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Crielaard

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About Crielaard

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    First Sergeant

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  1. Sorry no Most likely it will not. LLW is not developing for Arma3 in the forseeable future. Dev will be occupied with VBS3 and 4
  2. I'll see when I reupload it. Maybe Ill eventually share it on the Steam Workshop. Singflug? Do you mean single pilot? The mod does not support single-pilot operation. It's a 2 crew aircraft and should be used as such. So no effort will be put in that. That brings me to another point. The engine doesn't support features which we implemented through multiplayer. Yes we could script it to death to make it work. But that is not the philosophy. The Config-based pylon pitching is a good example. The changes do not properly propagte over the network, specially in MP and swapping A/C-controls. It is made as close to the engine as possible. So most of the issues will not be fixed, unless BI changes things. (Which in turn will not happen either) Thanks for the interest in the mod. 🙂
  3. https://www.armaholic.com/page.php?id=30426 Please mention Lowlands Warrior mod and specifically W.M. Crielaard in your credits whatever you make with it. Looking forward for it! Keep me posted 🙂
  4. This version works fine: https://drive.google.com/file/d/1UB33dH-U_DUsrbVo5x5YWEIHATDz8T_q/view?usp=sharing
  5. Cant see the picture. But I suspect you have an old version. If I know what the error is, I can fix it.
  6. Hi Guneery. Happy to see you like the mod. There is no US texture, because LLW is purely focussed assets for Netherlands Army / Airforce / Navy. You are allowed to create a re-texture addon for this as you like. The Old Arma2 textures should fit (although they are lower resolution) However keep yourself and others from sharing the original files on the Steam Workshop or any platform that requires payment for download.
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    1. Crielaard

      Crielaard

      Why did you post...nothing?

  8. Crielaard

    SJB Assault Rifles Pack

    Looking forward to try it! UGL variants ok the HK416 and 417?
  9. The code must run wherever the unit you are trying animate is local. An AI placed in the scenario's is usually a server entity. (Unless its an AI in a player's group) So if the script is run by a client, it wont work on the AI In your case you try to animate a player it seems? If this script runs from the server, the player is not local to the server, it is local to the the player's computer. Thus it needs to be ran there. https://community.bistudio.com/wiki/Multiplayer_Scripting
  10. https://community.bistudio.com/wiki/switchMove The effect of seitchmove is global but the Argument is local. So the command must be executed on the machine where thw character is local
  11. https://drive.google.com/file/d/1iFfuvIR5Yki0Aat33JecJyz3l34BT4V4/view?usp=drivesdk Middle Brabant terrain updated! - 200+km of railroads generated (rough) - 5.000 more objects placed in the Dussen-Almkerk area. - Some terrain meshes improved
  12. https://discordapp.com/channels/473229021375758336/667105656376918088/723283829334343752 NL South-Mid "Middle Brabant" updated! - Over 10.000 objects placed between the villages Dussen and Almkerk (High detail inset) - Camp Bakhuis Roozeboom got some extra objects for detail - GPS location 100% accurate with real life maps (Now use your ACE3 GPS to see where you are on your physical map) - Some terrain meshes improved
  13. NL South-Mid "Middle Brabant" is updated. - Fort Altena partly recreated with Arma(CUP) objects - parts of village Sleeuwijk updated - many terrain mesh updates - hunderds of objects placed north of village Dussen - Rucphense heide updated - van der Meer camp (Special forces training) updated - some roads updated
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