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  2. red_spring

    Tier 1 Weapons

    Yep, my point was that it wasn't an european thing either so I don't know where he pulled that out from. Good to hear that there are more MCX coming though. The hk rework looks sweet, thanks a bunch for the hard work you put into the mod. 😁
  3. fingolfin

    Tier 1 Weapons

    European or not, as long as nobody makes a model for it and it is seen in US service, it won't be in the mod. But more MCX variants will come as soon as certain models are available. In the meantime, I have reworked the HK416 Geissele rail attachments according to CAG reference pictures. The flashlights are now all on the one or five o’clock positions and the pressure pads on the twelve or three o’clock. Some small texture improvements were made and some new small accessories made it into the mod.
  4. Melody_Mike

    [SP/CO - 4] "SILVER WIND"

    Hurrah! A mission that doesn't ask the complexity of ACE and doesn't need many gigabytes of mod downloads! (I say this as someone who loves playing with ACE, but has a hard time getting new players to join him!) Looks pretty polished. Will try it this weekend.
  5. Aurora152

    Ai Spawn Loop Limit

    Managed to get rid of the undefined variable error however, now the units don't seem to be adhering to their waypoints and I don't think the loop restarts when a unit is deleted. I have this at the moment: civgroup = createGroup [civilian, true]; civ = civgroup createUnit ["LOP_Tak_Civ_Man_01", getMarkerPos "civspawn1", [], 0, "NONE"]; AUR_spawn = [] spawn { AUR_civ_array = [ "LOP_Tak_Civ_Man_01", "LOP_Tak_Civ_Man_02", "LOP_Tak_Civ_Man_03", "LOP_Tak_Civ_Man_04", "LOP_Tak_Civ_Man_05", "LOP_Tak_Civ_Man_06", "LOP_Tak_Civ_Man_07", "LOP_Tak_Civ_Man_08", "LOP_Tak_Civ_Man_09", "LOP_Tak_Civ_Man_10", "LOP_Tak_Civ_Man_11", "LOP_Tak_Civ_Man_12", "LOP_Tak_Civ_Man_13", "LOP_Tak_Civ_Man_14", "LOP_Tak_Civ_Man_15", "LOP_Tak_Civ_Man_16" ]; while {(count units group civ) < 25} do { { civ = civgroup createUnit [_x, getMarkerPos [selectRandom ["civspawn1", "civspawn2"]], [], 0, "NONE"]; _wp1 = civgroup addWaypoint [getmarkerpos "civwypt1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = civgroup addWaypoint [getmarkerpos "civwypt2", 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = civgroup addWaypoint [getmarkerpos "civwypt3", 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "FULL"; _wp3 setWaypointBehaviour "CARELESS"; _wp4 = civgroup addWaypoint [getmarkerpos [selectRandom ["civend1", "civend2", "civend3"]], 0]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "FULL"; _wp4 setWaypointBehaviour "CARELESS"; _wp4 setWaypointStatements ["true", "{deleteVehicle _x} forEach units this"]; sleep 0.5; } forEach AUR_civ_array; sleep 1; }; };
  6. Melody_Mike

    Naval Legends (WIP)

    @AirwolfI empathize with your request for a landable carrier. Experimented a bit with createSimpleObject and BIS_fnc_replaceWithSimpleObject. The models simply don't have collision on their top decks. I sortof kindof improvised collision with a LOT of invisible walls. But at a ridiculous performance cost. And you'd still have the static airplane objects blocking you. Just a theoretical question: is the fact that the model is a single p3d (as opposed to several for the vanilla static ships) related to the PhysX simulation?
  7. Hello All, I have a mission where I need a constant flow of civilians coming through an alleyway. They spawn at 2 spawn locations, follow 2 waypoints then go to a waypoint to be deleted. However, the rate at which the civilians are spawning is faster than they are being deleted causing low FPS. I need to set a limit to the amount of units in the group. So far I have this: _civ = _civgroup createUnit [_x, getMarkerPos [selectRandom ["civspawn1", "civspawn2"]], [], 0, "NONE"]; AUR_spawn = [] spawn { AUR_civ_array = [ "LOP_Tak_Civ_Man_01", "LOP_Tak_Civ_Man_02", "LOP_Tak_Civ_Man_03", "LOP_Tak_Civ_Man_04", "LOP_Tak_Civ_Man_05", "LOP_Tak_Civ_Man_06", "LOP_Tak_Civ_Man_07", "LOP_Tak_Civ_Man_08", "LOP_Tak_Civ_Man_09", "LOP_Tak_Civ_Man_10", "LOP_Tak_Civ_Man_11", "LOP_Tak_Civ_Man_12", "LOP_Tak_Civ_Man_13", "LOP_Tak_Civ_Man_14", "LOP_Tak_Civ_Man_15", "LOP_Tak_Civ_Man_16" ]; while {(count units group _civ) < 25} do { { _civgroup = createGroup [civilian, true]; _civ = _civgroup createUnit [_x, getMarkerPos [selectRandom ["civspawn1", "civspawn2"]], [], 0, "NONE"]; _wp1 = _group addWaypoint [getmarkerpos "civwypt1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _civgroup addWaypoint [getmarkerpos "civwypt2", 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _civgroup addWaypoint [getmarkerpos "civwypt3", 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "FULL"; _wp3 setWaypointBehaviour "CARELESS"; _wp4 = _civgroup addWaypoint [getmarkerpos [selectRandom ["civend1", "civend2", "civend3"]], 0]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "FULL"; _wp4 setWaypointBehaviour "CARELESS"; _wp4 setWaypointStatements ["true", "{deleteVehicle _x} forEach units this"]; sleep 0.5; } forEach AUR_civ_array; sleep 1; }; }; However, I am getting an undefined variable error from the _civ in while {(count units group _civ) <25} I thought that it may be because the unit hadn't actually been spawned yet, so I put the top line in but still got the same thing. Any suggestions? TIA, Aurora
  8. Hey is it possible to make vehicle hidden and make it move on waypoints? I ask because I cant get the vehicle moving while it's hidden. Men seems to have no problem moving while hidden, it's just the vehicles thx
  9. Today
  10. red_spring

    Tier 1 Weapons

    The mcx is already in the mod, he was asking if it was possible to have a folding stock, how is that an "european thing"?
  11. kremator

    AI Discussion (dev branch)

    Why are we not talking more about this?? ..... 'Added: combatBehaviour and setCombatBehaviour commands' !!!! It is a HUGE improvement and needs to come out of Dev branch asap !
  12. We're currently mostly playing missions like Dynamic Recon Ops and TRGM2, where you can mix and match factions, so I was wondering: how well does it work to set up CUP factions against, say, RHS factions or factions from Project OPFOR? Are there things to keep in mind that don't work particularly well?
  13. faguss

    How to make an addon

    https://pmc.editing.wiki/doku.php?id=ofp:modeling:brsseb_start http://ofpr.info.paradoxstudio.uk/2460-oxygen.html
  14. Oh and @Walt73 , welcome to the forums, by the way! Are you this chap, or is that simply a coincidence?
  15. Yeah, I read the BIKI. But wasn't sure if this example applied when run in your "for" loop: // first iteration, i=1 _arr = [1,2,3]; _rem = _arr deleteAt 1; hint str [_rem, _arr]; //[2,[1,3]] // second iteration, i=2 _arr = [1,3]; _rem = _arr deleteAt 1; hint str [_rem, _arr]; //[3,[1]] Or whether it would keep the original _arr for both iterations. But I understand it's the above. Thanks!
  16. Jimi Markkanen

    RHS Escalation (AFRF and USAF)

    Is there any usability I'm missing to the floating pontoons? Can you attach them or anything, as they seem to glitch a lot when I try to put them together with the tug.
  17. Melody_Mike

    Positioning Roadside Elements

    Wow! Randomly spawned traders. This would fit very well in a scenario such as Antistasi. Would encourage players to explore more instead of directly commuting back and forth to base, which takes a lot of time and gets pretty repetitive.
  18. It only selects one player from the array, so needs to be run through the from....to loop twice to get two results. The handy thing about deleteAt is that it not only removes the element at the given index, it also returns the removed element - https://community.bistudio.com/wiki/deleteAt - so you don't need to manage any of that yourself.
  19. Sorry to hijack this thread. But I am wondering about another use case for that random player selection. In my particular problem, I want to randomly select two players as hostages in a mission. The hostages have a different starting location and equipment (eg no map). They should get a different briefing, which means that the function should execute before mission start. Server is dedicated. I guess my question is two parted- A) Would the function/script fire at the right moment if set up like this in description.ext: class CfgFunctions { class MeM { class MyCategory { file = "functions"; class randomhostage {}; preInit = 1; // or postInit ? }; }; }; And run in the initserver.sqf? B) Does the- Line always select 2 unique players (does _players array update between loops)?
  20. Hi Bohemia, is it possible to get a reply to this query please?
  21. Anthrax01

    Kingdom of Masere

    Patch notes 25/02/2021 - Added "Masere Royal Marine Defence Force"(RMDF) - Kingdom of Masere renamed to "Masere Royal Ground Defence Force" (RGDF) - RMDF Uniforms, helmets, vests, backpacks added - RMDF Units added - RMDF Vehicles added - RMDF Groups (Will need tweaking later) - RGDF "Deck Crew" renamed to "Mechanic" - Basically too much stuff to really list off properly and i didnt record any of this lmao
  22. 2.02.147343 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit - Added: "forceMapOutsideColor" config option to CfgWorlds/OutsideTerrain to disable rendering of outside terrain on map - Added: Server-side log message when mods/signatures do not fit into the Steam Query data limit - Added: New mission config parameter AllowProfileGlasses - FT-T155328 - Added: 3DEN warning message when attempting to edit a scenario which was saved using mods that modify 3DEN itself - FT-T154222 - Added: drawIcon3D now has an option to separate the icon and text colors - Tweaked: Changed the active server browser tab after disconnecting from a server - FT-T156008 - Tweaked: General performance improvement - Tweaked: Performance optimizations for AI CostMap generation - Fixed: setSoundEffect envSound did not delete with triggers - Fixed: "left" align on drawIcon3D was not working correctly - Fixed: It was possible to activate the GetIn action multiple times if a vehicle is using slow opening door animations (precise get in) - Fixed: Placing entities in Zeus was deducting the incorrect price - FT-T156972 - Fixed: magazinesTurret would produce an error when the turret path length was greater than 1 - FT-T156981
  23. What it does: Blocks connecting,connected,disconnected etc messages from systemchat. (Working only with the English localisation atm). 1. ExileClient_object_player_event_hook.sqf add below addMissionEventHandler ["HandleChatMessage", { params ["_channel", "_owner", "_from", "_text", "_person", "_name", "_strID", "_forcedDisplay", "_isPlayerMessage", "_sentenceType", "_chatMessageType"]; _channel = _this select 0; _text = _this select 3; _ltxt = toLower _text; _doNotShow = ["connected","connecting","modified","disconnected"]; if(_channel == 16) then { { if(_ltxt find _x > -1)exitWith{true}; } forEach _doNotShow; }; }]; 2. ExileClient_object_player_event_unhook.sqf add below removeAllMissionEventHandlers "HandleChatMessage";
  24. At its current state its not supported imho. It is possible to rework the whole thing to work with 1.0.4, but so far no one've done it. Going 5 years back, thats when the original GR8 Humanity was last updated, Exilemod was like v0.8 and a lot have changed since then. So take that into an account.
  25. I guess your weapon shop was reading compatibileItems[] array instead of i.e. using https://community.bistudio.com/wiki/BIS_fnc_compatibleItems ?
  26. ariel777111

    Naval Legends (WIP)

    EXELENT, EXELENT, EXELENT
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