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10 GoodAbout ViolentlyShiny
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PG Services - Private Military Company
ViolentlyShiny replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love this mod, so much. I just have an issue where sometimes I'll spawn units, and they'll have no pants. :P Not sure why. -
Female heads Mod (yes, another one)
ViolentlyShiny replied to zeealex's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome news! Yeah, I'd be so down to drop some mulla into your paypal for donation. My usual Arma Crew would be super excited to use this! (We have a few ladies who play and would love to sport this). -
Wander Panzer(WAP) MOD for ArmA3
ViolentlyShiny replied to gmwo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey so, I noticed on the front page that there's an update to change weapon load-outs? Just started doing some preliminary testing out, but was wondering how that could be performed? Want to give the missile mech a bit more to fall back on than shields. :P Is that possible? *Edit* With some sleuthing, I found that your new weapon system is just switching. Which is still pretty freakin' awesome. I'm in love with this thing, and it works great with MCC. Looking forward to making great missions! (It would still be UBER awesome, if we could swap the weapons out on the Wanzers. Dreams big.) -
Female heads Mod (yes, another one)
ViolentlyShiny replied to zeealex's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think we can hang with having 6'0" tall Valkyrie ass kickers just fine. Keep up the good work! Making awesome progress! -
Yeah, I had set it to not be constricted to only medics in the BTC folder. I'm gathering I might just be cursed, or that toggle isn't correctly reading. I'll keep running a few more tests, but any other help would be appreciated. Thanks for your help so far! -Shiny
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I should note I'm new to this whole thing, but this hardly seems solely based on that. I have read the first post at the beginning, and watched both of the tutorials, but to no avail. I've also tried simply moving the folders over into the mission file and going from there. But that too didn't work out. I've made the description.ext to have the following: Which now works to respawn at the base, which is understandable because the respawn has been set up that way adequately. The init.sqf contains the following: Which also has the MCC Combat Controller code following that, which I suspect could be an issue. But, I had tried it without that as well and it still didn't work. The biggest issue is, I will respawn in testing, but my mates will not be able to revive at all. No drag, no revive, etcetera. Keeping in mind, we're playing on a LAN, but I don't think that should affect anything any different from being on a regular MP map. So, what am I missing here? Is this an incompatibility somewhere?
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Now, respawn does take place, however, I still do not seem to have the ability to use the revive function. Still feel like something is not going on correctly. =\
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Right now, all that's in there is: Is this wrong?
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Hi there, I've been trying for the past two hours to get this to work, but no matter what I've done so far it doesn't. I've followed the tutorials, and did everything as far as the scripts go in the right files, but as soon as I get to the map (which I'm doing LAN right now), it doesn't work. In fact, it disables respawning entirely even when it's not disabled. Whenever dead, it just lays there as if I'm watching but doesn't allow for any action to take place. When a friend is with me, he turns into a seagull. Is there something I'm missing? I've got a bunch of Massi models, A PMC mod, and MCC active while this is happening. Are those conflicting somehow? Any help, would be greatly appreciated. Cheers!