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Rapporter et oversættelsesproblem
Started fiddling about with this in combination with Devourerking's Necroplague Mutants, and managed to turn the toxic grenades into Necroplague infection nades as well...
By the way, is it possible to define several masks as protective gear within this script, or is it limited to one specific class name only?
damn its a pity,im using KA weapons pack and have same issue with those special grenades so was hoping to switch to your mod if they could use them.
Thanks anyway,i might take a look again later
Works against AI but AI is not scripted to use them or predict their effect
https://www.youtube.com/watch?v=mx99lIjZmqI
Thank you for sharing mate!
In principle yes.
I think will be much easier to use the EMP script with that object.
I mean replacing the explosive in the C4 mod with your emp script. That way we get an emp explosive device but that attaches to vehicles ;) and other surfaces.
Awesome. And the incendiary is a beauty too.
Give me a link and we will see
I wanna ask you if you could do a ION Cannon effect script from the Command & Conquer Renegade or Tiberian Sun.. google it and you'll see what I mean. Or Mail me via PM or migi88@gmx.ch, ill also would donate for.. your friendslist is full and i cant request here over steam.. cheers
See the fire script, does exactly that
Thanks bro!
I think grenades are deleted by engine too early for script to kick in, could be workaround i will do a test when i have time.
also
here is fixed EH for ACE Advanced Throwing:
["ace_firedPlayer", {private ["_al_throwable"]; _al_throwable = _this select 6; _shooter = _this select 0;
[_al_throwable,_shooter,"ACE_M14","B_IR_Grenade","O_IR_Grenade","ACE_M84"] execvm "AL_grenades\al_grenade.sqf"}] call CBA_fnc_addEventHandler;
I haven't test it with RHS or ACE so i don't know what the issue could be
I will think about it for the update.
@Chong
Partially, so... no