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taro8

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About taro8

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  1. I would like to present my tripwire mod. Using ACE interact and ACE explosives I was able to create tripwires that lets you attach any grenade, from your inventory, to it. It can use any modded grenade. It also displays the attached grenade model as well. In addition to the tripwire "mines" I have also included a misc item that is a Tripwire Spool, that lets you cut an infinite number of tripwire from it, just in case you plan to do some extra shenanigans. You use a CBA inventory interaction on the Tripwire Spool, double clicking on the item and then double clicking on the action. - The actual Tripwire "mines' are in "Magazines" section of the arsenal. - Tripwire Spool in in the "Misc" section of the arsenal. Known Issues: - The Tripwrie mines are in the Magazines section of the Arsenal, NOT explosives, can't get them to show up in the explosives tab for some reason - Some scripted grenades do not work properly, like flashbangs, also from RHS the RGO and RGN grenades do not work as they use RHS custom setup - Due to how arma 3 handles grenades, attaching the grenade to a tripwire will now switch you to that grenade. It's a workaround for an issue where you was unable to actually select the grenade at all. REQUIREMENTS: - CBA - ACE (explosives specifically, with all of it's requirements) DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=3034379807 Changelog: V4 - current release - Fixed grenade defusing giving back multiple extra grenades V3 - Fixed defusing. Defusing tripwire should now return the grenade, it should even keep the correct projectile count in the magazine. Shoutout to silent1 for letting me know about the CBA event handler - Fixed projectile count. Now the number of spawned grenades should be correctly carried over from non-full grenade magazines used to arm the tripwire. ie. using a magazine with 2 remaining V40 grenades from SOG will now spawn 2 grenades on trip and return a magazine with 2 remaining grenades V2 - fixed grenades being removed from a selection, a kind of hack of a workaround but it works better now (shoutout to the selectable grenade wheel mod) - fixed 2m tripwire not giving the tripwire back and throwing error - fixed attached grenades not pointing the same direction as the tripwire V1 - initial release
  2. They are visible on IR a little bit.
  3. @hcpookie It goes a bit outside of the scope of what I wanted to make. It was primarily done just so you can get the AI to land in places you want them to. Although I might be tempted to include those instructions you posted. Just add an action to the panel item to display that.
  4. Update: 9 Jul @ 7:42pm * Panels are now visible as long as they are within view range and are big enough, no more disappearing at 350m * Greatly reduced emission values so the panel does not glow so much in the dark * Reduced the mass of the panels * Added hint when you don't have enough inventory space to pick up the panel * Fixed editor preview images
  5. A replacement mesh for vanilla small arms tracers (so no changes for big boi tank shells, those are fine IMHO). It's pretty much just vanilla tracers, but a bit more THICC. They are more visible, but still retain the overall shape and textures of the normal Arma 3 tracer. This is just a cosmetic addon that can be run purely clientside. No plans for RHS, they have their own tracers. DOWNLOAD: https://steamcommunity.com/workshop/filedetails/?id=2523193223 PATCH FOR CUP: https://steamcommunity.com/sharedfiles/filedetails/?id=2523203854
  6. Not really needed since you will be using CBA with ACE anyway and adding stuff to ace does not do all that much. I did try to add ability to drag and carry the panel with ACE, but I could not get it working.
  7. This mod adds a VS-17 Signal Panel inventory item. When deployed using CBA inventory interaction it will act as a helipad for AI pilots to land at. The panel can also be just dropped from inventory like any item, but it will NOT act as a helipad in such cases, it has to be deployed using the CBA interaction. It's rather easy to tell if the panel is deployed or just dropped: deployed panel is facing the red side up, while dropped is facing yellow side up. After deploying the panel you can interact with it to pack it up, if you have enough space in your inventory. Even the dropped panel is still useful for human player pilots. How to use: * Have the "VS-17 Signal Panel" item in your inventory (it's in the misc item section in Arsenal) * Double left click on the panel item in your inventory to bring up the CBA interaction menu * Use the "Place VS-17 Signal Panel" to deploy the panel with red side facing up. DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=2533035755
  8. Is there a way to have a full reset of HAL during a mission. Sometimes stuff breaks and the scripts cannot complete with results in battle stopping as units do not recieve new orders. It can be caused by missing units, waypoints and such. A bit annoying, but if there was a way to reset HAL and have it reasses situation it might fix issues like that. EDIT: it seems that what breaks the most often is the support stuff. It usually happens when the support targets die or something. RPT gets spammed with this: https://pastebin.com/q1cbf753
  9. UPDATE: v4 released * fixed group sides for OPFOR and INDFOR guerilla groups, they spawned on BLUFOR side in zeus.
  10. UPDATE: I have added groups made out random guerilla fighters to each FIA on each side. The groups come in few sizes: sentry, fire team and squad. DOWNLOAD: https://www.mediafire.com/file/g3nj95pufahvbhl/@taro_random_fighterV3.zip/file
  11. @ReptilienskiYeah, it should, the script is set to fire off when the unit is initialized, with should also work when getting spawned in the game.
  12. Yeah, I've been planning to do the groups as well. This whole script was mostly for giggles.
  13. Damn, I uploaded a wrong version. I'll post a new one right away. EDIT: V2 fixed version released
  14. Hello everyone! I made a small mod with adds a new unit to the Vanilla FIA factions on all sides. If you just place the "Fighter" down and start the scenario, then the script will randomize the gear based on hand made list. The soldier will have random weapons with ammo as well, with chance to have a launcher too. I really like the randomness of the gear, it can make your guerillas look more varied. The script was made with CUP in mind, but it will detect if CUP Units and Weapons are loaded and it will work without them and use Arma 3 stuff only instead. No, I do not plan making RHS version, it took me long enough to make this one. Each of the FIA factions (BLUFOR, OPFOR and INDFOR) have a new soldier called "Fighter". You just place him on the map and start the scenario. When the scenario starts the script will randomize the gear. If you change the gear in the editor using arsenal, the script will not overwrite your changes and leave the unit as it is. KNOWN ISSUES: * Some clipping between gear can happen. Changelog: V4 - current version * fixed group sides for OPFOR and INDFOR guerilla groups, they spawned on BLUFOR side in zeus. V3 * added groups (sentry, fire team and squad) made out random fighters to each FIA on each side V2 * now actually works, sorry about the mess up V1 - initial release DOWNLOAD: https://www.mediafire.com/file/cgh6vuakkiglynp/@taro_random_fighterV4.zip/file
  15. taro8

    Refraction blast wave

    No, when I first uploaded this mod there, people there behaved like complete dickwads, and I didn't feel like bothering with that again.
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