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    • Btw another question, how can I save the GL3 parameters so that I don't have to configure it every time I start a mission? I always want each mission with the same configuration, basically the AI skill settings to the maximum, and with the DSAI deactivated, among other settings, but every time I start a mission a menu appears with the settings, and by default it appears with the AI on easy mode, so at least I would like it to appear with the AI in hard mode so I only have to press start mission.
    • initSpeed, is as the name suggests, the speed the bullet has when it is initialised. It does not accelerate to its muzzle velocity, it is created with a velocity defined by initSpeed internal ballistics are not something that BI bothered with simulating in Arma's projectiles. Any delay between mouse press and the bullet's initialisation at initSpeed will only be due to framerate
    • if ( ((lifeState player) in ["HEALTHY", "INJURED"]) and ((( (str currentWeapon player) find "Laserdesignator" ) > -1) or (((UAVControl (getConnectedUAV player)) #1) isEqualTo "GUNNER") ) and (cameraView isEqualTo "GUNNER")) then { authtacping = screenToWorld [0.5,0.5];// << [x,y,0] unless resized publicVariable "authtacping"; nul = remoteExec ["tky_fnc_showauthtacping", 0,false]; }; if ( ((lifeState player) in ["HEALTHY", "INJURED"]) and (visibleMap)) then { authtacping = (findDisplay 12 displayCtrl 51) ctrlMapScreenToWorld getMousePosition;// << [x,y] authtacping pushBack 0; publicVariable "authtacping"; nul = remoteExec ["tky_fnc_showauthtacping", 0 ,false]; }; /* Code written by Tankbuster */ #include "..\..\..\includes.sqf" __tky_starts scriptName "fn_showauthtacping"; private ["_atpmapip","_atpuiid"]; private _st = serverTime; private _ctrl = findDisplay 12 displayCtrl 51; if ((goggles player in ["G_Goggles_VR", "G_Combat_Goggles_tna_F", "G_Combat", "G_Balaclava_TI_G_tna_F","G_Balaclava_TI_G_blk_F","G_Tactical_Clear", "G_Tactical_Black"]) and ((lifeState player) in ["HEALTHY", "INJURED"])) then {// player has received a ping, has the required gear and is alive // draw ping icon on map _atpmapip = _ctrl ctrlAddEventHandler ["Draw", { _this select 0 drawIcon [ "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", // Custom images can also be used: getMissionPath "\myFolder\myIcon.paa" [0.73,0.24,0.11,1], authtacping, 64, 64, 0, "Ping", 2, 0.03, "TahomaB", "center" ]; }]; // draw ping icon on game ui _atpuiid = addMissionEventHandler ["draw3D", { drawIcon3D [ "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", [0.73,0.24,0.11,1], authtacping, 1.5, 1.5, 0, "Ping", true, 0.03, "TahomaB", "center", true, 0, -0.06 ]; }]; playsound ["TacticalPing4",false]; sleep 30; removeMissionEventHandler ["draw3D", _atpuiid]; _ctrl ctrlRemoveEventHandler ["Draw", _atpmapip]; }; Note this is ripped straight out of my mission. You'll need to remove code that is specific to it.  
    • Aaah, now I understand that issue. Thank you!
    • @panzergrenadier3: the code for traders is bit old, and may need improvements; but there's one thing worth noting : items sold by traders have to be physically present in their backpack. If they don't have enough room, some items may be randomly skipped. One potential tweak I could make is to have them store their goods in defined containers or crates for "sedentary" traders; but that will most likely require some big changes (and maybe a dedicated module).