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-PzGrenBrig37-commy2

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Everything posted by -PzGrenBrig37-commy2

  1. -PzGrenBrig37-commy2

    BWMod

    You have to understand that we don't feel obliged to adjust our models to a third party addon that ignores the standards of the base game. Our vehicles will be just as incompatible as those from the vanilla factions are. ---------- Post added at 13:12 ---------- Previous post was at 13:10 ----------
  2. -PzGrenBrig37-commy2

    BWMod

    We removed it. There is no Fennek in this mod though. Nothing we can do about that. RHS armour system is not compatible with vanilla content. Our stuff is designed to be as close to vanilla as possible. It just doesn't work together.
  3. -PzGrenBrig37-commy2

    BWMod

    Yes there are. We made a few new small items since our last release. ---------- Post added at 22:44 ---------- Previous post was at 22:39 ---------- And I'm posting these again, because I love 'em. Don't expect them for the next version though. We have still other stuff to do and these don't have the highest priority atm. - 2D animated PIP optics
  4. -PzGrenBrig37-commy2

    BWMod

    Yes. Forgot about that.
  5. -PzGrenBrig37-commy2

    BWMod

    The chopper is the UH Tiger. It will probably not be ready for our next update though. Here some older WIP screenshots: And more stuff that will be released after our next update, the Eagle:
  6. -PzGrenBrig37-commy2

    BWMod

    * cont. * - Camo netting for both Puma and Leopard in Fleck- and Tropentarn. - Textures and camo netting parts will be selectable in the Virtual Garage... - ... and inagme by action menu - other / new content, will post soon
  7. -PzGrenBrig37-commy2

    BWMod

    Update on our progress. We are currently working on making our content compatible with the stuff introduced since our last major update (which was over a year ago). Here are some screenshots from the BW forums and a summary of what will change in v1.2. - Correct weapon sway and weapon inertia (from Bootcamp update) - Recoil fixes (stuff that was screwed up by the marksmen DLC) - Working weapon resting and bipods (animated, without sinking into the ground etc.) - Firing from vehicles compatibilty wherever possible (Here: Leopard commander) - Belt part ejecting SFX (from Marksmen DLC) - Physics updates, so our vehicles can move over obstacles easier - Reworked interiors for Puma and Leopard (selection) * image limit ... *
  8. Public slack! https://github.com/acemod/ACE3/issues/429
  9. I'm pretty sure thats not possible.
  10. All ACE items do show up in zeus and the VA. The Outfit Gear mod uses a half config search - half whitelist system to figure out what items to process: get_config_all.sqf: //////////////////////////////////////////////////////////////// // place Authentic Gameplay Modification items under 'items' // NOTE: AGM items have type '4096' instead of '131072' if ( IsClass(ConfigFile/"CfgPatches"/"AGM_Core") ) then { ... Please contact the mods author. He has to update his modification for ACE3. ---------- Post added at 19:30 ---------- Previous post was at 19:26 ---------- Everyone who is tired of such incompatibilities can vote on this ticket: http://feedback.arma3.com/view.php?id=23925 Maybe we can finally get an engine solution for miscellaneous items that do show up in the VA.
  11. There is no AI support for medical yet. Everything in basic and advanced medical is still subject to change. Once things settle down, I can make something similar for AI as I did in AGM. Same approach as in AGM.
  12. We are already doing that everywhere thats possible. HOWEVER, some things simply rely on config changes that can't be disabled on runtime. The game simply doesn't allow to change configs without restarting and changing files. It just turned out that many things AGM did relied on configs, while CSE had more features that where done by scripting alone. Even though we are now all working together on ACE, that doesn't mean that these engine limitations are magically gone now.
  13. I think you want to delete ACE_AI and diable the hearing via module (hearing at least until https://github.com/acemod/ACE3/issues/619 is finished).
  14. ACE_common_fnc_setForceWalkStatus https://github.com/acemod/ACE3/blob/master/addons/common/functions/fnc_setForceWalkStatus.sqf _unit getVariable ["ace_captives_isEscorting", false]; _unit getVariable ["ace_captives_isHandcuffed", false]; _unit getVariable ["ace_captives_isSurrendering", false]; No idea about medical.
  15. You should really checkout the githubs: https://github.com/acemod/ACE3/milestones
  16. No it won't. It only affects vanilla weapons or addon weapons that use a recoil table of a vanilla weapon. It doesn't change custom weapons as long as they have their own custom CfgRecoils entries.
  17. I thought about that and even made plans to get it to work as reliably as possible (With some nice undocumented SQF commands that are around), but in the end we voted against it, because some devs felt that it was to gimmicky. About the crosshair. I don't think we can find a majority for that either. I mean it's realy simple to do it (without removing the vanilla crosshair at all), so I'd include it.
  18. You could mess around with {[player] call ace_movement_fnc_canClimb} call ace_common_fnc_monitor in the editor to get a better feel for it. I don't want the intersection checks running all the time just to show an icon for this or something. Wouldn't be worth the performance impact it causes, imo (even if it's just a small one on it's own)
  19. This is going to be changed anyway. I'll try to recreate the way it was done in ACE2 if anyone remembers. I still have a major bug with PIP scopes to fix though and also have to finish repairing and loading stuff. So yea, priorities.
  20. It's not trivial. It's an engine limitation that occurs with every medical system in Arma and we are aware of it. There is no way to change this behavior of killed from our side.
  21. For carry animations? No, but it's kinda obvious anyway that we'd use some if there were any available.
  22. This. The reason carrying was not in AGM (only dragging) was, that there was no carrying animation available. But I guess ppl complain either way. I'd also like to get rid of reloading while dragging or carrying. And BI even made a config entry in the animations to do that. Problem is, that it no longer does anything in A3, so I'm kinda helpless trying to solve that.
  23. The ACE3 Team never release anything yet. Just the repo is publicly available, so there are some builds floating around. You can consider them to be pre alpha.
  24. I did something similar in the BWMod (1.2, not released yet) I think you're trying to do something like this: // by commy2 private ["_addon", "_keyName"]; // everything case sensitive _addon = _this select 0; _keyName = _this select 1; private "_registry"; _registry = profileNamespace getVariable ["cba_keybinding_registryNew", [[],[]]]; private "_index"; _index = (_registry select 0) find _addon; if (_index == -1) exitWith {""}; private ["_keyNames", "_keybinds"]; _keyNames = _registry select 1 select _index select 0; _keybinds = _registry select 1 select _index select 1; _index = _keyNames find _keyName; if (_index == -1) exitWith {""}; private "_keybind"; _keybind = _keybinds select _index select 1; // "0 - localized name, 1 - keybind, 2 - default keybind"; private ["_dikCode", "_shift", "_ctrl", "_alt"]; _dikCode = _keybind select 0; _shift = _keybind select 1 select 0; _ctrl = _keybind select 1 select 1; _alt = _keybind select 1 select 2; // init cba key table, to enable it on main menu with disabled mission if (isNil "cba_keybinding_dikDecToStringTable") then { call compile preProcessFileLineNumbers "\x\cba\addons\keybinding\dikDecToString.sqf"; }; private "_keyString"; _keyString = [cba_keybinding_dikDecToStringTable, format ["%1", _dikCode]] call bis_fnc_getFromPairs; if (_shift && {_dikCode != 42}) then { _keyString = format ["Shift+%1", _keyString]; }; if (_alt && {_dikCode != 56}) then { _keyString = format ["Alt+%1", _keyString]; }; if (_ctrl && {_dikCode != 29}) then { _keyString = format ["Ctrl+%1", _keyString]; }; _keyString This is not the right subforum to ask questions though I believe.
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