安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






this setVariable ["T1AM_UnitAllow", true, true];
in its init field (unless the mission is set to where everyone is an authorised user).
You can change the keybinds under Controls -> Addons -> Tier1
Check the top of the mod page for a step by step video guide.
I do appreciate your swift response and your guidance. I was able to make it work with your recommendations. You are truly a god.
Thank you
It might be the coordinates of the map itself are unusual. On the mod's description page under Compatibility is more info. If you don't use the ACE mod, then inputting the map coordinates with the map click function should still work. In addition, I once saw a map with completely bugged coordinates, for that you can try a last resort option. You can go to the mod's options in game (CBA mod options menu) and try to enable "Force Vanilla Grids In The Code" and then input all coordinates with the map click function.
I think there are a few, but I never used them. You might be better off asking in the Arma discussion board, someone there might know more.
If you are the mission maker, you could use Zeus for example to rearm the vehicle. If you want infinite ammo in general, you'd need to script something.
It does not.
In the video? It's the one from the Contact DLC, Livonia.
No, but you could try the Remarks feature (top right) to make notes. That might help you differentiate or mark specific missions.
Check out the mod's description page and look under "Mission maker info". You can use the ingame mod options menu or a scripting command.
Unfortunately no.
It adds artillery units automatically if they are manned by AI.
If you use a headless client, you'll need to make an exception for the artillery units because the mod tries to make them local to the server (to circumvent AI bugs).
Is there a way to add artillery vehicles to the tablet that are spawned during the mission?
Thanks for the report. It should be fixed now.
Once a player takes control of a artillery battery and forget to relinquish control, then he disconnects / loses connection from the server, the battery will always be occupied until mission restart.
Would you please make the battery automatically freed once controller disconnects from the server? For example, by adding some event handlers?
Do you mean in the saved missions list? this is by design, so that you may load them again at a later time
What do you mean exactly?
Update: IT WORKED!
Thanks for the help mate! 10/10!
Too bad I can't add in more mods as I already am running like 30 mods lmao
That one should work. If you absolutely need a western towed arty unit, you can find it in some other mods, like RHS or Pook Arty.
Ah! I see, what a shame, however the D30 from CUP should work fine then I suppose?
It's a shame arma doesn't have much in terms of towed artillery.
The CFP mod copies the CUP M119, which has missing memory points. I reported the bug to CUP a year ago. It's still on their bug tracker. I guess they didn't get around to fixing it. It's the only CUP vehicle that is missing these memory points, so the other CUP vehicles should work fine.
It's the M119 howitzer from CFP
That error usually means the vehicle you're using has missing memory points (a bug in the vehicle). Which vehicle were you using?
Might it be that there is a compatibility issue with the persist mod?
Thanks for the heads up. I added compatibility for both the current and upcoming versions of LAMBS Danger. So, the errors should be gone now.
https://pastebin.com/bDMBT9RT