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Everything posted by lifetap
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Wiggie, we've tested both top and direct attack using ACE and it works fine. We did notice that key bindings sometimes cause issues. Might be worth checking to see if anything is conflicting with your switch mode. We'll look into the L85, but since that's our main weapon I have not had any such reports. We're aware there is a sound bug with the Surefire Flash Hider. I've not heard of the buckshot problem before. We'll investigate. Thanks for the feedback
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Thanks Corax, I've added this to the backlog for a future release.
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Baconide, if you're running ACE, then the 3CB script to switch flashlight/IR is disabled. Pressing CTRL-L will be using ACE code. The easiest way to confirm this is to look at the top right of your screen when pressing CTRL-L. If you see an image of the flashlight/IR, then its ACE functionality. We've included the ACE variables in our config, to enable ACE to run. Have you tried switching the flashlight/IR on?
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Release notes updated on page 1 with a list of the classes that have changed from v1.0 to v1.1
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We'll be looking at our scopes in a future release. This will include 3D reflex and improved integration with ACE, and perhaps some new models.
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Expect the new units very soon. They're in the final stages of QA, as we speak.
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I'm pleased to announce VERSION 1.1 New in this release are Launchers! - AT4 in standard, and confined space (CS) variants (named ILAW in British service), with High Explosive Dual Purpose or High Penetration warheads - NLAW (also known as MBT LAW) short range fire-and-forget anti-tank - Javelin medium range fire-and-forget anti-tank These weapons are fully compatible with @Ace3. The Javelin is completely customised, with a separate Command Launch Unit and Tube which can be assembled, fired and the empty tube discarded. Check the Operational Notes for instructions on use. Other additions include more blank fire adaptors, working blank ammunition, switchable Laser Light Module, Glock flashlight, HEDP grenade rounds, SUSAT scope zeroing, fixed binocular selection and more. See the full release notes here
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SerGamer, there are no references to CAF aggressors in the mod, so I'm somewhat puzzled. What other mods were you running at the time?
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kgino1045, we've not experienced that issue. Would you be able to post the names of your weapon, sight, vest, helmet and backpack. It'll help us narrow down the problem, thanks. ---------- Post added at 14:20 ---------- Previous post was at 14:14 ---------- loopdk, is there anything else you can tell us, as we've not seen the issue before. Were you playing SP or MP? I assumed you selected disassemble from the context menu, and this caused the replication of items? Thanks Lifetap
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Could anyone point me in the right direction to detect the following "events" in-game. a) When a player closes the Arsenal b) When a player switches to their secondary weapon I've looked through the standard events and these two do not seem to have been included. Any help would be appreciated, Thanks Lifetap
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Excellent, thanks
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Is there a reliable way to find the ID of the server for use with the setOwner command. I'm looking for a solution that works for either a dedicated server or a server/client. Thanks Lifetap
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Having created a new launcher based on the NLAW, I've run into a small problem. When the new launcher is slung over the shoulder of a unit that dies, it disappears. If you walk up to the dead unit and select the inventory, it is still there, but invisible. I assumed this was due to me not implementing a suitable weapon holder. I've added one, as per the following code, but it makes no difference. class cfgWeapons { .... class New_Launcher: launch_NLAW_F { scope = 2; displayName = "New launcher"; model = "\Weapons\New_Launcher.p3d"; picture = "\Weapons\UI\New_Launcher.paa"; }; }; class cfgVehicles { .... class Weapon_New_Launcher: Launcher_Base_F { scope = 2; scopeCurator = 2; displayName = "New Launcher"; vehicleClass = "WeaponsSecondary"; model = "\Weapons\New_Launcher.p3d"; class TransportWeapons { class New_Launcher { weapon = "New_Launcher"; count = 1; }; }; class TransportMagazines {}; }; }; Any thoughts on how to overcome the issue? Thanks Lifetap
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Solved: It was a missing weapon mode. I needed the line modes[] = {"this");
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Yes we have the following in the launcher class class WeaponSlotsInfo { mass = 264; // 12kg }; We're also tried an alternate p3d and still get the same effect
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Tom, we'll release a fix in the next update
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I'd like to find away to move a unit's position (seat) within a vehicle. The only way I can find is to use a combination of moveOut and moveIn to move a passenger. e.g. moveOut player; player moveInDriver _vehicle; The problem with this approach is it fires the GetOut event handler, which is something I need to avoid. So does anyone know of either a better way to move locations within a vehicle, or alternatively a way to exit a vehicle without triggering a "getout" event? Thanks
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Moving passenger positions
lifetap replied to lifetap's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes, correct. They are all currently in the same compartment. What I'm looking for is a script command to force the unit to switch positions. -
For clarification, the only difference between the L7 and L7-FIST in terms of the config, is the visual appearance and the mass. The L7-FIST inherits from the L7 so both should have the same recoil.
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LLM-01 should hopefully make it into the next release, it was almost in this one, but we needed to get the pack out.
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Thanks for the advice
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Thanks .kju I've previously followed the in-game config browser, break the code on purpose, and the standard xml parser routes. All have moved me forward slowly. I'll give the config dump a go and see if that throws up anything interesting, although I suspect not. In the xml, there are flags to print debug info e.g. <CSComponent type="FCSHelicopterAutoTrim100" > <YawRateAndSideslipController printDebugInfo="[b]false[/b]"> Are you saying we need BI dev versions to access these outputs. That's a shame.
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The config is a heavily modified version of delta-gamers. The .xml is based on BI's RTD_Test_Heli_01.xml But my query is not concerning the code in either of these files. What I'm interested in is whether any tools exist to a) provide feedback on a successful parse of the .xml and b) to output any data from within RDL, once you launch in game (ie a log file).
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The Ch47_F Chinook
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Just because the contact points work, does not guarantee that the flight model is working. If I understand RTD correctly, it only uses the components that it correctly parses from the xml file. So its possible to have a working contact model but a faulty engine model. What concerns me, is when I make significant changes to the control systems within the XML and see no appreciable difference when flying the helicopter. This behaviour always rings alarm bells with me. I'm an engineer, I expect cause and effect.