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About Tiberius_161

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  1. The resolution of the map tools is low on my computer, making it hard to get accurate readings. Does anyone know what setting I can change to get better a resolution?
  2. Tiberius_161

    [MP] =BTC= Hearts and Minds

    kMaN175, I have a similar problem. When I press save it ends up giving me a 'database deleted' message and is not saving progress. What caused your problem and how did you solve it?
  3. Is the Discord still operational? All links to the discord are not valid anymore... can you provide a current invite link?
  4. When setting up a gun in the bty setup, you can choose the gun type from the drop down. I noticed it often puts it automatically back to the first option. Due to this you cannot select the right munition when assigning a fire mission. Resolved
  5. Really great how you guys potrait artillery more truthfully! Great mod! Suggestion: 1) adding the possibility to enter meteo data (both admospheric as local meteo for smoke). I think ace supports this for mortars at least. 2) Making the gun magazine changable during the mission so you can change yoir loadout to suit the situation. 3) Allow troughloading for during static shooting. 4) Add circular and Rectangle as shape to shoot. One question though, is there a direct download solution? Thnx again! This mod is absolutely fantastic.
  6. Is there a way to open the commander's tablet from a vehicle?
  7. Hi Achilles, Thnx for the notification! Cheers Tiberius
  8. Thanks for the fast reply! Im going to check out your suggestions.
  9. Hi K-Town, Do you still support the dialog creator? If so, is there any more detailed explanation available on how to use this other than the wiki? I can't figure out for instance how to fill a combo- or listbox :). Cheers Tiberius
  10. Hi, I really like using MCC and it is making ArmA life way easier for a long time now :)! I do want to report some findings regarding the Forward Observer Module; Corrections don't do anything at all. This applies to 'off map artillery', 'AI manned artillery' and 'player manned artillery'. It is tested both with Adjust Fire and Fire For Effect, on a server and in the editor. ACE was used during testing... have not tested it without ACE. The only way to actually give corrections is to adjust distance and direction in the initial Call For Fire. When giving fire mission to a player manned mortar piece it does not consider height differences. It works fine for 'off map artillery'. I am not sure about 'AI artillery' since the Probable Error Range is very high any way, making it hard to check whether the fire mission is alright (is not related to MCC). I hope that the explanation is clear and that you want to consider taking a look at it for future updates. Thnx again for your efforts in this great mod.
  11. Thnx again for your help, I redid the whole thing and got it to work! Problem 100% solved
  12. Thnx for the help! What is the usage for GOM_fnc_gridToPos? Right now I pasted the whole thing in the debug dialog in the editor and tried it, but I have not succesfully got it going yet. I tried: _pos = ["071250"] call GOM_fnc_gridToPos; But it gives me an error in the 'gridto#pos'.
  13. Is there a way to get 8 digit grids working with BIS_fnc_gridToPos? Right now I have a script snippet that works with 6 digits, but as soon I convert it to 8 digit or more is gives me very strange results. I need to 8/10 digit grids as I want to apply it in a fire support script. //OBJ1 is a gamelogic on the player's position; //OBJ2 is a gamelogic that is placed on the grid position; //The hint is the desired product; _pos = ((["071125"] call BIS_fnc_gridToPos) param [0,[]]); _pos set [2,0]; OBJ2 setpos _pos; hint format ["%1, %2, %3", (OBJ1 distance OBJ2), (OBJ1 getdir OBJ2), (round((getPosASL OBJ2) select 2))]; Any advice is appreciated.
  14. Thank you both for your answer :). I have applied the remoteExec. I am going to read up more on the locality subject.