the m
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Everything posted by the m
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I tried to add the nofilter version of the respirators to the arsenal but all the sope settings somehow can't be changed. Any ideas how to fix the problem? class G_AirPurifyingRespirator_01_nofilter_F: none { identityTypes[] = {}; ACE_Overlay = "CBRN_data\ui\hud\maskSharedOverlay.paa"; ace_arsenal_hide = 0; ACE_Resistance = 2; ACE_Protection = 1; scope = 2; scopeArsenal = 2; scopeCurator = 2; CBRN_protection = 1; }; exported config class G_AirPurifyingRespirator_01_nofilter_F: G_AirPurifyingRespirator_01_F { scopeCurator = 2; scope = 1; scopeArsenal = 0; hiddenSelections[] = {"Camo", "filter"}; // G_AirPurifyingRespirator_01_F author = "Bohemia Interactive"; _generalMacro = "G_AirPurifyingRespirator_01_F"; displayName = "APR [NATO]"; picture = "\A3\Characters_F_Enoch\Facewear\Data\UI\icon_G_AirPurifyingRespirator_01_F_ca.paa"; hiddenSelectionsTextures[] = {"a3\characters_f_enoch\facewear\data\airpurifyingrespirator_co.paa"}; // G_AirPurifyingRespirator_01_base_F identityTypes[] = {}; ACE_Overlay = "CBRN_data\ui\hud\maskSharedOverlay.paa"; ace_arsenal_hide = 0; ACE_Resistance = 2; ACE_Protection = 1; CBRN_protection = 1; DLC = "Enoch"; model = "\a3\Characters_F_Enoch\Facewear\G_AirPurifyingRespirator_01_F.p3d"; mass = 8; // None name = "None"; ACE_Color[] = {0, 0, 0}; ACE_TintAmount = 0; ACE_OverlayDirt = "A3\Ui_f\data\igui\rsctitles\HealthTextures\dust_upper_ca.paa"; ACE_OverlayCracked = "\z\ace\addons\goggles\textures\HUD\Cracked.paa"; ACE_DustPath = "\z\ace\addons\goggles\textures\fx\dust\%1.paa"; };
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How can we use the respirator with hose? Even with changing the config i am unable to make the nofilter version visible in the arsenal.
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I would like to see all the new helmets in other camo types or just OD at least
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It would be great if the sawn off shotgun would be in the pistol slot.
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The Mod is now private on the workshop
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I wonder why the guns on the NYX are not stabilized. At least the AT variant has a modern weapon station that should be stabilized
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The Autocannon doesn't have a stabilizer in reality. The weapon station the used system is based on when it comes to the MGs has a stabilizer in rl
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ACE3 - A collaborative merger between AGM, CSE, and ACE
the m replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know but the amount of damage it takes to get knocked out is too little. A shot in the arm or leg will not knock you out. And why am i unconcious if the vest is hit? Maybe I stumble but being unconcious is a bit much -
ACE3 - A collaborative merger between AGM, CSE, and ACE
the m replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I noticed that players fall unconcious because of any amount of damage. This makes a Vest useless bacause i still lay on the ground and bleed out. I'm not sure that is how it's supposed to work. -
Since the update, i can no longer save the location of units i placed as Zeus. was there any change?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
the m replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to enable the function of the touniquet in the basic medicel system? The tourniquet is a pretty basic tool that makes sense in the context of the basic medical system -
ACE3 - A collaborative merger between AGM, CSE, and ACE
the m replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good to hear i'm not alone -
ACE3 - A collaborative merger between AGM, CSE, and ACE
the m replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Zeus utility teleport player is only usable by the admin/Zeus. Is it a issue on my end or do other people have the same update since the patch? -
Vehicle respawn is working now but the create object script is not as easy. This is not working private ["_obj","_pos"]; if (count _this > 1) then { _pos = _this select 1; } else { _pos = getposASL btc_create_object_point; }; if (getText (configFile >> "cfgVehicles" >> (_this select 0) >> "displayName") isEqualTo "") then { _obj = [btc_create_object_point,(_this select 0)] call ace_rearm_fnc_createDummy; _obj setPosASL _pos; } else { _obj = (_this select 0) createVehicle [_pos select 0,_pos select 1,0]; }; btc_log_obj_created = btc_log_obj_created + [_obj]; btc_curator addCuratorEditableObjects [[_obj], false]; The Object still spawns on the oceanfloor The next problem is with the wreck repair. It will not recognize the wreck on top of the repairpoint. Maybe this has to do with the fact that the rapairpoint is a helipad that is allways projected to the terrain
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Is there a problem with loading the persisten vehicles, if they stand on top ot the carrier? I don't want to ruin my save :D For the respawn getposASL in that line should fix it??? edit: https://github.com/Vdauphin/HeartsAndMinds/blob/master_stable/%3DBTC%3Dco%4030_Hearts_and_Minds.Altis/core/fnc/eh/veh_add_respawn.sqf#L9 _pos = getPosASL _vehicle; is working
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If you elevate the marker in the mission.sqm the spawn is elevated. The script that spawns the FOB containers and supplies at the btc_create_object_point does not care for the height, ant spawns everything on the oceanfloor.
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ok thanks I'll try some things edit: This {random 1000 > btc_global_reputation} should mean that there is a check, if a random number between 0 and 1000 is biger than the btc_global_reputation. If it is the bomber is spawned. If not there is no bomber. So my reputation has to be higher than 1000 to be completely safe and by lowering the random number i can modify the bomber threshold. But i could be totaly wrong because i suck at scripting :D
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Thanks We had a good reputation, but they still blow up So how do i change this to get rid of them? Should i just remove the whole part?
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Where can i find the parameter to adjust the suicide bombers? We would like to play without them. Today we got hit 3 times and they allways try to kill the same guy :D
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ok Thanks
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Ok so after loading them, i can no longer work with the vehicle name, only the btc_vehs array?
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And how are they named, after they are loaded from the DB? They still have to be identified for the loading script to work or not?
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Do the vehicles have the same name after they are loaded from a savegame? I'm trying to use the BIS_fnc_initVehicle function to change the Texture of btc_veh_2. When i first play the mission everything works. but as soon as i load the save, the texture will not change. I used the Init and tried to us a gamelogic but as soon as i use a savegame, the function isn't working. [btc_veh_2, ["Blufor",1], true ] call BIS_fnc_initVehicle; The only reason it isn't working is that the names change
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Where are the files located on the server after saving, and can i edit them?
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Is there anyone else who has the issue that the vehicle damage and ammo is not loaded? It happens since the last ace and Arma update