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20 hours ago, GEORGE FLOROS GR said:

Hello Tourist !

 

Did you add a ravage ai module ?

If no it will not work.!

 

Hello again, GF!

 

unfortunately, I DO have the RAVAGE ambient AI module on - mission has both zombies and bandits spawned by RAVAGE modules.  What else might cause the problem?

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20 hours ago, tourist said:

What else might cause the problem?

 

I will check this and tell you Tourist !

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On 9/10/2018 at 2:39 AM, tourist said:

What else might cause the problem?

 

Hello Tourist i just noticed that @MisterOth  found why :

 

19 minutes ago, MisterOth said:

set trader presence in the module to 100%

 

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On 9/10/2018 at 2:39 AM, tourist said:

What else might cause the problem?

 

This is false because i just tested and it works also with 0 or 1% presence.

So actually it's not this.

Might be also a similar problem as @misteroth ?

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Hi GF 

Just to let you know the link for "16.GF Vehicle Radio chatter script" is not the correct one.

Thank you for your work

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59 minutes ago, MisterOth said:

the link for "16.GF Vehicle Radio chatter script" is not the correct one.

 

Thank you very much MisterOth !

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Hello to Everyone !

 

A new script has added , in the Compilation GF Scripts topic !

 

 

gf-fog-script-version-10-1_4.png

On 23/10/2018 at 12:19 PM, foxhound said:

The Armaholic mirror has been updated with the new version:

 

news_download_a3_3.png
GF Fog Script v1.0

Thanks !

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You have developed a great library of scripts to use. Could you explain the color correction more. I am not sure as how exactly one is to use only one correction. for example You state place this in a Mission_Parameters.hpp file correct?

"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [1, 1.1, 0.0, [0.0, 0.0, 0.0, 0.0], [1.0,0.7, 0.6, 0.60], [0.200, 0.600, 0.100, 0.0]];
"colorCorrections" ppEffectCommit 0;

 

Can your vehicle radio work in any editor vehicle like just a radio?

 

LASTLY, 

 

AND, how about some gl or mortar flares...... well better then the BIS flares at least. 

 

A user by the name KLS made an addon for flare improvements as such;

/*
 * See issue 0018397 - "Flares are useless":
 *
 * http://feedback.arma3.com/view.php?id=18397
 *
 */
class CfgPatches
{
    class KLS_FlareFix
    {
        units[] = {};
        weapons[] = {};
        requiredAddons[] = {"A3_Weapons_F"};
    };
};

class CfgAmmo
{
    access = 1;
    class FlareCore;
    class FlareBase: FlareCore {
        timeToLive = 80;
        brightness = 200;
        intensity  = 1000000;
    };
    class F_40mm_White: FlareBase {
        timeToLive = 40;
        brightness = 125;
        intensity  = 1000000;
    };
    class Flare_82mm_AMOS_White: FlareCore {
        timeToLive = 30;
        brightness = 200;
        intensity  = 1000000;
    };
};

Is this anything you could improve on to make it a script only and override the addon. may be even have the flare float down with parachute. just ideas.

 

Your mod could use these two things as well. 

 

Thanks for your scripting. 

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23 hours ago, jandrews said:

Mission_Parameters.hpp

 

Hello there jandrews !

 

In the informations i have post on how to add mission parameters , that there are already included in side the example mission.

 

If you dont want to you can open the GF_ColorCorrections.sqf and select :

//________________	If you are using the Mission_Parameters.hpp then , disable this or else , Select here :	________________

GF_ColorCorrections = 3; 

 

23 hours ago, jandrews said:

Can your vehicle radio work in any editor vehicle like just a radio?

 

The code will run to any vehicle on the editor or spawned and there is inside the script an exclude list also.

 

For the flares alias if you search has a configurable script.

 

Nice ideas!

and thank you very much also !

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On 29/8/2018 at 3:02 AM, GEORGE FLOROS GR said:

gf-missions-script-version-10-preview_4.

GF Missions Script

20 hours ago, GEORGE FLOROS GR said:

Changelog:

 

v2.0
added a lot of available options,
added the EOS Script,
added a custom spawn system,
added more missions,
addded a time out option,
the missions that must be spawn in the desired position,
added safe areas,
added addactions,
added the new GF_Set_Custom_Loadout script, which is modified for this purpose,
scripts for the spawned enemies will allow everyone to select from an array for the classnames for ex: RHS units , vehicles , etc
excluded GF_Police_and_Siren script ,
and there are a lot of changes on the whole script.
This version is completely reedited.

 

Thanks !

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A new script added , in the Compilation GF Scripts topic :

 

gf-auto-loot-script-version-11-1_4.png

GF Auto Loot Script

 

news_download_a3_3.png

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Hello George Floros, i am trying your scripts and the earplug script had a bug on my server, i can use it 1 minutes max and after he don't work anymore ...

 

Did you know what is the problem ? 

 

94.250.209.160:2302

 

I reinstall it 2 times on the server but never work longer then 1 minute ...

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14 minutes ago, Fabien Jost said:

1 minute

 

Hello there Fabien Jost !

 

Are you using the script or the mod version ?

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You mean that you are using the script and the mod at the same time ?

 

I' m going to check this so else , but i haven't notice anything.

Just , it might interfer with mods or other scripts probably.

 

 

# Welcome also to Bis Forums !

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