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654wak654

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Everything posted by 654wak654

  1. Either I'm still wrong, or people don't understand that this service will not host the mod files itself. Also he said he'll be moderating each submission, I doubt that would happen since there is even a licence section.
  2. 654wak654

    Authentic Gameplay Modification

    In the last page of AGM Options, there is a setting called disable command menu on the top, un-thick that and you should be fine.
  3. 654wak654

    Authentic Gameplay Modification

    Might be that. Also I'm not sure if it's in stable yet but read the most bottom paragraph of this sitrep, seems like BI did some changes of their own.
  4. You never have enough information, that's the history of mankind! Really though, you have more than enough. Also my bad, shouldn't have jumped on it immediately.
  5. Thing with Lone Survivor, is that it's a 40 Million Dollar movie with nominations for both Best Sound Editing and Best Sound Mixing. And it lost those to gravity, the movie that Neil deGrasse Tyson approved! From Wikipedia: No offense or anything, but don't think Lax could pull it off by himself. Maybe Bohemia and Lord Jarhead's combined work together might get close to that.
  6. Could we configure the tripods as launchers and not backpacks, so that you could still carry the big MG in the backpack, and have the tripod right by it's side. It could have a new model and everything! EDIT: This is what I'm talking about, the respawn tents are made like this in MCC.
  7. About this idea, I have no idea how Soundsense is used, but you can try this.
  8. 654wak654

    Authentic Gameplay Modification

    If you're using Sweet Markers System, you should delete the "agm_markers.pbo" and it's signature, they're probably conflicting.
  9. About the helis, that's just usual arma 3 AI behavior (Most of it), don't think it's related to MCC. About the performance, AGM or MCC, unlike what you think are some of the best mods in the "Amount of work done/Performance loss" rate. Those addons that add "only" weapons or items can cause more lag then MCC and AGM, you don't need scripts to lag the game, heavily (unnecessarily) detailed mods tend to lower performance way more than AGM or MCC could.
  10. 654wak654

    No Insignias in the Arsenal

    They got broken with the 1.40 update, but they're already fixed in the dev branch so it should be back to normal with the next update.
  11. I heavily doubt that's the point of this system.
  12. What an amazing coincidence! Just yesterday I put together this little script to compare mod versions from the internet. Was getting scared I'd have to set up my own or something. As you'd guess version is good enough for me, but can the author also be author(s)? EDIT: Oh for the more "technical" crowd you could also add two sections as the CfgPatches entry name, and the OPFEC tag they're using.
  13. 654wak654

    Intelligence as an Inventory Item?

    Inventory items like those are in CfgWeapons or CfgMagazines, sadly (which makes sense) we can't use those in the description.ext.
  14. Did you even read the post?
  15. Legally, no. It's not just like running All in Arma TP. Those were release open-source sometime around arma 3 release (Before-After don't know). Where in DayZ SA it's still a licenced map of the publisher.
  16. 654wak654

    Authentic Gameplay Modification

    Nope. Config entries and script variables are different things. Here is the "vanilla way", apparently it's as simple as a init parameter (who whould have taught): init = "(_this select 0) setVariable ['AGM_IsMedic', true]";
  17. If it doesn't include the player, why whould you put it in his init? You can just put it in the init.sqf as [] execVM "introDialogue.sqf"; Though the file not being found shouldn't be the error even in this case, just bad syntax (or should it be?). The editor preview can be very deceptive sometimes...
  18. 654wak654

    Authentic Gameplay Modification

    You're guessing pretty correctly there. This is how I'd do it using CBA's XEH, which shouldn't be a problem since we're already using AGM: class Extended_Init_EventHandlers { class MY_VEHICLE { myChopperInit ="_this setVariable ['AGM_IsMedic', true]"; }; }; EDIT: You could of course do it the vanilla way, which I believe is done inside the vehicle class like UserActions, though I'm not sure how to do it, never tried it before.
  19. 654wak654

    Authentic Gameplay Modification

    For declaring a vehicle as a medical vehicle via config you'd need to put this code in the vehicles "Init_Eventhandler": _this setVariable ['AGM_IsMedic', true]; For the fastroping, you'd need to add 2 entries in it's config: AGM_FastRoping = 1; AGM_FastRoping_Positions[] = {{1.4, 1.4, 0}, {-1.2, 1.4, 0}}; Positions are where the ropes "originate" from, it uses the chopper's center as attachTo without the third parameter.
  20. Maybe it's a splendid rvmat that's not configured well?
  21. 654wak654

    Multiple pictures in squad.xml

    Sorry but without recreating the squad.xml for each member you can't (Tried in arma 2, not worth it). Thought that's why we have insignias! Clan patch in right shoulder, moral patch on the left, works great.
  22. 654wak654

    "PutWeapon" into unit's backpack.

    I don't know how it whould be performance wise (I'd assume bad), but maybe you can locally spawn a unit, add the needed attachments with normal commands, get that weapon, put it in the backpack and then delete the temporary local unit?
  23. 654wak654

    "PutWeapon" into unit's backpack.

    Have you tried backpackContainer instead of using the backpack object?
  24. For the distance, you'll have to raise the player count, but that will also create more enemies. You can you the evac chopper from the left and assign it some waypoints too.
  25. 654wak654

    super accurate ai after 1.4

    You should probably update to the 1.40 version then, seems like you have a version that's older than a year. Pirated copy?
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