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BACONMOP

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Everything posted by BACONMOP

  1. Don't load Radios from arsenal, there is a good chance of the radio not getting the correct radio frequency.
  2. So I downloaded the 2 mods and I just don't see the osprey from that mod being practical, especially after flying it. With the Huey's I was impressed by the wide range of helicopters and the many many different armaments and that he fixed the animations for the gunners that all other Huey mods have, but he has the whoopdey doop flight model which is soo bad that it out weighs everything that it does well.
  3. Please note that there are a few kinks that we still need to work out with ACRE but once we have those fixed and sorted it should prove to be more immersive and versatile than TFAR.
  4. Greetings to the EU 3 members. Today we have a special update for you all. We will be adding the winter version of Chernarus with a version of Gauntlet complete with a snowstorm. This will be available to play on from now until January 4th. Secondly, we are switching from TFAR to ACRE. ACRE works very similarly to TFAR, however, there are some big changes. Changes such as things like duplex, different hotkeys (Caps is still radio PTT), and set radio channels.
  5. Logo would be the team handling statics and on al rayak there is a HMG team.
  6. I am currently looking for people who want to help develop I&A. If you would like to help then what you will need to do is make a side mission for I&A and send it to me in a PM.
  7. I nominate myself for most angriest person.
  8. Most of the snow maps for ARMA 3 are a bit sub-par and that there is no proper snow particle effect. I did find one okish blizzard script and I don't see it being used for more than 1 gamenight and I don't really see the point of a snow map without a snowstorm.
  9. I just had a look at the ACE medical functions. Try addAdmageToUnit. /* * Author: PabstMirror * Manually Apply Damage to a unit (can cause lethal damage) * NOTE: because of caching, this will not have instant effects (~3 frame delay) * * Arguments: * 0: The Unit <OBJECT> * 1: Damage to Add <NUMBER> * 2: Selection ("head", "body", "hand_l", "hand_r", "leg_l", "leg_r") <STRING> * 3: Projectile Type <STRING> * * Return Value: * HandleDamage's return <NUMBER> * * Example: * [player, 0.8, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit * [cursorTarget, 1, "body", "stab"] call ace_medical_fnc_addDamageToUnit * * Public: Yes */
  10. I don't know the ace functions but my guess is that you are using the wrong function. You should look for functions that involve setting damage and probably that don't have handle damage, but that is just a guess.
  11. There are parameters you can change either in the lobby each time you start the mission or permantly with the description.ext
  12. The IED script has issues with multiplayer and usually tends to spawn a couple hundred IED's or none at all. Also from missions that we have done with IED's they don't really work in terms of gameplay.
  13. Hello and welcome to this weeks game-night We will be playing Hostile Negotiations On ArmA3 EU#3 MODDED. The map is AL-Rayak The meet up time will be as follows: Sunday - 3 PM GMT Mission start Brief: This is a PVP Hostage rescue mission. A rebel faction has taken some hostages and is negotiating for a truck filled with weapons and AMMO. BLUFOR must try to negotiate for the safe release of the hostages. If all else fails then it will become a bloody battlefield. Note: I will only start filling more than the first 3 hostages only after the majority of the regular slots have been filled. You will not be allowed to JIP once the mission briefing is over.. Click here to apply for a slot! Failing to do this my mean you are not guaranteed a slot. I'm stressing that any mucking about while we are doing this event will be met with according punishment for degrading other players enjoyment of the event. Normal EU#3 rules apply Hope to have a good turn out and I will see you on the battlefield For info on how to get the mods click here.night
  14. CUP weapons and units are of a shit quality when compared to RHS and are unfortunately a requirement for CUP vehicles.
  15. The mission has mod dependencies that the server is not launching with. Make sure the server is running the mods.
  16. Also the teamkilling probably stems from having every fireteam be on a seperate radio freq and splitting squads halfway across the AO. Fireteams should for the most part stick fairly close together covering each other with bounding movements and should not really be more than 50 meters apart when not engaged with the enemy.
  17. Gauntlet changes mission automatically every 4 AO's.
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