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Everything posted by kbbw123
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[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
kbbw123 replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
Hey IndeedPete, First of LOVE the mission. the thirst thing that came to my mind was. Where is the MP version :P seriously though. after the full release and the MANW stuf are you planningto make a mp version of it? this is like the thing i have been waiting for for MP everyday I'm looking for that one mission where i could spent DAYS on. the mission, sm's, everything is incredibly awesome oh and supported btw! -
Pick 4 (ONLY) Ranged Firearms you expect to make an Appearance in Marksman!
kbbw123 replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
I think they will make new weapons. I mean all the old weapons form A2 are avaible for the modders to port over so why would they take those weapons when they allready "released them" in a sense. no if they wan't to make something usefull for this DLC they will have to do it from scratch -
Renaming vehicles via addon - help :)
kbbw123 replied to gepanzert-faust's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
lets see CfgPatches can hold multiple things class CfgPatches { class merkava_rename { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Armor_F_Slammer","A3_Armor_F_T100","A3_Armor_F_Kuma"}; }; }; something like this ^ as for diffrent vehicle's you will have to get the oher vehicle's base class and root class. these can be found here in the assets page on the bis wiki. although i advise you to unpbo your addons file for the game and look up the diffrent configs for the vehicle's as they will teach you everything you wan't to know. -
Scripting help for a novice
kbbw123 replied to fathersarge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is a script that we use on our missions to kick people out of vehicle's when they try to enter a whitelisted vehicle in a seat other that the back seat. //Code is Client-side only if (isDedicated) ExitWith { false; }; //whitelist //_whitelistedvehicles = ["A10_US_EP1", "AH64D_EP1", "CH_47F_EP1", "MH60S", "UH1Y", "AH1Z", "C130J_US_EP1", "AV8B2"]; _whitelistedvehicles = [""]; //_whitelisteduid = ["123424134","134254315","134145134"]; _whitelisteduid = [""]; //idarr = []; //Get player UID _uid = 1; if (isMultiplayer) Then { _uid = getPlayerUID player; }; [player] call BIS_fnc_helicopterSeat //Request Array from server RequestArray = 0; publicVariableServer "RequestArray"; //Start loop while {true} do { if ((typeOf(vehicle player)) in _whitelistedvehicles && !((vehicle player getCargoIndex player)>=0) && _uid in _whitelisteduid Then { hint parseText "<message here>"; _vehicle = vehicle player; player action ["Eject", _vehicle]; player action ["getOut", _vehicle]; _vehicle setFuel 0; sleep 0.5; _vehicle setFuel 1; }; sleep 1; }; now we personally run a heavely modefied version of this to work with or database system so i can't remember exactly how it was but in theorie this should work -
Discover, Play, Promote missions and mods withSIX
kbbw123 replied to sickboy's topic in ARMA 3 - GENERAL
Hello there, We are currently having a issue with PwS when trying to download a custom repo. all the dependensies download correct but or custom mod (That is not on PwS) is not downlaoding at all. we made the repo on sixupdater and then replaced the sixupdater:// with pws:// but as soon as i try to manully install it when looking up the repo PwS freezes and doesn't respond anymore could anyone help me on this matter? we try to host a xmas event on the 20ths of december and we need the repo to work :( Cheers, KBBW -
Your favorite game of the new millenia
kbbw123 replied to negah's topic in OFFTOPIC - Games & Gaming
i gave it a good thought and i would have to put up: Assassin's Creed IV: Black Flag. I remember clearly how it was when i just started playing the game and just watched those amazing carribean Ilands with amazing watefalls or the giant whale jumping out of the water. thats definetly the most awesome game i played -
No Entry errors after AIA TP?
kbbw123 replied to thelegendarykhan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Doyou have the patch for AiA TP? -
[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
i stay with my statement.... the toilet has to be made :P -
euhm.... yes if you mean the raptors with the feathers on the heads.... they wern't acctually male raptors... they where a diffrent species related to the raptor if i remember correct they where called Omniraptors (memory is a bit vague there) but yea after the part where they transformed to me male aswel (wich acctually happens in JP1) they will still look the same as the other one's only for the "bult" between the legs ;)
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Jurassic Arma - Raptor Pack
kbbw123 replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I kinda like the point where they gey stuck. its like they are asking to be pedded on the head only to lure you close because once your close they can move and will attack.... clever girls -
[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
just tried the original one with the SM but....... ad arival he was allready dead..... (either by the car or a raptor unsure about that) and after that the text still shows up dunno i guess raptors don't respond to setcaptive someone should make an toilethouse of JP 1.. so you can put him in there aslong as the T-rex issn't made -
for all the people who dont know the SWEU ;) http://en.wikipedia.org/wiki/Star_Wars_expanded_universe#Story_eras
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Where to report servers profiting with donation system?
kbbw123 replied to Ice9's topic in ARMA 3 - QUESTIONS & ANSWERS
i think you'll have to Mail Matt Lightfoot matt.lightfoot@bistudio.com as far as i know he is now responsible for all of these things -
[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
make it a heavy modified mission to make it work for the clan ;) 3 slots left anyone wanna Join? -
Maybe they will make it as in prototype (abit) that you can jump of the roof of a building into a helicopter and tae control of it xD oh and ofcoarse there will be a hidden Silenced gun on your forarm :P
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Don't think they will pull that off :P Japan has to much history for that my bet would be a WW 2/1 assassins creed in 2016 (Yey running around in germany with a tomphson ^^)
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The best way to deal with the Eagle is to take a nice LMG/MG and spray and pray ;)
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[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
hey when they can train raptors for a hunting pack I'm sure they can also teach them the human language -
[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
i seem to encounter that the Raptors are running in place. making it possible for me to olmost pet them.. is that something common or just me? -
[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
0.o I'm mentioned on Armaholic I'm famous :o -
How to put IED's on the road hidden, and how to create a basic infantry ambush?
kbbw123 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think its acctually in the config viewer ingame under cfggroups if my memory is correct -
[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
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[SP/COOP@5/PvP] Pantheratic Dino Park (PMC vs Raptors)
kbbw123 replied to corporal_lib[br]'s topic in ARMA 3 - USER MISSIONS
Het there. awesome missions. few things: There is a spelling mistake in the description. the second time you mention Pantherea park you wrote pak instead of park ;) (in mission adn in the post here) Also if you place a trigger on the Main Gate with this in it: repeatedly, activation by BLUFOR size: A = 10, B= 6 on activition: door1 = nearestObject [T1, "land_ibr_zoogate"]; door1 animate ["Dvere1", 1]; door1 animate ["Dvere2", 1] on deactivation: door1 animate ["Dvere1", 0]; door1 animate ["Dvere2", 0] you can make the gate look like in the first film ;)