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Everything posted by tom.tucka
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Looking fantastic @Jackal326
- 24 replies
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- 1
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- weapons
- small arms
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42 COMMANDO MILSIM UNIT VS17 MARKER PANELS -------- About: The VS-17 Marker Panel is the Signal panel that is used by Militaries around the world. The VS17 Panel Marker is attached to tanks, trucks, rucksacks and just about anything that needs to be identified from the air, including those in need of rescue. The VS17 Signal Panel, or Signal Panel Marker, is often laid out on the ground to identify troop positions to friendly aircraft, or to identify where help is needed. Features: - Place panels with ACE - Pickup panels with ACE - Move (Carry & Drag) with ACE Plans: - In the long term I plan to contribute these into ACE3, making them more accessible for everyone to use, I'm hoping this will be done within the next few months or so. Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1769129718 Images: Known Bugs: - Flipping with ACE always reverts back to pick. - Attaching to vehicles is quite buggy and needs more work. Changelog: V1.0 - VS 17 Marker Panel Dependencies: ACE3 - https://steamcommunity.com/sharedfiles/filedetails/?id=463939057 42COMMON - https://steamcommunity.com/sharedfiles/filedetails/?id=1765316352 Credits: - TomTucka (Config) - RabidusUK (Model & Textures) - Flynn (UI, Media & Morale) Social Media: https://www.42commando.co.uk/ https://twitter.com/42_unit
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Fox's Arma Server Tool Extended Rewrite (FASTER)
tom.tucka replied to Keelah's topic in ARMA 3 - SERVERS & ADMINISTRATION
Is there any way to run GM or Contact on a server using FASTER? Also, is there any way we could have a button to auto-load mods onto a server from a launcher preset file?- 163 replies
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- server
- dedicated server
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42 COMMANDO MILSIM UNIT Work In Progress Mods -------- About: 42 Commando is a British MilSim unit based around the royal marines. We have started to make some small add-ons for ArmA 3 in which we hope will people will enjoy. This is a WIP thread for us to share any news about things we are working on and for anyone to ask us questions. Plans: - Griffin HAR2 re-texture - RELEASED - HLS Marker panels - RELEASED - Facepaint using ACE - Social Media: https://www.42commando.co.uk/ https://twitter.com/42_unit
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HLS Panels - Placeable via ACE self-interaction - Retrievable via ACE interaction - draggable via ACE interaction Currently working on some HLS vs17 panels, some WIP shots below
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42 Commando - Griffin HAR2 RHS Retexture
tom.tucka replied to Flynn375's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Release v1.1.1 - Fixed inheritance issue with unarmed version Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1763424519- 7 replies
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- 42commando
- griffinhr2
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42 Commando - Griffin HAR2 RHS Retexture
tom.tucka replied to Flynn375's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Release v1.1 - Fixed Static fire animation on Armed versions - Fixed passenger loading for Armed versions Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1763424519 Current known issues with v1.1 - Unarmed Variants cannot have more than two passengers (I've reported this to RHS: http://feedback.rhsmods.org/view.php?id=5076 )- 7 replies
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- 42commando
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Hello All, I'm trying to create a mission where you start in the C130 which Is at a fixed height on mission start, I'm having abit of trouble getting players into the back of the C130 along with an ammo crate (For Gear before Mission) Here's what I have so far: C130 Init: plane1 attachTo [b,[0,0,3500]]; plane1 flyinheight 3500; Static Bunker over the position of the LZ: (Simply hiding the bunker) haloPoint hideobject True; Player: p1 attachTo [plane1,[0,0,-1.58]]; [this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; detach p1; With This the player starts on-top of the plane and not inside it, I also have no idea how I would do this with multiple players? Could someone help me work out the problem? PS The C130 I am using is EBU_C130 (http://www.armaholic.com/page.php?id=24735) Thanks Tom
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Is there a reason the apache is so dark? I know it's a darker green, but in-game its almost black?
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@UK_Apollo Would be cool if we can get this in the arsenal so we can spawn them already folded
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Advanced Combat Radio Environment 2 (ACRE2)
tom.tucka replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi All, Having some Issues getting ACRE2 to work for me. I keep getting "ACRE IS NOT CONNECTED TO TEAMSPEAK 3" when I'm on a server. I have both ArmA and TS running out of admin. I have also tried running both in admin, which produced the same error. I have removed all ACRE2 Installs on my PC and reinstalled TS3, Re-Subscribed to ACRE2 on Steam and ACRE did not automatically move my plugins for me, I tried moving them manually but still have this issue when in-game. I have also tried a manual install which did not work :/ Is anyone about to provide an Insight/ help me fix this issue? Below is my ACRE2.log file [22:26:50.829] * Logging engine initialized. [22:26:50.830] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini} [22:26:50.830] Failed to load ACRE ini file. Using defaults... [22:26:50.831] Failed to load ACRE ini file. Using defaults... [22:26:50.831] Opening game pipe... [22:26:50.831] Game pipe opening successful. [3804 & 3908] [22:26:57.156] Engine Shutting Down [22:26:57.161] Write loop disconnected [22:26:57.164] Engine Shutdown Complete [22:26:57.254] Engine Shutting Down [22:26:57.258] Engine Shutdown Complete [22:26:57.258] * Destroying logging engine. [22:29:26.832] * Logging engine initialized. [22:29:26.832] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini} [22:29:26.833] Successfully loaded ACRE ini file (any failures above can be ignored). [22:29:26.833] Successfully loaded ACRE ini file (any failures above can be ignored). [22:29:26.833] Opening game pipe... [22:29:26.833] Game pipe opening successful. [4844 & 3768] [22:29:27.380] Engine Shutting Down [22:29:27.384] Write loop disconnected [22:29:27.386] Engine Shutdown Complete [22:29:27.435] Engine Shutting Down [22:29:27.437] Engine Shutdown Complete [22:29:27.437] * Destroying logging engine. [22:29:35.859] * Logging engine initialized. [22:29:35.859] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini} [22:29:35.859] Successfully loaded ACRE ini file (any failures above can be ignored). [22:29:35.859] Successfully loaded ACRE ini file (any failures above can be ignored). [22:29:35.860] Opening game pipe... [22:29:35.860] Game pipe opening successful. [3984 & 4812] [22:29:37.510] Engine Shutting Down [22:29:37.513] Write loop disconnected [22:29:37.516] Engine Shutdown Complete [22:29:37.566] Engine Shutting Down [22:29:37.567] Engine Shutdown Complete [22:29:37.567] * Destroying logging engine. [22:29:37.572] * Logging engine initialized. [22:29:37.572] Configuration Path: {C:/Program Files/TeamSpeak 3 Client/config/\acre\acre2.ini} [22:29:37.572] Successfully loaded ACRE ini file (any failures above can be ignored). [22:29:37.572] Successfully loaded ACRE ini file (any failures above can be ignored). [22:29:37.572] Opening game pipe... [22:29:37.572] Game pipe opening successful. [4596 & 3204] [22:49:39.445] Engine Shutting Down [22:49:39.448] Write loop disconnected [22:49:39.450] Engine Shutdown Complete [22:49:39.496] Engine Shutting Down [22:49:39.497] Engine Shutdown Complete [22:49:39.497] * Destroying logging engine. Thanks Tom- 896 replies
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RKSL 3 - A new start... Discussion
tom.tucka replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Teasing us a lot tonight Rock :) -
RKSL 3 - A new start... Discussion
tom.tucka replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Loving all the work you're doing Rock!! You planning a MK10 in the future? -
units SSF Factions and Faction Overhauls
tom.tucka replied to jarrad96's topic in ARMA 3 - ADDONS & MODS: COMPLETE
British SAS & SBS do not use the L85... They use the L119A1/2- 874 replies
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- factions
- special forces
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HI All, I Would like to get all the doors on a hanger to close on-mission start but using this code: 0 = [getpos this, 100] spawn { sleep 0.1; { _x animate ["Door1", 1, TRUE]; _x animate ["Door2", 1, TRUE]; _x animate ["Door3", 1, TRUE]; } foreach ((_this select 0) nearObjects (_this select 1)) } This is what happens: Does anyone have a way or think they could help me fix this? Thanks In advance Tom
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@UK_Apollo Thanks man! As Guessed other doors are 8, 9, 10 & 11 Code below will close side doors too! 0 = [getpos this, 100] spawn { sleep 0.1; { _x animate ["Door1", 1, TRUE]; _x animate ["Door2", 1, TRUE]; _x animate ["Door3", 1, TRUE]; _x animate ["Door4", 1, TRUE]; _x animate ["Door5", 1, TRUE]; _x animate ["Door6", 1, TRUE]; _x animate ["Door7", 1, TRUE]; _x animate ["Door8", 1, TRUE]; _x animate ["Door9", 1, TRUE]; _x animate ["Door10", 1, TRUE]; _x animate ["Door11", 1, TRUE]; } foreach ((_this select 0) nearObjects (_this select 1)) }
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Community Upgrade Project - CUP
tom.tucka replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi All, Posted this a few days ago in the ArmA 3 Editing Section... Had no replies wondered if someone could help me out? -
Advanced Combat Radio Environment 2 (ACRE2)
tom.tucka replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As blind as a bat! Sorry haha!!- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
tom.tucka replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi All, Just wondered if the ACRE Antenna has and functionality behind it yet? or still purely just for show?- 896 replies
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[WIP] Map Tarin Kowt [UPDATE PICTURE 19/12/16]
tom.tucka replied to XxClon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking pretty Awesome dude! -
Binarize task failed using addon builder
tom.tucka posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello All, I've put together an addon which contains some models of vests which I have permission to re-config just for my unit. I have done most of it which seems to have worked but when I come to binarize the file using addon builder i get the following error: I have no idea what to do about it... Could someone shed some light as to what could be causing it? Regards Tom -
Halo Jump From Static C130
tom.tucka replied to tom.tucka's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, I will do some testing with VQI in MP and see how it pans out -
Halo Jump From Static C130
tom.tucka replied to tom.tucka's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well This wont be for AI It will be for actual MP Players, So this is were I am unsure if VQI will work? -
Halo Jump From Static C130
tom.tucka replied to tom.tucka's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Will Try the EDEN thing now! Didn't think of that! I wanted to use it but it has a lot of script errors while playing and I'm not sure if all player are teleported to into the aircraft -
Config.cpp line error
tom.tucka replied to tom.tucka's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Worked Perfectly, Thanks Flax