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Everything posted by lifetap
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@NSCT Fixed in the dev build to last round only, plus we added a mag with no tracers.
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I'm currently trying to get to grips with rotorlib, and have a couple of basic s/w dev questions. Is there a method within Arma 3 to generate a log file for the RTD rotorlib library? I can see one is available within the standalone rotorlib API. Also is there anyway to know if the xml file has been correctly parsed by the rotorlib library? Thanks Lifetap
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@Flodos The laser and guided rounds have been implemented, we just do not add the magazines to the arsenal, because they are not in BAF service. Here are the class names for your scripts: UK3CB_BAF_1Rnd_81mm_Mo_Guided and UK3CB_BAF_1Rnd_81mm_Mo_LG The "Airburst HE" option changes the function of the standard HE rounds. I'm not aware of any bug
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@oksman You probably want something like this private _proj = createvehicle ["UK3CB_BAF_Smoke_81mm_AMOS", [_xPos, _yPos, 500], [], 0, "none"]; _proj setVelocity [0, 0, -100]; [_proj, ["mortar1", 500]] remoteExec ["say3D"]; [_proj, "UK3CB_BAF_Smoke_81mm_AMOS"] call UK3CB_BAF_Weapons_Ammo_fnc_check_for_smoke_round;
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@wansec_6 Unfortunately not. The containers are not attached to the vehicle, they are actually part of the vehicle model that is hidden when the container is not loaded. A little bit of scripting swaps the real container for the unhidden vehicle container at the start of the loading process.
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Lovely looking map, excellent work. Is there a separate download for the bikey?
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I do not recall ever using blank rounds with AI. It's entirely possible that the AI hold fire as they would be unable to damage the opposition.
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We'll revisit the rails to pick-up the change in RHS rail definitions. Also, the naming of our rails goes way back to our earliest mod (5+ years ago) before we were familiar with the standard naming conventions.
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- 1108 replies
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terrain Hellanmaa / Hellanmaa winter
lifetap replied to Temppa's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Temppa Really excellent job on the updated winter version, thanks 🙂 -
terrain Hellanmaa / Hellanmaa winter
lifetap replied to Temppa's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Temppa, we use your maps extensively, as they're both visually excellent and ideal for small scale infantry combat. So a big thank you. I noticed that you mentioned you'd gone for the partial snow coverage in Hellanmaa. Whilst this is great for variety, there does seem to be a graphical issue (perhaps texture resolution?) in the placement of the snow. The thawed patches look a little regular (square) in some places. Is this an engine limitation? -
Check that BAF_Weapons is in the mod pack. BAF_Units requires: BAF_weapons, BAF_equipment and BAF_vehicles
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Yes, an L85A3 is planned
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There are vanilla signs in-game that you can add your own custom textures via Eden.
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We use @CANS, this gives rocks etc to hostile civilians
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@Laumi, that is working as intended. The mod uses the same loadout mechanics as our BAF units.
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@sentryuk If you double click on a 3cb unit in EDEN, we have added 3 properties. If you un-tick ""Enable 3CB unit randomization" this will stop the loadout script from replacing your parachute with a random backpack
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@WA Lancer We have no plans to limit the availability of airburst, at present. The original design intent was to allow the gunner to select the optimal impact type depending on the target, by simply adjusting the fuse on the shell.
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There is no way to limit the conversion between air burst and ground burst on the 60mm
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Bar armour etc. is on the backlog, but it has yet to be scheduled.
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As Evrik said, there is no need for an apology. We'll discuss offline.
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Could you check if you get the error when loading only 3CB mods with CBA. Thanks
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It's on the backlog, but its not a high priority at present
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Thanks. Added a specific comment on the Steam download for the Cold War units
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It's on the todo list, to put a very limited rail on the L7, just for the KITE