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Everything posted by Ian Bones
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Ingame 9Liners & Notepad
Ian Bones replied to chief_wiggum's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really nice work but please bring back the Items. A suggestion: One Key to open a menu (como rose style or something alike) while pressed in wich you can choose to open available sheets (of wich you have the items). Thanks and keep up the really good work! -
Splendid! :D
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Really nice work guys. Would you mind including the STI A-10?
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That's what I was talking about. Thanks Phoenix.
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Hey, thanks for this one. It seams it does not work after respawn.
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POLPOX's Calm Animations Script
Ian Bones replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Speedygonzales The last parameter (if the unit can NOT react) is optional and by default set to false. So I do not have to define it. For example, this works fine: _nil = [this,"STAND_RIFLE",["NO_TOUCH","RIFLE"]] execVM "scripts\PLP_calmSoldier.sqf"; Update of my previous post: When killed with the first shot and without the time for them to switch to combatmode "STAND" and "BRIEFING" stop the animation and become statue-like but don't collapse and "TALK" does not even stop the animation. Everything else ("STAND_RIFLE", "TREAT_WOUND", ...) works fine. -
POLPOX's Calm Animations Script
Ian Bones replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
since 2.0 when using _nil = [this,"TALK",["NO_TOUCH","RIFLE"]] execVM "scripts\PLP_calmSoldier.sqf" the unit doesn't stop the animation when in combat mode or killed on a dedicated. -
CH View Distance Script
Ian Bones replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You, Sir, are awesome! :D -
CH View Distance Script
Ian Bones replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Beg you pardon, the sript Error was indeed my fault -.- Can't explain the thing with the wrong downloaded version. I allways use mirror #2 for download. I was just about to reply when I thought "Let's try mirror #1" and everything works fine. So... nevermind. Last Error is still persistent since first release: -
CH View Distance Script
Ian Bones replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, nice work. A few errors I found: -Every time I start a game / join our server I have to change a setting so the script takes effect. -Since this update I get this script Error: and there is no way to input view distance and terrain grid values directly into interactive textboxes. -
FatTrack - GPS positioning system
Ian Bones replied to fett_li's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really like it, but it stopped working as I switched from TAW-VD to CHVD. Would be nice if not everyone would be trackable but only units who own a tracking-device themselves. And tracking should not be this precise in my opinion. I suggest updating the position of the tracked unit only every 3 seconds for example. -
Thanks for keeping the old radio sounds. I like them most. While transmitting via additional channel the Transmitting-Hint is now in czech. The additional channel of the personal radio does not recognize Shift-key-combinations Example: Settings: SW Transmit: j SW Transmit additional: Shift + j Pressing: j: transmitting on channel Shift + j: transmitting on channel (not on additional channel) If i change the SW Transmit additional key to something like "h" it works fine.
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POLPOX's Calm Animations Script
Ian Bones replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just wanted to thank you for this awesome piece. The sitting animation looks like he is standing up and immediately being switched to sitting animation again on some clients. if you want to execute this in ZEUS (and every client can see it) use this: [[[unit,Option Name,[Equipments name,Weapon,NVG]], "scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM", true, true] call BIS_fnc_MP; for example: [[[this, "STAND"], "scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM", true, true] call BIS_fnc_MP; P.S. Yes, this works in MP. -
ZAM - Zulu-Alpha Modifications
Ian Bones replied to phoenix_za's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I had an idea: Could you outline the names in black? Sometimes if the nametag is in front of the sky for example you can hardly see it. If you would outline it in black this problem would be solved and it wouldn't change any night-visibility. Also it would be good if the names where a little thicker. Excuse my english ... just woke up -.- -
Works like a charm again. Thanks a lot!
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Yep same here.
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Authentic Gameplay Modification
Ian Bones replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My graphics are on maximum and like I said its just sometimes. Thanks for your quick reply though. @Cesrate: It's not a bug. It's implemented via AGM_noRadio. Remove the respective *.pbos and you're good to go. @Amiscus: They are working but you have to plug them in via the Interaction Menu (no keybind anymore). Since the last Update you can find them in the VAS > Items > Attachments again. Otherwise there is indeed something wrong. -
Authentic Gameplay Modification
Ian Bones replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, First things first: Awesome mod. You are doing a great job. Totally keep up the good work! Found out some bugs I will just list here (all tested on a Dedicated) - M6 Slam Mine will explode on defusal if set to bottom or side attack. - Explosives placed in not accessible places just don't spawn but you still lose the time playing the placing animation. - Sometimes other players can't see your shoulder attached chemlights/IRstrobes. - Sometimes if you detach your shoulder attachment, the light from other players attachments turns off And I thought about a few things: - A funktional mine detector (beeping or even handheld) - A singleshot flaregun for the vanilla flares - Dead bodys should be drag- and carryable like unconscious players If anything else comes to my mind I'll let you know. Again thanks for your work! -
No, I meant the issue is still present in the mission from your Dropbox. Your test-mission loads and works fine but my Arma still crashes on loading one of the SCARs.
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They truly do. Just wanted to tell you. Game version is 1.24.125979 SteamID is Gerippe
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On the Armaholic Front Page it says: Requirements: ASDG Joint Rails Optional: TMR Modular Realism JSRS2.1 Joint Muzzles The mission from your Dropbox didnt work either. I just tested it with ONLY - @CBA_A3 - asdg_jointmuzzles.pbo - asdg_jointrails.pbo - u100.pbo - u100_config.pbo - (and the *.bisigns) in the mission from your Dropbox in the Editor. NO TMR Modular Realism or JSRS2.1 If you want I can add you on skype.
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Hey EricJ, When I load a Loadout with one of your SCARs from the VAS my game crashes. No error message, no message on the server exept "Bones is loosing connection". When I just add a Scar-L Short via VAS my game crashes too. Our dedicated Server runs the following *.pbos and their *.bisigns: - asdg_jointmuzzles.pbo - asdg_jointrails.pbo - u100.pbo - u100_config.pbo First I tried to run your weaponpack without JointMuzzles since it was optional but on serverstart an errormessage said it was required.
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Hey Trixie, could you make the vanilla-magazines available to your weapons? Sharing mags with teammates using Weapons from other mods is impossible at the moment.
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Hey Raven, first of all great mod! Thanks for your work. My question is: Would you please, please remove the check if the Vehicle has crew?. There is no way you can lift UAVs, not even the turrets. Also the Soldier and not the sling carrying the vehicle should decide if there may be Passengers inside a lifted Vehicle or not.
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@jakeryan760: You can find it in the VAS as "FN M249 SAW" @EricJ: The "Ammo" shows up as a blank placeholder without weight, a name, a picture or a description. Nevertheless great mod and nice to see you updating them.
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