dmb_
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dmb_ started following [Release] - CleanUp script and this setFace 'facename'; usless in multiplayer ?
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this setFace 'facename'; usless in multiplayer ?
dmb_ replied to HaZZarD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Where should this command go? Seems to work when it's in both initPlayerLocal.sqf and onPlayerRespawn.sqf, but I take it that's not the efficient method. -
Thank you for your response, the code works well. Does it matter that I'm hosting a non-dedicated LAN server?
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How do you call this via "addAction"? Also do you need to make a "fnc_cleanup_2" to clear a different area?
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In all likelihood it was not a sincere vote. Regarding the "meh" vote, consider that there's no room between that and "I LOVE IT".
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"V0.3 is not the Aircraft your looking for"
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The G Frost looks impressive but currently handles like a barge and flips over whenever it touches anything. Probably because tanks are low profile, have a low center of gravity and don't possess the glaring vulnerability of legs. Mech's only practical ability is stepping over obstacles, and unfortunately the WAPs in this mod can't do that (yet?).
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Back To The Future - Delorean Mod
dmb_ replied to Caiden's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are you making the second version with Mr Fusion? It was installed when Doc went to the future, along with a hover conversion (allowing it to fly). -
Tonnie is misspelt as "Toonie" in the credits (OP & Armaholic). :p
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Sorry, meant randomslap/muckep. :o It has a very visible and attractive white jet stream nevertheless. Re: 130 texture glitches, I'll take a screenshot if I see them again.
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Now I'm noticing the rubberbanding happening sometimes with other planes when AI fly them as well (e.g. C-5, KC-130, ERJ-135), so it's likely nothing to do with the KC-135 then. Previously I've observed it go away after the plane passes a checkpoint or I swap to another plane myself. If no one else has experienced this while testing tankers with AI I might just have a bad addon combo or config. On another note, it would be cool if some of your planes left a jet stream/trail like Peral's C-17.
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Things I've noticed so far. Good: - Better looking C-5, KC-135 and 130s - Better C-5 and B-1 performance Not so good: - KC-135 still lowers the boom for the F/A-18 - KC-135 still rubber-bands sometimes when you're flying close to it, when AI is flying it in both the editor and multiplayer - AC-130 has this little white square texture following it, sometimes white squares appear over the rotors too (might affect all 130s) - MC-130J can't refuel from KC-135 - B-1B has this menu issue where the open refuel hatch option flickers in and out - Berrets don't seem to work (helmets and vests are fine)
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I'd be interested in content that is T1/T2 style, authentic to Cameron's future scenes. T3 & Salvation are just fan fiction cashing in on a familiar property, might as well have aliens and predators in them.
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Preview release: Nimitz for Arma3 (0.103)
dmb_ replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That was exactly what I needed to sync new F-18s to the Flight Deck module. :) Anyone have a script for respawn markers on the carrier? -
Preview release: Nimitz for Arma3 (0.103)
dmb_ replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I want to sync dynamically spawned F-18s with the flight deck module though. When I spawn a new F-18 in game it isn't linked to anything so it can't use the catapults on the deck. Are you using a respawn marker? If so how did you set the altitude/height? I'm not having much luck with setMarkerPos, the X and Y are correct but the Z doesn't seem to apply (I still spawn in the water). -
Preview release: Nimitz for Arma3 (0.103)
dmb_ replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do I initiate an F-18 that I have spawned in game? Is there a way to sync/link newly spawned units with modules?