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Thread: ShackTac Littlebird Enhancement Mod (beta)

  1. #61
    Dslyecxi (and ShackTac), I absolutely adore your LB enhancement, I can't imagine getting the same enjoyment from ARMA2 now without it! However I would love to see it available without the need for the ACE addon. Is this something in the pipeline? Please let us know.

  2. #62
    Master Gunnery Sergeant Dslyecxi's Avatar
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    Author of the Thread
    Quote Originally Posted by DragonflyFan View Post
    Dslyecxi (and ShackTac), I absolutely adore your LB enhancement, I can't imagine getting the same enjoyment from ARMA2 now without it! However I would love to see it available without the need for the ACE addon. Is this something in the pipeline? Please let us know.
    I had plans for this but ran into an issue and stalled. Since then I have been absolutely swamped by other things and I don't foresee myself having time to look into it again. I do plan to port this to A3 if needed, vanilla initially.

  3. #63
    Any plans to include the Grenade throwing demo you did a while back?
    ^^^ Click it... you know you want to... ^^^

  4. #64
    Master Gunnery Sergeant Dslyecxi's Avatar
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    Quote Originally Posted by Scarecrow398 View Post
    Any plans to include the Grenade throwing demo you did a while back?
    Not currently. Maybe for ArmA3. Things have picked up too much in other areas for me to spend time on that right now. Sorry.

  5. #65
    great mod! Is it compatible with take on heli?
    system specs:
    Spoiler:

  6. #66
    hiya

    i'm wondering what exactly makes this require ACE?

    the ace sounds and ammo can be removed, and mention of it in the requirements list too.

    is there some deep XEH function in ACE it uses?

  7. #67
    It currently needs ACE wounds, as I gather.

  8. #68
    i'm certain that dys has removed the dependence on the ace-wounds code - there's a check for this now and a re-routing to a different friendly fire protection code.
    i've pretty much finished making this non-ACE (as dys did say "no time, welcome to have a go")
    problem i have is the scripts in the folder don't get found

    I have put the mod into a new folder and pbo called lbfix

    class Extended_PreInit_EventHandlers
    {
    st_mh6_enhance_init = "if (!isDedicated) then {call compile preprocessFileLineNumbers 'lbfix\XEH_PreInit.sqf'}";
    st_mh6_enhance_mh6_init_player = call compile preprocessFileLineNumbers 'lbfix\Init_Player.sqf';
    };
    the scripts are in this folder, BUT they are not found in-game - anyone have a clue why not?
    tried on dedi, rented server, client - all fail

    dys's original script says
    class Extended_PreInit_EventHandlers
    {
    st_mh6_enhance_init = "if (!isDedicated) then {call compile preprocessFileLineNumbers 'x\st\addons\st_littlebird_enhance\XEH_PreInit.sqf '}";
    st_mh6_enhance_mh6_init_player = call compile preprocessFileLineNumbers 'x\st\addons\st_littlebird_enhance\Init_Player.sqf ';
    };
    does this mean you need to put the mod into a folder called x\st\addons for it to work? seems odd.

  9. #69
    I don't know if the question has been asked, but will there be an update for the pilots to shoot too? Thanks

  10. #70
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    I hope you fix this eggbeast! I would love a Non-ACE version. Btw I have had the same problems before simular to yours, I forget what I did but it did fix it...I would love to tell you how I did it but I dont understand enough about scripts and whatnot to know how exactly I managed to fix it, so If you figure it out please post here.

    Dave,
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