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If you are still pursuing the development, please consider an option to disable the 'sleepingbag' respawn option, possibly through CBA settings. This would help me include your mod in missions with scripted respawns.
Pros:
The player sees his weapon next to the steering wheel, not bad 3D model vehicle and its cargo, at first time I see in Arma3 there is an animation for the death of the vehicle driver!
Minuses:
"Visible changes to cargo with inventory changes" - this not works. Simple example - In cargo the player sees a completely different AT-launcher, not that he has. Also if you release the vehicle inventory, then the cargo compartment will is still visually full.
The damage model is horrible, vehicle is almost impossible to destroy with bullets. Its body and wheels appear unnaturally armored. Impossible to damage the engine, it doesn't seem to exist at all.
The mortar would be a lovely asset, very easy to operate, simple to set up and very neat features. Unfortunately I'm experiencing an issue where the shells land extremly off target (charge 1, range 900m and lands at 150m for example). This seems to primarily happen when I tap the page down (increase range) in attempts to make tiny adjustments. The first one or two rounds may land on target but all of a sudden the rest just fall extremly short. After this, the ranging ends up being somewhat messy and I don't trust it at all.
First off, awesome mod!
Then a question - Im the leader of a group that is utilising your mod. However, we would very much like that these vehicles had the option of turning off their ability to function as spawn-positions. As this is something we would like to be in control of.
Is there a way of changing this?
Item_rhs_mag_maaws_HEAT
Seems like if its spawned in with Zeus then it works for the person who spawned it in but not for anyone else.
https://youtu.be/dNq8Hq_V5yI
This mod's the best 60mm Mortar mod around and I'm hoping to use it for an Arma group I'm part of, but we don't want to add the entire 6x6 mod to the modline due to the size.
im seeing only the tires go flat??
_atv = vehicle player;
(_atv) execVM 'NDS_6x6_ATV scripts NDS_6x6_ATV_init.sqf';
from the debug console in MP .... seems to work ...
Neddles is possible to fix?
6x6 ATV (CAM)
NDS_6x6_ATV_MIL
6x6 ATV (DES)
NDS_6x6_ATV_MIL2
6x6 ATV (Empty)
NDS_6x6_ATV_MIL_EMPTY
6x6 ATV - Civilian
NDS_6x6_ATV_CIV
6x6 ATV V1 - LONG RANGE
NDS_6x6_ATV_MIL_LR
6x6 ATV V2 - LONG RANGE
NDS_6x6_ATV_MIL2_LR
Shure, you'll need a debug console to do it and it would be better to do it "in the editor or mission itself".
["NDS_M224_mortar", "init", {
_mortar = (_this select 0);
_mortar setVariable ["ACE_mk6mortar_exclude",true, true];
}] call CBA_fnc_addClassEventHandler;
Use this code serverside and spawn a new mortar. I don't know if it works with allready placed ones and haven't tried it.
is there a way to do it ingame ?