Everything posted by BB_Frost
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
BB_Frost replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I did search the thread, and got no results for the word "dropbox"... any chance that the repo could be made to work with Dropbox? Great program - we have used it for a long time. :) (Just not the repo) -
It's been a while since I configured this, and I'm not at my computer, but don't the multiple item lists need to be enclosed in square brackets? e.g. [Car,Truck,Armored,Tank]
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obe OBE (OneButtonEnhancement)
BB_Frost replied to dscha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does this still need to be on the server, as well? -
Ahhh, OK. Sorry for the not terribly helpful reply, then. :) Heroes has you covered.
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I haven't used it in a while, but I seem to recall that you need to specify the factions of the vehicles you want to spawn. Check the parameters inside the module to make sure it's configured. :)
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(SMA) Specialist Military Arms
BB_Frost replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Brilliant. Thanks for the quick answer - that worked perfectly. :) -
(SMA) Specialist Military Arms
BB_Frost replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm using the EOTech 552 + 3x Magnifier optic, which has worked just fine in the past... but now it won't flip the magnifier. There is a click, and a hint, but the magnifier doesn't change position (and the hint is correct - it always says Magnifier Down, whether I press SHIFT+NUM/ or CTRL+NUM/ - which I verified were still the correct keybindings). Any thoughts on what's happening? mrt_accfncs is installed and loaded before SMA. EDIT: Just confirmed it happened with update of CBA from 3.12 to 3.21. -
I wonder if that's why it sounded like I had Russians trapped under the runway at one of my bases... :) They are neat, but yes... finicky.
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RHS Escalation (AFRF and USAF)
BB_Frost replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yah, I was positive that it did at one point. We've always used the whole "suite", but we're looking at paring down the addons a bit. We want to keep USAF, but rarely use AFRF - the only concern was that one was reliant upon the other. Thanks. :)- 16577 replies
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RHS Escalation (AFRF and USAF)
BB_Frost replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just in case it was an oversight - RHS USAF doesn't require AFRF anymore as a prereq?- 16577 replies
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Yah, I absolutely hate that if I misplace a green H-barrier, suddenly people can't join. Good job, BI. That said, in the editor, I think the asset list on the left now has the "source" logo for all the objects. Look through that for the Apex logo and they are easier to pinpoint, too.
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I think I found out how to do the various actions. Could you confirm? [TaruName, ObjectToPickup] spawn XENO_Taru_fnc_Action_Accrochage; // hook [TaruName] spawn XENO_Taru_fnc_Action_Decrochage; // unhook [TaruName] spawn XENO_Taru_fnc_Action_Arrimage; // attach pod [TaruName] spawn XENO_Taru_fnc_Action_Desarrimage; // detach pod ["Allonger", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Lengthen 10m ["Allonger Max", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Lengthen to 100m ["Raccourcir", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Shorten 10m ["Raccourcir Max", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Shorten to 10m ["Decrochage Parachutage", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Unhook or Parachute (< or > 200m)
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I see these commands from the first post, and they're obviously related to an earlier version... is there an expanded list of calls we can use to control AI pilots (via scripting) for all of the functionality? Attach, Detach, Drop (unhook?), raise, lower? This is a wonderful mod - thanks. :)
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@foxhound - the date and version number of the mod didn't get updated on the armaholic page. :)
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Could use the existing (maybe only in ACE?) "tap shoulder" animation... Vulcan neck pinch. ;)
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I, too, find that highly irritating (where NATO and CSAT are automatically open in the units). I, too, find it hard to believe people could make missions without 3DEN Enhanced. :) Thanks for the recent update.
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Thinking of it from a mission creator standpoint, I'm sure there are communities that allow the mod only because it does have a reasonable set of default limits built in. If the default were wide open parcour mod carrying a 100kg Bergen pack and sprinting everywhere, that might anger them such that they don't allow the mod anymore. :) The reasonable defaults will mean that people in communities that carefully control addons don't need to worry that you're creating bunnyhopping psychos which, to control, they need to add more things to their missions. What about server-side userconfig files for tweaking the settings that will override any local defaults/config? Come to think of it, I haven't seen one of those in a while... maybe there's a good reason for that?
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Sorry - by default, I'd want it to be like it currently is (status quo). I just didn't want it to *require* the server-side elements going forward to even work, so that if a mission creator does nothing to configure its settings, it still, as you said, does something. (My group are also heathens who use a stamina mod... so I've never run into anything stopping me from using EM except the 45kg limit :) )
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I like that idea of not using a module. I actually just put together a mod and did the same thing - just expect mission makers to add a few lines and as many triggers as they might want (you helped me with an issue I was having with the initPlayerLocal timing, in fact - I'm Frost on the ArmA discord). :) If nothing is added to the mission (e.g. playing a vanilla mission, or a downloaded mission), EM would still work in this scenario, I assume? As for the weight limits, I like optional with the default as it is now (or completely unlimited). At the moment everything works until you hit a 45kg loadout, then it doesn't work (at least that's my perception). As long as we can still maintain that kind of thing (or have no weight limitations), that will suit us at that far end of the spectrum of users. Being able to climb walls and buildings (and then use Advanced Urban Rappelling to get back down) makes for a more interesting game for my group. :)
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Since my NUMPAD / is mapped for the EM button, and I do have another function mapped to SHIFT + NUM/, I'll assume that's why I can't activate EM while sprinting (as it's getting captured by the other function - which doesn't actually work while sprinting anyway, as it turns out). Fun with the millions of keys that ARMA can use. :) Not reporting it as a problem/bug, just saying I figured out why it won't work for me while sprinting, when it does for you @bad benson
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That happens to me, too! I never knew what caused it, though.
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Sorry, I wasn't being specific enough (I so rarely "walk" that I forgot there were three speeds :) ). My W is bound to the jog speed as well. In order to walk, I have to press W and S together to toggle walking/jogging. If I want to sprint, I hold L-SHIFT. Jumping and Vaulting does still work for me when jogging and walking, but not sprinting (which is a status quo from previous versions). What key do you have configured for EM?
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Just tested with the RC6 - and I *can* still vault while moving (not sprinting) forward. I bind my custom control to numpad / (which is actually bound to a key on my G13 in a convenient place).
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I haven't installed the new version yet, but you definitely could (though not while sprinting). Looking forward to trying it the new version :)