Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan






Di Youtube 


Can I disable the automatic launching smoke grenades on vehicles when APS is activated?
Can this only be done using this script? And what needs to be changed in the script? The value from 1 to 0 and true to false?
Does this also apply here that it can only be used for one vehicle?
_vehicle setVariable["dapsCanSmoke",1,TRUE];
I recommend playing the campaign without mods. There are very few mods that are compatible with the campaign. Most of them are mods that only reskin units etc.
is it possible to have some CBA settings to make APS's performance editable, such as reload time or something? if any vehicle with APS on seemed invulverablr to infantry units, that may seriously degrade the gameplay experience i think.
I am trying to do this by myself, but I fear will not be able to, due to the lack of my coding skills. I would be very glad if you did this man.
The vehicles with modules are meant to be deleted, and if you control the vehicle through zeus, you can't see the APS status
APS won't fire on AI because AI likes to turn off their engines quite a lot, try forcing the engine to be turned on