• Announcements

    • Jervant

      Bohemia Store Steam Redeem   06/24/17

      We started experiencing problems with the Steam redeem from our Store on Friday June 23rd.   For anyone that got affected by this, please go to your store account, after you select the product you purchased, you should see your steam key with a link to a how to article to activate it manually through Steam.   We apologize for the inconvenience.

LowFlyZone

Member
  • Content count

    153
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About LowFlyZone

  • Rank
    Sergeant

core_pfieldgroups_3

  • Interests
    Bikes, IT, psytrance, tinfoil hat thinking
  • Occupation
    IT student

Contact Methods

  • Steam url id
    http://steamcommunity.com/profiles/76561198040033702
  1. Thanks for the help previously, it worked after some more messing around. I must have forgotten to reply.. :eek: Nice update. :)
  2. I'm getting "No entry 'config.bin/CfgMagazines.hlc_50rnd_762x51_M_M14'." when spawning M14's adding the mag provided with the classname list.
  3. Any chance you could add a bleeding icon when the player is bleeding? Especially for when you don't have some kind of hud running which shows health, but either way I think it would be cool.
  4. A personal request, would it be possible to make the GP25/M203 launchers compatible with the CUP weapons HE/smoke/flare nades as well? HE_GRENADES_M203 = ["CUP_1Rnd_HE_M203","CUP_1Rnd_HEDP_M203"] HE_GRENADES_GP25 = ["CUP_1Rnd_HE_GP25_M"] SMOKE_GRENADES_M203 = ["CUP_1Rnd_Smoke_M203","CUP_1Rnd_SmokeRed_M203","CUP_1Rnd_SmokeGreen_M203","CUP_1Rnd_SmokeYellow_M203"] SMOKE_GRENADES_GP25 = ["CUP_1Rnd_SMOKE_GP25_M","CUP_1Rnd_SmokeRed_GP25_M","CUP_1Rnd_SmokeGreen_GP25_M","CUP_1Rnd_SmokeYellow_GP25_M"] FLARES_M203 = ["CUP_FlareWhite_M203","CUP_FlareGreen_M203","CUP_FlareRed_M203","CUP_FlareYellow_M203"] FLARES_GP25 = ["CUP_FlareWhite_GP25_M","CUP_FlareGreen_GP25_M","CUP_FlareRed_GP25_M","CUP_FlareYellow_GP25_M"] Thanks for your time, regardless of yay or nay.. :)
  5. Hey, downloaded all your packs and tested them out in a bit of a shooting range. Models and sounds are great, love the variations especially. Hope to see more packs from you, so thanks! :cool: So far I've noticed that the M60 irons sights are useless, they're quite high so you can't see where you're aiming under < 500m I think, probably more. Vietnam style hip firing is forced, or a 2035 scope. ;)
  6. I need help running this on laptop objects spawned in later during mission. My objective system isn't reading the T8_pubVarDataTask variable, I'm not sure how to get a reference to that on spawned objects. I hope you understand what I mean, it's 1am here :bb: Where _obj = laptop and _id = task ID... 0 = [_obj, _id] spawn { [[_this select 0], "T8_fnc_addActionLaptop", true, true] spawn BIS_fnc_MP; _DT = format [ "%1_%2", "T8_pubVarDataTask", (_this select 0) ]; waitUntil {sleep 5; !(alive (_this select 0)) || (_this select 0) getVariable ["_DT", false]}; if(getPosATL (_this select 0) isEqualTo [0,0,0])then //was deleted / despawned { [_this select 1, "Cancelled"] call BIS_fnc_taskSetState; } else { [_this select 1, "Succeeded"] call BIS_fnc_taskSetState; }; };
  7. I noticed that the cargo/passenger seat for the UGV stomper does not have firing from vehicles enabled. It's a shame really :rolleyes:
  8. Thanks, perfect
  9. FileNotFound on server :|
  10. For me personally I barely get any effects, or not enough to my liking, is there any way to increase/decrease the sensitivity? A config option would be nice. :) [EDIT] I'd also like the effect to be able to stay around for a bit longer, when I do get suppressed it lasts about 1 or less second with decent blur.
  11. Hey not sure if it's been reported, or maybe it's just me, but running with AI skills off gives me a slow looping script error. _this spawn: Undefined variable in asr_ai3_sysaiskill_fnc_modunitskill
  12. Nice mods, adds some fluff to a otherwise stiff game :P I like that guns have more feel now, and you can feel explosions...
  13. Create a radio Alpha or whatever. In on activation field put: (thislist select 0) addaction ["Supply Drop", {[[["","CargoNet_01_box_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP;},[],1,false,true,"leader group (_this select 0) == (_this select 0)"]; I have not tested this yet... (thislist select 0) should be the unit that activated the trigger. leader group (_this select 0) == (_this select 0) makes sure the activation is only available to a group leader. Technically I think this method is better... Create a radio Alpha or whatever. In on activation field put: if(leader group (thislist select 0) == (thislist select 0)) then { [[["","CargoNet_01_box_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP; }; I'm not sure if the latter method will work in MP. I don't know MP coding yet. Then concerning limiting to a unit class, I presume you mean the classname of the unit. You can use typeOf unit == "classname" if(leader group (thislist select 0) == (thislist select 0) && typeOf (thislist select 0) == "B_recon_JTAC_F") then { [[["","CargoNet_01_box_F","FncSupplyCargo1"],"supply\supply.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP; };
  14. No luck, but I found my problem and tested a few times. I had to change the line _supplyBox attachTo [_supplyChute,[0,0,-0.5]]; to _supplyBox attachTo [_supplyChute,[0,0,-1.0]]; It needed more space between the center positions of both models for me, I guess the parachute was still colliding with the box (despite double checked disableCollisionWith) thinking it's hitting the ground, because it performs the parachute drop animation in mid air too... Weird :P Anyway, it works fine now.
  15. Thanks was looking for something like this. The chemlight and smoke addition is cool.. I seem to have a problem where the supply box is detaching just after the parachute deploys, I think the waituntil inside supply.sqf is giving problems for me. I also tried changing it to waitUntil {sleep 1; ((getPosATL _supplyBox) select 2) < 5}; [EDIT] Nevermind the waituntil, I tested by adding player globalChat "Detaching Chute"; and it does wait until the box hits the ground. Still can't understand why it detaches and falls.