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n_icomach

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Everything posted by n_icomach

  1. Hello, is there a way to use show/hide still with JEBUS units? I currently want to setup a wave attack in my mission while utlizing JEBUS to handle the respawn system. Normally id sync the unit to the show/hide module, then have it activated via trigger. When a JEBUS unit is synced, the unit spawns anyway even if trigger isnt activated.
  2. Hello all this mod gives you access to a modular trench system that is standalone and will work with any other mod. All Pieces are abled to be walked on. These are tested in MP and work fine on any terrain. Current Pieces: 2 Trench Middle Sections/Half Variants 1 Trench End Variant 1 Foxhole 1 Manable Bunker Images: Last Update 4/20/2021 Download Steam Workshop Google Drive Armaholic How to find? Trenches - In Eden or Zues go to Empty and search for "Trench" or "Foxhole". Bunker - Search in Blufor Bunker (Eden). Search in Empty Bunker (Zeus) Compatible with ACE/GRAD Trenches
  3. n_icomach

    Enhanced Trenches

    Update 4/20/2021 Added CBA Settings "Enhanced Trenches" Menu to allow customization on build times per asset QOL feature, added the trenches to their own ACE submenu
  4. Well with how much work one boat takes, I likely wont. Unless I get some help this will be the only boat related project I do. Thank you for the interest however.
  5. About "Naval Boarding Actions" NBA Offers a fully walkable and enterable Cargo Ship with more versions planned in the future. This modification was made in hopes to expand the amount of naval actions for multiple communities. Currently this is an early Build Features Fully Walkable interior and exterior. Custom model and textures. ACE Animation friendly. MP Friendly. How to Spawn Eden > Empty > Search for "Empty Cargo Ship" User/Admin Tips This should only be spawned in ED3N. Spawning it through zues can have some unwanted ship piece placement. Best played with Enhanced Movement mod. AI should not be given waypoints in the ship. Best to give AI the setUnitPos Command to prevent them from living in the prone position. Fast Roping is hit or miss, better to land on the ship if possible. To do list Finalize textures. Finalize Interior models. Add lighting to the exterior/interior Fix reported collision/roadway bugs as they come in. Detail Detail Detail Credits Model/Textures/Configs -ZephyrSouza Config/Scripting Wizard -DeltaGamer DOWNLOAD Google Drive Steam CHANGELOG
  6. Changelog: Added new Cargo Ship WIP version Several floors are missing and tower is placeholder. Work is still happening on this asset, just wanted to update what I have available for players. Playing the new asset should be done with the understanding that its still early.
  7. n_icomach

    Enhanced Trenches

    Ability to change build timers added. Integrated with ACE Trenches in CBA Addon Settings. Foxhole and Trench End are tied to ACE Small Trench. Rest are tied to ACE Large Trench. More customization is planned with the timers, but I really suck at understanding CBA settings. If anyone happens to know a guy whos interested in helpin explain it, im all ears.
  8. Lol hopefully! Thanks for taking a interest in the project.
  9. WIP of the new boat.
  10. Thank you for the feedback. I misunderstood what Play3r was attempting to inform me of apparently. I'll go ahead and mess with that on my end. Thank you!
  11. AS far as im aware triggers dont count as markers, so im using markers.
  12. Hello Enigx, Feature Request, is there a way we could have the zones ignore helicopters/airplanes? Currently when a pilot is doing air things they are likely to trigger off zones accidentally, which causes a desync spike as units are spawned/despawned. This is currently one of the best features of EOS.
  13. Thank you for the reply! I'll go ahead and give it a shot. Thank you for your contribution to the community!
  14. What is the main benefit of using this over EOS? My unit has used EOS for several years now and is always looking for improved systems. Unfortunately nothing so far has topped EOS's flexibility.
  15. n_icomach

    Grimdark Armory [40k]

    # Release 0.16 Added IG 80mm Deployable Mortar BP 80mm Deployable Mortar Accatran Pattern Carry Handle Accatran Pattern Red Dot Accatran Pattern Marksman Scope Accatran Pattern Bipod Accatran Pattern MkIV lasgun Accatran Pattern MkIV(M) Lasgun Accatran Pattern MkIV(G) Lasgun Fast Roping for Valkyrie Static and Mobile version of Wyvern Static Earthshaker cannon Basilisk Tank Static Hydra Changed SOB Backpacks now TFAR Compat (Was included in 0.15) Cost for BP Officer and Team Lead now match vanilla officer cost levels Autorifleman cost Heavy and Light AT Cost AT kits total loadout (For future mass/item adjustments) BP Chimera Kit (All Variants) to reflect the faction Skitarii armor from 4 to 18 Taurox base class ACE Cargo Space to 6 Taurox Unarmed Cargo to 10 Chimera base class ACE Cargo Space to 5 Transuranic Recoil reduced by half Autocannon Static Short/Tall firegeo buffed, less calibers will pen. Heavy Bolter Static Short/Tall firegeo buffed, less calibers will pen. Multilaser Static Short/Tall firegeo buffed, less calibers will pen. Lascannon Static Short/Tall firegeo buffed, less calibers will pen. RespawnMagazines to all Bloodpact Units Red Chemlights to all BP Kits IFAKS to all BP Kits Chemlights to all BP Kits Officer Icon for BP Etogaur TeamLead Icon for BP Team Lead Prekit Backpacks, for Light and Heavy Bloodpack AT 100lb Bombs indirectHit and indirectHitRange Balanced for wider area damage 250lb Bombs indirectHit and indirectHitRange Balanced for wider area damage 750lb Bombs indirectHit and indirectHitRange Balanced for wider area damage Kit to BP Tuarox, all variants Kit to the BP Russ, all variants Kit to BP Valk Grenedier BP Unit Stat Buff to Godwyn Bolter Ammo Stat Buff to SoB armor Suffixes of all weapons with Black or Silver to (B) or (S) Valkyrie fuelConsumptionRate changed from 0.45 to 0.38 Transuranic Penetration Increased Fixed Bloodpact Vox Operator now carries correct equipment Missing Respawn entry for officers armor vest respawnWeapons Config entry (Missing Primary Weapon for several units) Bolt Pistol muzzleFlash Rotation on proxy Lascannon High backpack added to zues Multilaser high dissembled to wrong backpack CBA Disposable Launchers Removed Backpack filler script on BP, swapped out with pre-kit backpacks DLC option SecondaryAmmoCoef on AT Old ACE disposable classes for launchers
  16. n_icomach

    Enhanced Trenches

    Added ACE Entrenchment Capabilities Remade all textures Cleaned up configs Bunkers now have destroyed models
  17. The latest update included a v3 for verify signatures in one of the changelogs. I cant seem to find any documentation on it anywhere so maybe I just imagined it? Could be what they are referencing here https://dev.arma3.com/post/spotrep-00083
  18. Looks like the newest ArmA update broke Verify Signatures. Is there a plan to add a v3 option?
  19. Hello Crielaard, I am aware of the containerless one being....borked to the say the least. As for invisible 30m of floor can you take a small video or pictures?
  20. They are very different. I believe the siege one is much larger and more of a rat maze.
  21. So taking the lessons from the Cargo Ship a new ship is on the way. Should be better quality and more functional than the Cargo Ship. Cargo Ship may have nav mesh soon on it but i'm still burnt out from the initial push on that abomination.
  22. Updated to 0.4 Fixed ViewLOD (AI Shouldnt Spot through walls as easily. However your walking on metal and AI can hear you) Adjusted GEOLOD Gdrive Link updated
  23. @pognivet @Crielaard Pos points are planned later on but are currently not in the model.
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