Arma 3
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The Kuiper Engagements - Extended
   
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Data Type: Mod
Mod Type: Mechanics, Terrain, Weapon
File Size
Posted
Updated
204.064 MB
31 May @ 12:46pm
16 Jun @ 2:45pm
3 Change Notes ( view )

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The Kuiper Engagements - Extended

In 1 collection by Luca
The Kuiper Engagements: Extended
3 items
Description
Description:
This mod aims to extra content to TKE.
Currently it consists of a 4x4km micro-terrain, a few props and two new weapons.
  • Ganymede Map
  • Narwal SMG
  • Enforcer MkII
  • Props
  • 'EVA/Non-atmosphere system'
This mod also enables use of enoch-specific scopes on TKE weapons.

EVA System:
By default you can not breath on ganymede when outside of buildings. Make sure to equip specific EVA gear or turn off the atmosphere system under addon options (see last screenshot). This only applies to players.


Known Issue
Pop-up errors are from TKE, needs to be fixed on their side.

Planned (probably):
- Another, bigger, map
- More props/weapons


Credits:
Luca - Implementation
Yooles - Screenshots
Rogue - TKE assets and general stuff
Codius - Ideas, inspiration, names
Diwako - Answering questions/scripting help, EVA system improvements



Licence:
This addon is published under APL-ND[www.bohemia.net].
  • You may not reupload this addon.
  • You may not use this addon on monetized servers.
  • You may not change/rework any files of this addon.
If you want to do any of the above ask for permission first!
25 Comments
Luca  [author] 22 Sep @ 12:14am 
@Dee
surfaceType position player <- will return the surface type on your units position, the returned value can be put into the addon settings array to whitelist a surface.
Dee 21 Sep @ 7:49pm 
Sorry for bothering you again, but if I can ask, how would one go about trying to find a surface to put into the 'interior surfaces' section of the addon options?
Luca  [author] 13 Sep @ 1:33am 
@Dee
Its all available as options to toggle/edit.
Open your options-->addon options-->select this mod. Then you can edit everything as seen on the last screenshot here on the workshop page.
Dee 12 Sep @ 4:06pm 
Hi, thank you for all the work that you and your friends performed for this mod. It's wonderful!

I just wanted to ask that, earlier in the comment thread you described setting up something to disable/enable the EVA system during a mission, and I was just wondering how one might go about doing that. I'm not very experienced in arma coding, so I'm not quite sure what to do. Thank you for any help you can provide, and I hope you have a great day!
Bacta Juice 21 Jul @ 11:35am 
All it needs now is some blue goo.
EastSideEvan 24 Jun @ 6:48pm 
TAU KAPPA EPSILON
Luca  [author] 8 Jun @ 11:44pm 
@SMOKER
Like I said, those work perfectly fine for me. So make sure you use default settings.
SMOKER 8 Jun @ 3:23pm 
nope, i'm using the exact same black hallways that are in the map, also, i was looking at the config and it says that i can breathe if i'm "on concrete floor", which i don't understand how it works
Luca  [author] 8 Jun @ 1:28am 
@SMOKER
Using the objects from TKE works fine for me. If you are using objects from another mod they might not be set up properly and there is nothing you can do.
A workaround would be to disable the EVA system when players enter and enable it when they leave by setting the variable behind it and calling the function.
SMOKER 7 Jun @ 6:32pm 
what can i do to make a spaceship composition i made, not kill me because i'm not wearing protection while inside of it??

better explanation:
i made a composition using the interior hallways just like i've seen in the preplaced assets in the map, but i keep dying because of the lack of oxygen, how can i fix this issue??