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regiregi22

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About regiregi22

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    Corporal

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    Madrid
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  1. Hello! Please tell me about the mortars. I understood how corrections for air temperature and winds are calculated in your table. But how the correction for air density is calculated, I cannot understand. Could you write a principle formula, like in a math lesson?!)

  2. After some more testing, I've discovered it's because a Cookoff setting. When set as "Disabled" or as "Player only" the vehicle explodes on one hit. When set as "Players and AI", it doesn't explode even after a dozen of hits: Explodes: ace_cookoff_enable = 0 ace_cookoff_enable = 1 Don't explode: ace_cookoff_enable = 2 Don't know if it's a bug or it's intended behaviour... which should be quite strange. Best regards
  3. Hello guys, I have a question. When I shoot an Strider (Fennek) with an RPG-7 in vanilla, it just take one shot to go "boom". When I use ACE (plus CBA), it take quite some shots of it to mildly damage it. Do you know which module has to be removed from ACE in order to keep the same vehicle armor resistance as in vanilla? Edit: I just recorded a couple of videos with and without ACE: Without ACE: With ACE (same effect disregarding side of impact): Thank you, Best regards
  4. regiregi22

    [MP][CTI-COOP] Liberation (continued)

    Now that with the new Vietnam creator DLC, Liberation is going to be integrated in Arma's included missions, I would like to complete the Spanish language translation of it. Is is still the (quite a bit old) Github site the best place to do it? Is there any new updated site due to the new mission made for the new DLC? https://github.com/KillahPotatoes/KP-Liberation Best regards
  5. regiregi22

    ACE3 Artillery calculator

    Sorry for the delay. The standard Mk6 mortar is still compatible, as always has been. The issue here is related to RHS mortar compatibility. This was brought by this addon, which is not under development anymore. http://www.armaholic.com/page.php?id=30042
  6. I have a question regarding the AtragMX and the bore-to-scope height. Let's say I am using the M200 Intervention and the LRPS optic: LPRS: ACE_ScopeHeightAboveRail = 4.0; M200: This has not defined the " ACE_RailHeightAboveBore", so I assume it is used the default defined as: case 0: { _railHeightAboveBore = 2.0; }; // Rifle On the AtragMX gunlist Bore height value (default value 3.81), do I have to put in 6cm (4+2)? Thank you, best regards
  7. regiregi22

    ACE3 Artillery calculator

    Recently, I have noticed that the only compatible artillery piece with the ACE advanced mortar system is the vanilla MK6. I don't know is ruPal compatibility patch is still supported, but the last tested I have done show that they are not working with the advanced system.
  8. regiregi22

    [MP][CTI-COOP] Liberation (continued)

    Keep the development going, you are doing a great job rehauling the (IMHO) best dynamic mission ever made for Arma 3. Thank you
  9. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I made this RHS version for Altis. Give it a try. https://drive.google.com/open?id=0BwbgX3YQhkNyeGdlQXVzU1BZQ00
  10. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    Hi guys, This is the last updated Iron Front modification for Liberation. I hope you enjoy it. https://drive.google.com/open?id=0BwbgX3YQhkNyelZ3Sk1MLXhOSWs
  11. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I just edited the missions.sqm file. I just replaced all the soldier's classnames with the desired ones. I got a very nice working RHS mission where the russians are the friendly side, USA are the enemies. I may upload it if you are interested.
  12. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    I don't know, its the Altis estandard version.
  13. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    This is my heavily modified Iron front version. This is the classnames_extension.sqf, which has a ton of workhours on its own. A very refined version IMO: http://pastebin.com/aVmqyY5z And this is the complete mission, ready to play. Of course, the initial respawn point is changed (there are no helicopters in WWII to make the initial flight from the island!). Only thing still not done is the whitelist, so you could be able to pick up an MX rifle. I am not planning to do it, a lot of work for a mission our clan won't play anymore. Version 2 (Stable and tested): http://www77.zippyshare.com/v/WWnRZ2ZG/file.html I even made a Version 3, with WWII music, removed markers (GPS position on a map 100 years ago?), and some more changes. I haven't tried it yet, but should work OK: http://www114.zippyshare.com/v/PGhWDsg4/file.html
  14. regiregi22

    [SP/CO8] A 3 - Antistasi Altis.

    We just finished it! It ain't that impossible to achieve once you get patient and know how Antistasi works. We played it coop, between 1 and 6 players depending the time of day. We really enjoyed it, we will come back to it after some time. Maybe we'll try to port it to RHS. PS. I am part of the clan that had those problems related to saving the mission while the headless client was down. In the end, some mates managed to make it work. Thanks for all your support Barbolani.
  15. regiregi22

    [MP][CTI-COOP] Liberation (beta)

    Take a look at like 183: "if ( isNil "elite_vehicles_extension" ) then" Delete those units. And remember, for the elite vehicles to properly show up in the map, you must restart the mission.
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