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Everything posted by lifetap
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Ok, thanks. So the obvious next question: Are there any plans to integrate it into existing game mechanics, to make it a little less gamey ? ie be able to detect it using a device of some sort?
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@CreepPork Having played around a little more with the IED module and ACE. I can indeed disarm using the vanilla disarm functionality, but the actual IED is not detectable with a Vallon, etc. Is this intentional. If so what detection device do you assume we use ?
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@CreepPork Thanks for the info on the GitHub, that makes a lot more sense now. Could you clarify what you mean by "If the Curator has ACE 3 Explosives loaded" ? I was under the impression that the ACE Explosives module was defined at the mission level.
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@Night515 added to our bug list, thanks
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@halifax007 We have seen this occasionally in MP, but its seems to have become more frequent, recently. We're currently investigating it. Thanks
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@sabre_3para_gu unfortunately camp assets fall so far down our priority list that they're unlikely to see the light of day. Although I appreciate they add to immersion, our priority is on weapons, vehicles and equipment that we're currently missing. There is a huge list.
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@gunny24 I've added that to our backlog, thanks
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With the addition of the IED module, is there any chance these IEDs can be made compatible with ACE, so players are able to detect and disarm them? Also what is the intention of the radio IEDs? We tested them but could not really understand their intended implementation, likewise with the jammer. Is there any guidance on their intended role?
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The video was extremely helpful in seeing what you were doing. Our unit load out is in two parts, the gun, vest and selected items (gps, watch, etc) are defined in the config. All the rest of the equipment, inducing the backpack is added via a script. This runs on the server before the unit is passed to your PC. The vanilla respawn load out just uses the load out info from the config. It knows nothing about our scripts, and hence the majority of the equipment is lost. To avoid this, just switch off the vanilla respawn in the multiplayer menu. Our respawn will then ensure you respawn with the correct kit. You can still place zeus respawn markers (as per your video) they work fine with our code. Hope that helps
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@tyl3r99 here's a more detailed explanation of the available options. https://3cbmod.wordpress.com/released-mods/3cb-baf-units/usage-units/ Provided you have the top 4 options "enabled" (which is the default) you should respawn with your initial loadout. The process is: 1. place the loadout module on the mission. 2. place the units By default you should respawn with your initial loadout, you do not need to change any of the options. Looking at your video, I suspect the issue is that you're trying to combine Zeus loadout controls with 3CB unit controls. The unit mod was just designed to ensure all units have a role defined loadout, without having to rely on any other functionality. The video is useful, and I'll see if I recreate your issues. Thanks
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Tested under TFAR 1.0.245. and saw no disappearing short range radios
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The only radios in our mods are the long range backpack radios. There is a known issue that they disappear when in the arsenal. This is fixed in our dev build. We have no short range radios in our mod pack, so its unlikely to be us causing the problem. We're currently running TFAR 1.0.244, so I cannot confirm your issue. When we update to 245, I'll let you know
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@charlie1210 we'll try for a realistic as possible, within the constraints of the Arma engine. We've had to make a few comprises, but it's looking good so far. We did consider placing the main ammo in the inventory, as per our other vehicles, but see little benefit at this stage. We implemented the inventory system in our other vehicles, as other weapon systems share the same ammo. It opens up some interesting game-play possibilities. The 30 mm is limited to the Scimitar, at least as far as our other 3CB vehicles and static weapons, so there is little benefit to moving the ammo.
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No plans for a MK.7 with DPM covers, so have added it to the backlog.
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The class names for all the ammo, if you need to script something, are listed on our website https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/class-names-vehicles/
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Request for info: As you've no doubt noticed we have put some work into improving the smoke and illumination rounds for our mortars, 40 mm grenades and hand thrown smokes To make it easy for players to distinguish between 3CB and vanilla items we'd like to label ours with their correct L designations. Since release, we have the L designations for the hand throw smokes, but cannot seem to find L designations for either the 40 mm illumination rounds or the different colour 40 mm smokes. Any help would be very much appreciated. Thanks
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No problem at all, and thanks for identifying the cause
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Ammo only appears in the VA if it is loaded into an infantry weapon. We provided ammo crates containing Milan tubes, until we add the infantry portable Milan.
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Not sure if it would help, but you can now assign objects a variable name within Achilles. You can then use this name in scripts.
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We use ALIVE on the vast majority of our public missions and we have not experienced that issue, although the ALIVE support features are rarely used. I cannot see how ALIVE would conflict with our resupply/logistics modules, as they're essentially passive. They only do something once the the player selects the option from the context menu. If it only happens with our helicopters, then it may well be something that ALIVE is expecting in the config and we're not providing. Does it occur with both the Merlin and Wildcat?
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We've done some testing, and can confirm the WP smoke from the mortar is a little too lethal :) We'll fix in the next hotfix
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This is correct. It's crucial that the module is before the units in the mission load order. If you forget to place it first, just cut and paste the units back into their original positions (in EDEN) and all will be good.