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Medals
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Medals
Everything posted by Belbo
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Yes it does. It establishes that even with a disabled abort button there's nothing won. Trying to hinder players from quitting a game should never, not ever, be achieved by disabling the function to close the program - that's the moment you interfere not with their game but with their system, which I find highly obtrusive and cocky. If you want to hinder players from quitting willy-nilly you might want to look into some sort of persistency saving system (like in DayZ, where your player avatar would remain in the game world for a certain amount of time after quitting, or something like an auto ban if a firedNear-Event has been handled shortly before quitting). If none of that applies to you, you should rather keep your fingers from removing any meta game functions.
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#altf4
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[RELEASE] Transmitting / Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2
Belbo replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's actually pretty easy: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System#create-a-custom-setting-for-mission-or-mod For example: https://github.com/Pergor/ADV_Medical/blob/master/adv_aceCPR/config.cpp#L85 and https://github.com/Pergor/ADV_Medical/blob/master/adv_aceCPR/functions/fn_registerSettings.sqf- 47 replies
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- 2
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- task force radio
- animations
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(and 2 more)
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RHS Escalation (AFRF and USAF)
Belbo replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You mean like the ones right here? http://www.rhsmods.org/w/acu- 16550 replies
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- Weapons
- Accessories
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It would be possible, but it wouldn't make sense. The splints don't heal any wounds, they just reset the hit point damage. The way Arma handles the limping/shaking with hit point damage is pretty binary. You either have enough damage (>0.5) or you don't.
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
Belbo replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Where and how does cba throw "ads"?- 72 replies
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- 3
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- enhanced
- soundscape
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Iron Front in Arm3 LITE - preview versions
Belbo replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it just me or is http://ww2ina3.com/wiki/index.php?title=WW2_Download reporting issues for others as well? -
Updated to version 1.1.5: https://github.com/Pergor/ADV_Medical/releases/download/1.1.5/adv_aceSplint.zip ADDED: new settings for reopen chance for medics and regular soldiers. ADDED: new limb analysis feature.
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I kind of want to point to the guidelines... "All posts must be in English language." (https://forums.bohemia.net/guidelines/)
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this animateDoor ["door_rear_source",1];
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ACE 3 dynamic mission parameters
Belbo replied to Hydrol's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This system does not work anymore, hence it doesn't turn up in any documentation. Most mods have changed to or implemented CBA settings system: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System -
If the patient has been stabilized he has been brought out of revive state. That's where you start to give transfusions and medication so he wakes up. No additional usage of the defibrillator is necessary. Continue according to the ACE³ documentation, step 4: https://ace3mod.com/wiki/feature/medical-system.html#223-treating-the-patient
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To eliminate possible reasons: 1. Has the patient been hit in either the legs or arms before trying to apply a splint? 2. Have you made sure that the wounds of the patient have been tended to before trying to apply a splint? 3. What do you mean when you say "disable the ACE CPR"? ACE CPR has nothing to do with this mod. 4. Post an rpt with the problem occuring to pastebin and copy the link in your answer. If you don't know how to get your rpt, google that first. 5. Export the cba settings you use and post them to pastebin as well. Include those too in your answer. Please use spoiler tags to not clog up the thread.
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That might not be a problem at all. I'll consider it.
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I would add to all that, that ace already has a banana item. You might want to include that as well. ;)
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By the way: I don't intend to make the splints only usable by medics. If you want only medics to use them, give the splints only to your medics. The splints have to help with both arm and leg hitpoint damage. I currently don't intend to add additional forms of splints.
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Updated to version 1.1.3: https://github.com/Pergor/ADV_Medical/releases/download/1.1.3/adv_aceSplint.zip IMPROVED: added splint item to ace medical advanced crates. IMPROVED: added chinese translation (thanks to GodofMonkeys!) IMPROVED: added additional checks for PAK usage.
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Updated to version 1.5.4: https://github.com/Pergor/ADV_Medical/releases/download/1.5.4/adv_aceCPR.zip IMPROVED: compatibility to diwako_ragdoll. IMPROVED: added new sound and reworked aed station sounds. IMPROVED: added adv_aceCPR_aed to ace medical advanced crate. IMPROVED: replaced ace_medical_fnc_actionCheckPulseLocal with slightly edited function. IMPROVED: added chinese translation (thanks to GodofMonkeys!) IMPROVED: added stationary AED.
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[RELEASE] Ragdolling on player ACE unconsciousness
Belbo replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
They definitely won't. Not with the ace_medical-rewrite in the making. But I guess to circumvent this, I could just set the _bloodPressureH value to at least 30, because other than that all values are set to higher values upon successful CPR or AED. By setting the minimum blood pressure to 40, I can make sure that ([_target] call ace_medical_getBloodPressure) select 1 is at least 30. #edit: Let me know if people still complain about this problem. -
[RELEASE] Ragdolling on player ACE unconsciousness
Belbo replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Uff... That's weird. Only after a successful action or after any action? Could probably have something to do with the animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback" -
[RELEASE] Ragdolling on player ACE unconsciousness
Belbo replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Colour me impressed. -
vigor subforums not having descriptive titles
Belbo posted a topic in BOHEMIA INTERACTIVE: Web-Pages
Every Arma 3 subforum has an "Arma 3" at the front, every Arma 2 subforum an "Arma 2 & OA" and so on. The Vigor subforums should have a "Vigor" prefix as well, otherwise they're not distinguishable from other subforums without prefixes. -
Ah, if it were just so easy... Wouldn't that be great. But unfortunately it isn't. Both "BWA3_Pzf3_Loaded" and "BWA3_Pzf3" don't have a rocket loaded, if the unit hasn't got enough backpack space in the moment the launcher is being added.
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The way I do it is add a dummy backpack to the unit before adding the PzF3 that's being removed right after. _unit addBackpack "B_AssaultPack_blk"; _unit addWeapon "BWA3_Pzf3"; removeBackpack _unit;
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That's simply awesome! Thank you! The defib.p3d does not seem to have any content though...