Jump to content


  • Content count

  • Joined

  • Last visited

  • Medals

Community Reputation

331 Excellent


About Imperator[TFD]

  • Rank
    Master Gunnery Sergeant


  • Interests
    Ice hockey

Profile Information

  • Gender
  • Location
    Down under

Contact Methods

  • Biography
  • Youtube
  • Steam url id

Recent Profile Visitors

498 profile views
  1. Nope, not at all. I can see a use for it even in Mil-Sim style missions. Cheers for that mate. Will we still be able to use "hasdriver=-1" in scripting or will this be vehicle config side?
  2. @oukej Are you please able to confirm/deny if "hasdriver=-1" (thus allowing single person tank controls) is an intended behaviour that will be staying?
  3. The Kuma is much better to drive now. Was playing around with it and then went back to a Slammer and couldn't stand it.
  4. General Discussion (dev branch)

    IDAP Zamak does not have the rear bench Fire-from-vehicles seats.
  5. General Discussion (dev branch)

    Current Dev branch has the PiP internal screen and right hand side mirrors of the Strider non-functional. They're just black. Left hand side mirrors are functional.
  6. General Discussion (dev branch)

    An easier method for setting the Strider and Gorgon to have the NATO olive drab 'skin' is to use the Virtual Garage from the main menu, select the skin and use the Export function. Then open your mission in the editor, open the Edit Vehicle Appearance and select the Import button. It will assign the skin.
  7. General Discussion (dev branch)

    Yeah was just about to come here and report that there's no dispersion as yet for the rockets. Building the back end.
  8. General Discussion (dev branch)

    Have you actually tried this in game yet? Does it add the dispersion factor to existing rockets already? If so Im super happy about this for the exact reason you mentioned.
  9. General Discussion (dev branch)

    "Added: Sounds during parachute descent for both first and third person views" Yeessss!!! Keep it up BI doing a stellar job!
  10. Laws of War DLC Cluster Munitions

    How will this be affected when animals are local entities in MP environment?
  11. Stay off the grass ;) Thanks for that @R3vo Has anyone else got the Bronze time trial achievement? Despite having now got the bronze for all the 5 trials I can't seem to unlock the actual achievement. Would be nice to get it given how many more grey hairs those trials gave me (especially the TT15 Off Road Excavations grrrr). Also, so when are we getting to head over to South Lombakka?
  12. Laws of War DLC Cluster Munitions

    It's a mine itself, similar to a Claymore. Place it, detonate and watch as a bunch of AP mines are dispersed.
  13. Does anyone know which particular function is called when this is bis_fnc_holdaction is called on the laptops during the IDAP Showcase? Is this just the same "BIS_fnc_initLeaflet" that the leaflets use but with a larger fullscreen image? Would absolutely love to get this kind of thing into some of my missions. https://steamuserimages-a.akamaihd.net/ugc/867360078972122176/8430C8AB051F1876A65F9C677CC3982F2195ABBF/
  14. Laws of War DLC Mines

    The 15m radius is fine enough as is for vanilla game play. Unless you are literally expecting everyone to walk everywhere than 15m is enough of a distance. Keep in mind that unless the engineer is going first or the squad is bunched up within a 15m radius (which presents its own risks) then minefields are still going to be extremely potent. @DnA would it be possible to see the prop object "FlagMarker_01_F" included as a usable item by the player? Similar to the training mine in that a player can place/remove it but it is not an explosive device. This would allow players who have a mine detector to visually indicate to other players the exact position of a mine.