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EddiePrice

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Everything posted by EddiePrice

  1. EddiePrice

    Task Force Arrowhead Radio

    Hi nkey, can you please explain where this ingame menu is? I don't see it in the Configure/Controls menu (not in Configure Addons either) and I don't see it when I'm ingame and hit escape. Thanks!
  2. EddiePrice

    Combat Space Enhancement 0.2

    Good to see another update! Haven't tried recently but have all the items the mod adds been added to the arsenal? I know it was discussed a while back I was just wondering if it was included in an update and I missed it.
  3. EddiePrice

    Combat Space Enhancement 0.2

    Hi Glowbal, thanks for the quick answer. I have a found a bug with the revive - seems sometimes when you're brought round you are stuck in the incapacitated animation. You can spin around and use the action menu, and getting in and out of a vehicle fixes it. Just thought I'd let you know.
  4. EddiePrice

    Combat Space Enhancement 0.2

    Yes nice one been waiting for this! Quick question: Do the personal first aid kits still give a full heal regardless of injuries/other treatment or have they been modified?
  5. EddiePrice

    Combat Space Enhancement 0.2

    I'm fairly sure that's an issue with the game not the mod. By default init lines are no longer present when a unit respawns so you have to use something like waitUntil {alive unitname} or a respawn event handler to achieve what you want.
  6. While on the subject of Chernarus I've encountered a problem. Once I have loaded Chernarus in the editor or MP or any scenario, if the game tries to load another map I crash to desktop. Can anyone else verify this please? I'll check my rpt.
  7. Thanks for that, just wondered why. Is it possible to just turn them off or would this involve modifying the islands themselves?
  8. Fantastic to see you release this kju! I don't know if this is an issue with All in ArmA specifically (as it may apply to A3MP as well), or if its already been raised as an issue, but the mountainous backdrops to Takistan and similar maps look like they're stretched vertically. Walking across Takistan while checking my horizon feels like I'm walking to Mordor!
  9. EddiePrice

    Combat Space Enhancement 0.2

    I've been playing around with the medical modules the last few weeks and thought I'd share some feedback. These features are great but I've run into some issues. Obviously some of this has been posted before and I don't mean to offend as I'm a big fan of the mod. I'm sure a lot of this is still me getting my head around all the features. It seems the personal aid kit usage feature is broken in some respects. Allowing it to be used everywhere, with or without bleeding, seems to make no difference and the only way to enable the use of aid kits in the field is by syncing the "is medical facility" module to a particular unit. What I would say as well is the aid kits seem to make the rest of the awesome features in this module completely irrelevant. If you can do a full heal in the field, and let's say bleeding is on, you only need to carry some bandages and the aid kit to treat any wound, and even death in the case of the revive module being on. Also currently it seems impossible to bring a casualty around who is for all intents and purposes "dead" via the revive module, aside from using the first aid kit, and again all other treatment you might have done is made redundant. I'm just wondering is it possible to have the aid kits function slightly differently? Rather than having them as a full heal regardless of injuries, could they instead be the final step in the recovery of a casualty? That way you'd still have to treat the casualty correctly before using it to bring them around.
  10. EddiePrice

    Authentic Gameplay Modification

    Just a quick one. I've still got a problem with the compass - even if I change the interface size in my options the compass size on the map doesn't change and is still unreadable. This mod seems to make the compass slightly bigger but still not big enough to actually read. Is it possible to have some sort of adjustment on this? Thanks.
  11. EddiePrice

    Combat Space Enhancement 0.2

    Quick question. Is there a way to generate an injury on a unit without them actually being shot? I've been looking through your API and could only find cse_fnc_getSelectedBodyPart_CMS and cse_fnc_setUnconsciousState which would probably help for some injuries, but still not sure how to go about it exactly. Any help would be great, thanks.
  12. EddiePrice

    Combat Space Enhancement 0.2

    Ha, thanks I appreciate the reply. Just wanted to make sure it was on the cards. Thanks.
  13. EddiePrice

    Combat Space Enhancement 0.2

    Great update! Thanks for the revive module, I'll look forward to the developments with that. Any word on getting the med supplies into the arsenal?
  14. EddiePrice

    Authentic Gameplay Modification

    Great to see another update but any chance of an updated .pbo list on your wiki? Very useful to know which .pbos control which features. Thanks.
  15. EddiePrice

    Authentic Gameplay Modification

    Nope, unfortunately not. I actually noticed this way before the patch, definitely caused by AGM.
  16. EddiePrice

    Authentic Gameplay Modification

    First off I'd just like to say great mod! Fixes so many issues and adds so many necessary features. Once bug I've noticed though: The setcaptive command seems to be completely disabled with the mod running. I've checked for compatibility and run AGM by itself, and it is just this mod that causes the issue. Maybe something to do with how the wounding system/unconsciousness works? Just thought this might cause issues with some missions, as the setcaptive command is very useful for hostage rescue and undercover missions etc.
  17. EddiePrice

    LIFTER for ArmA 3

    Ok thanks I'll take a look and wait to hear from the man himself. Hopefully there is a way, would be great!
  18. EddiePrice

    LIFTER for ArmA 3

    Sorry if this has been asked before but I've searched the thread and not found anything. Is there a way to have AI pilots use the lifting system - even if the cargo is already attached and they can just drop it. Would be great for single player missions, especially utilising the ladder system. Thanks.
  19. Great tutorial - got a server on my LAN up and running to test some scripts etc. I can see my server on the LAN browser however I cannot see it in the Internet list, it never comes up even with a filter and I can't connect via an IP either. I've followed this tutorial to the letter and the only thing I can think of is some kind of NAT or router incompatibility. All the ports have been opened! I've browsed through this thread and haven't really found anything that might help my problem, can anyone suggest anything I could try? Thanks
  20. EddiePrice

    Authentic Gameplay Modification

    First off I'd like to say great mod - brings some much needed features to the game. However, one thing I would say - I know you have done some modifications to the map/compass but map reading is almost impossible. The compass is too small when you look at the map to do any kind of proper land navigation and in most lighting conditions it's very hard to read. Is there any chance of further changes to this? Thanks.
  21. EddiePrice

    UAVs: Feedback and wishes

    I must be missing something with this apparent new stabilisation. It seems the MQ4A in particular is actually less stable than before when tracking with the optics, and I am constantly fighting against the drone to get a stable view. Could some one please confirm what the new controls are, and any feedback on the stability of the MQ4A optics. Thank you.
  22. EddiePrice

    Extraction Example

    Quick question - has anyone managed to get this script working in MP? Just tried it with an isserver in the trigger and the helo just disappears after a couple of seconds.
  23. EddiePrice

    Extraction Example

    Fantastic script, just what this game needs thanks cobra!
  24. Yeah, I've made it so you can't call the same options more than once, works the same as the rest of the options. On the dedi with multiple FACS, when they use the same/similar options this stuff starts happening. I'll try changing the variable and names etc anyway and see if that works. In the meantime here's a copy of the edit I did incase you wanted to take a look. Any help would be great!
  25. Ok thanks for the reply. When I added more options I added them as separate cases in the airsupinit.sqf, (airSupTRN2, airSupTRN3 etc) and they all look at different scripts (sendTrans2.sqf, sendTrans3.sqf etc). The variables inside the scripts are named the same as the other cases/scripts but like you said those should be local to the client. However, they are still interfered with by other FACs and I have no idea why.
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