Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. beno_83au

    Adding Custom Voices

    Try here, seeing as this has nothing to do with the OP. Plus, you already opened your own topic about it anyway, and even that was in the wrong spot.
  3. Update now available on steam workshop!
  4. Thanks! That's intended behaviour actually. It's to stop the action menu from constantly pinging up with new things all the time and to reduce the need for some of the checks for optimisation purposes.
  5. Can someone plz help me find my days standalone GUID?
  6. skittles55123

    Adding Custom Voices

    can anyone help me find my GUID??
  7. beno_83au

    Adding Custom Voices

    The ArmA 3 script commands wiki. At the top, just under See also is the link for Scripting Commands by Functionality. Click on that, and go down to (obviously) sounds.
  8. TADST can't do that. It is just a launcher.
  9. Glad you got it sorted.
  10. Today
  11. Here is the mission: https://drive.google.com/file/d/14OXVOLvl6jqO7wydEmY0R794bLxnn0PQ/view?usp=sharing It's just a simple VR setup to test all the things. It will throw zeus-related error when tested on local server, but that's ok. Everythins's there and it's easier to see it ­čÖé
  12. Added several mods to the list and clicked update, now I'm stuck loading forever on "Loading Steam API...OK"
  13. GEORGE FLOROS GR

    Scripting General

    9.How to create a Mod Check :
  14. Maybe in the event handlers of the ui itself? I don't see anything here that would explain the global MP execution.
  15. GEORGE FLOROS GR

    Scripting General

    8.How to add message on player death :
  16. Verdet

    Admin stuff

    Add force respawn action
  17. I know now that local player returns boolean. The DialogOwner and DialogOption are in intiPlayerLocal.sqf but are given new values in that script. getText is just a simple switch: params ["_speaker", "_option"]; _outputText = ""; switch (_speaker) do { case "Journalist": { switch (_option) do { case 1: { _outputText = "I am standing here"; }; case 2: { _outputText = "Noting happened here"; }; case 3: { _outputText = "I don't need help"; }; default { _outputText = "Que?"; }; }; }; case "Alexander": { switch (_option) do { case 1: { _outputText = "I am curing that guy"; }; case 2: { _outputText = "He got hit by shrapnel"; }; case 3: { _outputText = "If you have some bandages to spare, that would be lovely"; }; default { _outputText = "Que?"; }; }; }; case "Rebel": { switch (_option) do { case 1: { _outputText = "Fighting for the motherland"; }; case 2: { _outputText = "Nothing"; }; case 3: { _outputText = "Come help fight with us"; }; default { _outputText = "Que?"; }; }; }; default { _outputText = "... Silence ..."; }; }; I can upload the mission somewhere, if you want to check the whole thing. There's also framework, but that shouldn't influence the script in any way.
  18. GEORGE FLOROS GR

    Scripting General

    7.How to make a certain unit/s to handle more damage :
  19. Ghost

    Ghost Missions

    Enemy Assault For Altis, Stratis, Tanoa, Malden updated. This is sort of a Hotfix. Some of the maps werent setup the same and had some errors with default gameplay. As always the missions can be played with regular vanilla - No Mods Required. You can find them on the steam workshop. [ 23 FEB 2019 ] Changes: -Fixed issue with transport heilcopter escort not following transport on rtb -Improved putting task objects in buildings. should error out less -Added ACE Arsenal when ACE mod is active -Adjusted some objects on ships -Fixed Error for default enemy type choice
  20. " Local player " does not make sense. "variables´╗┐ DialogOwner and DialogOption are storled at initPlayerLocal´╗┐.sqf" does not make sense either since they are defined in your script.sqf Nothing here explains the remote execution, can you also provide the getText.sqf ? ´╗┐´╗┐
  21. Von Quest

    F.R.O.G.S -- Combat Diver Project

    v0.3.6 Beta ======================= CHANGED: Misc code tweaks ADDED: User Object back in (ie Laptop, etc) ADDED: More Boarding Options ADDED: More NAV Options ADDED: Underwater Start ADDED: Auto-Teleport into Sub Comp. ADDED: Commander Random Drop-Off ADDED: User Boarding from OUTSIDE Sub ADDED: Re-Enter Sub after Lockout
  22. GEORGE FLOROS GR

    Scripting General

    6.How to disable the access of an item :
  23. GEORGE FLOROS GR

    Ravage Mod

    Hello there Donnie ! You c´╗┐an add the items that you want to be available or excluded , if you remove the "!" from the code : if (!(_item in GF_List)) then { GF_List =[ // add your list "classname", "classname" ]; player addEventHandler ["Take",{ params ["_unit", "_container", "_item"]; hint format["You picked a %1",_item]; if (!(_item in GF_List)) then { _unit unassignItem _item; _unit removeItem _item; hint "You can't wear that!"}; }];
  24. GEORGE FLOROS GR

    Ravage Mod

    I had reply to donnie who wanted a similar code some pages back , i'm going to check it !
  25. GEORGE FLOROS GR

    GF Auto Population Script - Mod

    Hello there ariel777111 ! Yes off course , it is possible to add the classnames of the mod that you want. # and by the way , it's also about to be updated , because i have finish with all the updated code and now i'm running the last tests.
  26.  EO

    Ravage Mod

    Could use a little guidance for a few things... I want my playable character to remain in the same uniform from start to finish, (he's just a regular joe dressed in civilian clothes) It's important that the player can loot "Boss Zeds" but I don't want the player to be able to equip "Boss Zeds" uniforms...Is it possible to deny the player access to uniforms? I'd also really like the player to complete the mission with a pistol, but at the moment all my hand placed zeds are proving just a little too strong...Is there any way to "nerf" zombie health to a more "arcadey" level?
  1. Load more activity
├Ś