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  2. Got this problem too sometimes, but didn't happen since 1 month. Deco/Reco server solve this. Other news: I found the ninja rabbits! Ok, no issue on this particular point, the new fleeing function is working flawlessly. I also did a quick check with OpenChernarus: + Zombies can enter houses and kill a player. That's good. + Static loot is working on some of the houses. This add a little to the loot system without modifing any line of code from Ravage.
  3. your forgetting the Italians xD And yes, they do make what they wanna make, even with germany and US alone the possibilities are endless in terms of equipment and gear.
  4. I was getting this with mostly the machine guns from Apex, and the binoculars as well, then sometimes when i was prone i would get stuck and nothing would work, i thought it was my RavWarMod having conflicts apparently not, so something with the optics, could either be arma3 itself or something in Ravage doing, haven't tested just ravage itself.
  5. I don't want every CSAT to be bale to activate it, just those ones in that squad. The rest is working fine, all I did before is spawn the units and vehicles, assign them to their vehicles not much but it was a 200 line code so I didn't think you might want all of it. but sinc eyou do here it is. /*----------------------------------------------------------------- File Name: cities_counter.sqf Created by: Y. Ibrahim Community: Arma Team Play TS: ateamplay.clants.nl Website: armasteamplay.com Use, distribution and editing of this file is authorized as long as the credits above are left untouched. However, if you would like to use multiple files wriiten by this author you are required to get author's permission. -------------------------------------------------------------------*/ private ["_tempest1","_tempest2","_tempest3","_marid","_counterAttackers", "_spawnLoc", "_nullArray","_tigris"]; _nullArray = []; //************************************************************** _title = "<t color='#ff0000' size='2' shadow='1' shadowColor='#000000' align='center'>INCOMING COUNTER ATTACK</t>"; _text = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>All Units in Kavala, Hold up! Counter attack incoming, read your mission briefing."; hint parseText (_title + _text); CA_MissionBriefing = "CSAT ain't happy boys you stopped their search and kill mission, they have sent out a counter attack force, now we would have pulled you out along with the resistance in there but we are afraid they might not be coming just for you and the resistance but to take out all of the kavalaians in one go so they can prove a point. Hold of that counter attack boys at all costs, they do not get into kavala. The counter attack is coming all the way from their base, so you have time to plan out how you will stop them. If there is a CAS on standby we will direct it to take them out and save you the effort, if not, Good luck boys. Fate of Kavala depends on you."; MAINAOLOC = "Kavala"; //***********************************/ //================================= Mission Tasking for Players CA_Task = [WEST, "Repent Counter Attack",[_missionBriefing,"Repent Counter Attack",MAINAOLOC],getmarkerpos MAINAOLOC,"created",10,true,"Defend",true] call BIS_fnc_taskCreate; //================================= Spawning Enemies _counterAttackers = creategroup east; _spawnLoc = [(getMarkerPos "csat_base"),random 5,0] call BIS_fnc_relPos; //============== Vehicles _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _marid = createVehicle ["O_APC_Wheeled_02_rcws_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tigris = createVehicle ["O_APC_Tracked_02_AA_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tempest1 = createVehicle ["O_Truck_03_covered_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tempest2 = createVehicle ["O_Truck_03_covered_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tempest3 = createVehicle ["O_Truck_03_covered_F", _spawnLoc,_nullArray,1,"FORM"]; //==============Marid Crew private _mSquad = ["_unit0","_unit1","_unit2","_unit3","_unit4","_unit5","_unit6","_unit7","_unit8","_unit9","_unit10"]; _unit0 = [_counterAttackers,"O_Soldier_SL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _unit1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _unit2 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _unit3 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit4 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit5 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit10 =[_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit4 moveinDriver _marid; _unit3 moveinGunner _marid; _unit0 moveinCommander _marid; _unit1 moveinCargo _marid; _unit2 moveinCargo _marid; _unit5 moveinCargo _marid; _unit6 moveinCargo _marid; _unit7 moveinCargo _marid; _unit8 moveinCargo _marid; _unit9 moveinCargo _marid; _unit10 moveinCargo _marid; //==============Tigris private _tigSquad = ["_tigDriver","_tigCommand","_tigGunner"]; _tigCommand = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _tigDriver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _tigGunner = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _tigCommand moveinCommander _tigris; _tigGunner moveInGunner _tigris; _tigDriver moveinDriver _tigris; //==============Tempest1 private _t1Squad = ["_t1Driver","_t1Medic1","_t1Medic2","_t1Engineer3","_t1Engineer4","_t1Pass5","_t1Pass6","t1Pass7","_t1Pass8","_t1Pass9","_t1Pass10","_t1Pass11","_t1Pass12","_t1Pass13"]; _t1Driver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Medic1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t1Medic2 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t1Engineer3 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t1Engineer4 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t1Pass5 = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _t1Pass6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass10 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass11 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass12 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass13 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass5 moveinDriver _tempest1; _t1Medic1 moveinCargo _tempest1; _t1Medic2 moveinCargo _tempest1; _t1Engineer3 moveinCargo _tempest1; _t1Engineer4 moveinCargo _tempest1; _t1Pass5 moveinCargo _tempest1; _t1Pass6 moveinCargo _tempest1; _t1Pass7 moveinCargo _tempest1; _t1Pass8 moveinCargo _tempest1; _t1Pass9 moveinCargo _tempest1; _t1Pass10 moveinCargo _tempest1; _t1Pass11 moveinCargo _tempest1; _t1Pass12 moveinCargo _tempest1; _t1Pass13 moveinCargo _tempest1; //==============Tempest2 private _t2Squad = ["_t2Driver","_t2Medic1","_t2Medic2","_t2Engineer3","_t2Engineer4","_t2Pass5","_t2Pass6","t1Pass7","_t2Pass8","_t2Pass9","_t2Pass10","_t2Pass11","_t2Pass12","_t2Pass13"]; _t2Driver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Medic1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t2Medic2 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t2Engineer3 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t2Engineer4 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t2Pass5 = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _t2Pass6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass10 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass11 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass12 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass13 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass5 moveinDriver _tempest2; _t2Medic1 moveinCargo _tempest2; _t2Medic2 moveinCargo _tempest2; _t2Engineer3 moveinCargo _tempest2; _t2Engineer4 moveinCargo _tempest2; _t2Pass5 moveinCargo _tempest1; _t2Pass6 moveinCargo _tempest2; _t2Pass7 moveinCargo _tempest2; _t2Pass8 moveinCargo _tempest2; _t2Pass9 moveinCargo _tempest2; _t2Pass10 moveinCargo _tempest2; _t2Pass11 moveinCargo _tempest2; _t2Pass12 moveinCargo _tempest2; _t2Pass13 moveinCargo _tempest2; //==============Tempest3 private _t2Squad = ["_t2Driver","_t2Medic1","_t2Medic2","_t2Engineer3","_t2Engineer4","_t2Pass5","_t2Pass6","t1Pass7","_t2Pass8","_t2Pass9","_t2Pass10","_t2Pass11","_t2Pass12","_t2Pass13"]; _t3Driver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Medic1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t3Medic2 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t3Engineer3 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t3Engineer4 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t3Pass5 = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _t3Pass6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass10 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass11 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass12 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass13 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass5 moveinDriver _tempest3; _t3Medic1 moveinCargo _tempest3; _t3Medic2 moveinCargo _tempest3; _t3Engineer3 moveinCargo _tempest3; _t3Engineer4 moveinCargo _tempest3; _t3Pass5 moveinCargo _tempest1; _t3Pass6 moveinCargo _tempest3; _t3Pass7 moveinCargo _tempest3; _t3Pass8 moveinCargo _tempest3; _t3Pass9 moveinCargo _tempest3; _t3Pass10 moveinCargo _tempest3; _t3Pass11 moveinCargo _tempest3; _t3Pass12 moveinCargo _tempest3; _t3Pass13 moveinCargo _tempest3; //======================= Tasking AIs private _attackStatus = [_counterAttackers, getMarkerPos MAINAOLOC] call BIS_fnc_taskAttack; _counterAttackers setFormation "COLUMN"; _counterAttackers setBehaviour "Safe"; _counterAttackers setSpeedMode "Limited"; //======================= Tracking AIs [_counterAttackers] call YI_fnc_counterAiTracker; //============== Mission status private ["_allUnits","_areTheyDead","_trigger"]; _allUnits = units _counterAttackers; _trigger = createTrigger ["EmptyDetector", getMarkerPos MAINAOLOC]; _trigger setTriggerArea [400, 400, 0, false]; _trigger setTriggerActivation ["EAST", "PRESENT", false]; _trigger setTriggerStatements ["this","",""]; waitUntil { sleep 1; _aliveUnits = _allUnits select {alive _x}; _areTheyDead = (count _aliveUnits); (_areTheyDead < 5) or (triggerActivated _trigger) }; //======================== Mission Ending if (_areTheyDead < 5) then { sleep 10; private ["_textArray","_title","_text1","_text2","_text3","_text4"]; _text1 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>HA HAAA, City Saved and counter attack repented, CSAT should just retire. Good job Boys. Now you can RTB"; _text2 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>We got worried for a second their guys that you would not make it. Nice job again."; _text3 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>You happy? Well don't be, there is still more of those bastards on the island. RTB to resupply and get back out there."; _text4 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>Congratualtion boys, you saved the resistance and the city, report back to base and lets all pop one together before the next mission."; //******* _textArray = [_text1,_text2,_text3,_text4]; _title = "<t color='#00ff00' size='2' shadow='1' shadowColor='#000000' align='center'>Counter Attack Eliminated</t>"; _text = _textArray call BIS_fnc_selectRandom; hint parseText (_title + _text); [CA_Task, "Succeeded",true] spawn BIS_fnc_taskSetState; } else { sleep 10; private ["_textArray","_text","_title"]; _text = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'> They managed to get into the city, i am sorry boys but there is nothing that can be done now. RTB. We lost this battle."; _title = "<t color='#00ff00' size='2' shadow='1' shadowColor='#000000' align='center'>Counter Attack Failed</t>"; hint parseText (_title + _text); [CA_Task, "Failed",true] spawn BIS_fnc_taskSetState; }; { _null2 = damage _x; if (_null2 < 1) then { _null2 = _x setDamage 1; }; }foreach units _counterAttackers; deleteGroup _counterAttackers;
  6. I really like that the heavy vests without the shoulder pads are back! Will I be able to use this mod in a modular fashion? Let's say I don't want to use new weapons or weapon names, will I be able to use purely the vanilla weapons, but with the new uniforms, vests etc.
  7. Armaholic mirror updated: CAG HK416 (Geiselle SMR) v1.3
  8. I am aware of the "side effect" when setting HAFM as dependency, but since you have plans for a SA i can wait. Thx for the cheering response.
  9. Nice work! Out of interest, which refueling script suite do you use? USAF mod? Cheers, TeTeT
  10. Release frontpaged on the Armaholic homepage. MK18 MOD 0 v1.2
  11. Thanks, pointed to the right direction. Somehow the engine does not like the leading \ any longer, it seems. Stay tuned for an update.
  12. Hi! First of all, thanks for this pack of mods, but I have a little bug to say: the PLA rpg gunner has wrong missles in the backpack. However thanks for your work! Sorry for my bad english.
  13. Here are the p3d, config.cpp and final pbo files I've been working on, if anyone would care to take a look (a dev would be great). https://dl.dropboxusercontent.com/u/481663/test/tpw_test.p3d https://dl.dropboxusercontent.com/u/481663/test/config.cpp https://dl.dropboxusercontent.com/u/481663/test/tpw_test.pbo
  14. Today
  15. I can confirm - disabling battleye is the solution.
  16. If it is a group, why are you using it with setTriggerActivation?
  17. but in the enhanced Eden editor you can just tick "is engineer" or "is medic", so i think this is kind of hidden. Edit: this thread may be dead, but for those guys reaching it through search; you can use the "setUnitTrait" to add or remove abilities (like engineer or medic) on soldiers. You can (probably) use it to make a guy for everything
  18. So I the server support hasn't helped much with the issue and I found that the files on the server are smaller than the client arma 3 is that meant to be? because it is a big difference characters_f.pbo in my arma 3 directory is 562M bytes and the one on the server is only 43M bytes. Any ideas?
  19. @Aniallator See: https://github.com/acemod/ACE3/issues/4911 @soulis6 Must be user error.
  20. Last year I created a calculator in spreadsheet form to make the WW4 Extended infantry armor and ammo data more precise. While it's still not perfect is quite a good approximation to how the synergy between armor and ammunition works in-game. You can view the calculator here: https://docs.google.com/spreadsheets/d/1M5rf--TbuvFtRhTt2rOsluyEBiPbVOU_ZNyj3wyqPP0/edit?usp=sharing You should be able to edit the first rows (green colored) from the Armor data and Ammo data sheets to test it out. You should also be able to make a copy to your own Drive account, so you can keep tinkering with all this. Hope this helps others mod makers around here.
  21. Well, wherever the problem is, it is not in these two lines - look fine as long _grp1 is pointing a proper group. You may also try: RydHQ_ExcludedG = []- Another exclusion method, working with both limited and unlimited control modes. HAL will not control groups, whose names are included in this array: RydHQ_ExcludedG = RydHQ_ExcludedG + [_grp1]; But excluded should work too. Not the case for newly spawned group, but note also, that excluding a group from further orders will not nullify currently executed task (chain of waypoints/actions, given task include). For breaking of current task routine for a group use: groupName setVariable ["RydHQ_MIA",true]; eg: _grp1 setVariable ["RydHQ_MIA",true]; (that will make Hetman think, that group is dead, thus further task execution is stopped). Alternatively - run Hetman in limited control mode, then any group but manually included will stay out of HALs control.
  22. Argo Project (Prototype) — a great alternative to other shooters. In my opinion, "Update 0.75" more harm to the project, than the in diversity. Project Argo (Prototype) — отличная альтернатива другим шутерам. По моему мнению, «Обновление 0.75» больше навредило проекту, чем внесло разнообразия. ---------------------------------------------------------------------------- Loadouts: Changed: Apparel/Equipment screen is turned off for now and apparel is assigned automatically based on faction. - If I want to play in camouflage (green background better disguise), is forced to choose one faction? In CLASH mode capture points are tied to factions? Снаряжение: Изменено: экран одеждой/оборудование выключено и одежда автоматически назначается в зависимости от фракции. - Если я хочу играть в камуфляже (на зелёном фоне лучше маскировка), то вынужден всегда выбирать одну фракцию? В режиме CLASH точки захвата привязаны к фракциям? ---------------------------------------------------------------------------- Weapon crosshair is turned off. - The single "+" in Hardcore mode. Перекрестие оружия выключен. - Единственный «+» в режиме Hardcore. ---------------------------------------------------------------------------- Player’s stance indicator is turned off. - Moot point. If in real life I can able to determine, how to determine in the game? Sit down\stand up and unmask yourself? Индикатор позиции игрока выключен. - Спорный момент. Если в реале я могу состояние определить, то как определить в игре? Сесть\встать и демаскировать себя? ---------------------------------------------------------------------------- Top info messages are turned off. - Now it is necessary to frequently press "TAB". What is the meaning of all disable? Сверху информационные сообщения отключены. - Теперь надо чаще нажимать «TAB». Какой смысл всё отключать? ---------------------------------------------------------------------------- Tactical ping is turned off. - As a player without a microphone indicate the position of the enemy? How to play players from different countries in different languages? a) Message in the chat. At small distances (50-200m) is not true due to the loss of time. b) Not to play in Hardcore mode. c) Be useless to the team. Тактический пинг выключен. - Как игроку без микрофона указать позицию противника? Как играть игрокам из разных стран на разных языках? а) Сообщение в чат. При малых расстояниях (50-200м) не актуально из-за потери времени. б) Не играть в режиме Hardcore. в) Быть бесполезным для команды. ---------------------------------------------------------------------------- All questions are rhetorical. The answers are not mandatory. Result. Better turn on the "Link" and not added "Hardcore". Все вопросы риторические. Ответы не обязательны. Итог. Лучше бы включили режим «Link», а не добавили «Hardcore».
  23. Since you didn't post the entire script we can only guess. No crystal ball here. Cheers
  24. effects

    Extended effects (beta) has been updated. More info and download links in the first post. --- Fixes: Squad bar should now be correctly positioned Fixed crew members being assigned EH twice when entering and exiting vehicles (I think there's still some instances where it still might happen - I'll keep looking into it later) Changes: Added a readme and manual in pdf form. They can be found in the main @extfx and in @extfx/_docs folder. Disabled all the "optional features" that were enabled in the first releases. They should have been disabled from the start, but I forgot to do so (they were enabled for the development version). To enable them again you now need to edit the settings.sqf file. Check the manual for more instructions about how to go about this. I've added an Aspect_Ratio.hpp file to the root of the zip file. Place it in your main CWA folder if you don't have one already. I've edited it so it defaults to 16:9 aspect ratio and to not be dependant on Fwatch.
  25. _counterAttackers has been defined as _counterAttackers = creategroup east; So like i told grumpy before, it is a group
  26. I have no idea what you have to do as I have not a slightest clue what the value of _counterAttackers is. From incomplete presentation of a problem all I can say for sure you absolutely cannot use the same variable for both, units command and setTriggerActivation command.
  27. effects

    Hi Heks. Glad you like it. 1. I thought about it, but decided not to just to keep the hit effect at minimum. I just wanted some extra visual cue to know when you're hit (and to disorient you, to some extent). I might work on it at a later time, though. 2. That's not planned 3. You can either use the words_none.hpp preset or create a new custom one where you mute any phrases or words you don't like by deleting them from the file 4. Units start yelling for medic whenever they are below a certain threshold of their global health. The thing is, by working on another project I later discovered that units are only considered wounded whenever a given body part is below a health threshold. Actually, a unit could have just 0.1 points of global health left and it would still feel like he's totally ok. But this current project (ExtFX) is actually quite old and didn't revise the system to take into account this new knowledge. I might change it later, but this means adding yet another eventhandler (hit) to all infantry units which, among other things, is local. 5. As mentioned in #3, you can add or remove any voices you want by editing the words.hpp file or creating a new custom one. The sound you hear is idd the radio noise played after a phrase. I decided to keep it there, as it is used by the words that aren't disabled and it also alerts you in a subtle way that someone said something. 1- I didn't change the grenade throwing animations. They are still there. It's just that in OFP is quite hard to trigger them. 2- That was from a line that added or removed the oxygen masks from pilots when piloting helicopters or where outside a jet plane. It was mainly focused on WW4 Extended, so it gave you an error whenever you didn't use that mod extension. I've commented out those lines for now. It was a harmless (if annoying) error, anyway. That should be fixed in the latest release. There was some kind of syntax error or other conflict in the config.cpp file. I wasn't able to track it down, so I've had to rebuild it from scratch. Yes, you can enable or disable almost any feature in this mod. I've included a pdf manual in the latest release. You can also check it out online here. The setting you want to set to false is this one in settings.sqf (in the @extfx folder): ["wpndustfx", true], You might also want to disable this one: ["unitdustfx", true], As mentioned in the manual, you can disabled them by just changing the true boolean to false (so it would look like: ["wpndustfx", false],).
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