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  2. I'm not sure exactly, but I don't see why MCC4 wouldn't be compatible with Vcom. The GAIA aspect and Vcom may play alright together. Vcom AI does not generate additional waypoints if there are already waypoints created
  3. RaVeN103

    Base Building 2.0

    only 4 files need to be inserted into the customcodes. If you have already changed these, you only have to insert a few codeblocks. the objects can be used as an addition to exile, so no changes are necessary. or there will be a database script that exchanges the exile objects. So Very Easy for everyone 😉
  4. New release today ! Update 1.4a (20191018) Changelog : Added : - Some cleanup and debug values removal - Added CPU Temp Gauge - Added Console Output Visualizer (buggy though) - Added the Status Tab Fixed : - Fixed Crashing when converting string decimals to int in profile - Fixed crash when importing mods from steam while not putting Steam folder - Fixed process finding to handle 64bits and parameters GitHub link
  5. Today
  6. killzone_kid

    Spawn units when player near markers

    This is horrendously inefficient code. Does marker position change? If not, you should store it and use that instead of querying it each time with getMarkerPos. Also use findIf instead of count.
  7. I like the new changes to machineguns; but there is one thing that nags me. Going prone. Machineguns are not precision weapons, the reticule and accuracy should not shrink down to the degree that it does. Also, their weight and bipod mean that their recoil is easily tamed. Laying down behind a MG you will not have it point at the sky after a few rounds fired. Nor are they usually very accurate; most machineguns come with spare barrels that you swap when shooting to allow the barrels to cool inbetween firing cycles- something that greatly interferes with accuracy. So for the sake of versimilitude, please make the bipods and prone matter, like you made their weight and ungainlyness matter.
  8. so another wish: On arma 2 and the Dlcs there are a several civilian cars. VW Golf and Skoda Ocatvia overall, are a good models that match with the cars in vanilla, like so the SUV Suburban. Please BI put in game, in the next patch, these cars give a lot of immersion on gameplay. thanks in advance
  9. Yonif

    Combat patrol on Official servers

    I'm not sure about what you are asking about. Did you want to start a combat patrol server at official server? You can do it by join a server that enabled admin command, vote yourself as an admin and the select for the mission, and choose combat patrol.
  10. Yonif

    Logitech F310 Hard Coded ?

    When in controller settings, you need to click disable, and then the menu for customizable gamepad for F310 will pop up on the top of the disabled one. I'm using Logitech F310 too.
  11. You need to be gunner of have helicopter crewman in gunner seat. And then you can give them order to attact specific target by pressing T.
  12. I don't have any answer, but i have a stupid question. What is the benefit of changing the sound's sampling rate?
  13. Kuljack

    Ammo

    You don’t need to keep making new posts about this.
  14. killzone_kid

    Screamer on kill

    That’s right, you can’t set variable on number. Better question is why do you want _killer to be a number instead of an object?
  15. Is there any way to perfectly control the helicopter's advanced flight model with just a gamepad? Right now I'm using the regular gamepad Logitech F310. I bind the collective (analogue) to my right controller stick. The problem is because the collective acting as a lever, when I'm not touching the right thumb controller, the collective stays at 50% power, making it impossible to perfectly hover and trying to land smoothly. To be able to do collective raise I must holding up the controller, as well as collective lower with holding down the controller. Is there any way to fix this in order to achieve smooth control over the collective? I don't know what the correct term that I'm looking for is, full axis control maybe? Because I think my state of gamepad's stick for the collective is two axis.
  16. The command , I recommended using, is extracting building position automatically. Positions that are spread inside , including second / third / whatever floors. Will work with other structures. You don't need to hardcode Z values as you did. i.e - place trigger called lootMarker , init the code: weaponArray = [ "arifle_MXC_F", "hgun_P07_F" ]; houseArray = (getMarkerPos "lootMarker") nearObjects ["house",300]; { buildingPositions =[_x] call BIS_fnc_buildingPositions; { weapon = weaponArray select (floor (random (count weaponArray))); itemBox = "WeaponHolderSimulated" createVehicle [0,0,0]; itemBox setPos _x; itemBox addWeaponCargoGlobal [weapon,1]; } forEach buildingPositions; } forEach houseArray; This will spawn random weapons from weaponArray on all positions in all houses in radius of 300 meters from trigger. If you want to you can make some to spawn and some not, as not forEach buildingPosition. The point is , I recommend using "automated" positions of the buildings models and not hardcoded per attached object like helipad.
  17. fn_Quiksilver

    Band of brothers Missions

    thank you ! 🙂
  18. fn_Quiksilver

    Apex Framework

    it is a good place I use fn_clientEventRespawn.sqf to reset many variables but Killed event works too
  19. stanhope

    Arma 3 Battleye Trojan Detection

    No, but it is possible that your antivirus is giving you a false positive, just make an exception for it. Which antivirus are you using out of interest?
  20. JIMMI DEE BILLY BOB

    Keep INIT after Respawn

    82/5000 hi, i have a problem repeating other than the first part of the script in the respawn module script, Original in the vehicle init, and i works. 0 = this setPylonLoadOut[3, "PylonRack_Missile_HARM_x1", true]; 0 = this setPylonLoadOut[4, "PylonRack_Missile_HARM_x1", true]; 0 = this setPylonLoadOut[1, "PylonMissile_Missile_BIM9X_x1", true]; 0 = this setPylonLoadOut[2, "PylonMissile_Missile_BIM9X_x1", true]; 0 = this setPylonLoadOut[5, "", true]; 0 = this setPylonLoadOut[6, "", true]; result = [this, "CamoGrey", []] call BIS_fnc_initVehicle; this addEventHandler ["Fired", {_this execVM "trackShell.sqf";}]; But in the expression field there I come _this select 0 setPylonLoadOut[3, "PylonRack_Missile_HARM_x1", true]; _this select 0 setPylonLoadOut[4, "PylonRack_Missile_HARM_x1", true]; _this select 0 setPylonLoadOut[1, "PylonMissile_Missile_BIM9X_x1", true]; _this select 0 setPylonLoadOut[2, "PylonMissile_Missile_BIM9X_x1", true]; _this select 0 setPylonLoadOut[5, "", true]; _this select 0 setPylonLoadOut[6, "", true]; result = [this, "CamoGrey", []] call BIS_fnc_initVehicle; _this select 0 addEventHandler ["Fired", {_this execVM "trackShell.sqf";}]; On respawn, only pylan 3 with a PylonRack_Missile_HARM_x1 has been changed, thus the first part of the script. Please help me pierremg, practically all the script I use comes from you 😄 I beg you
  21. Beautiful models, especially the S3, having had to endure wearing it for hours on end I'm glad to see it in so much details, same for the F1. I must admit I was a bit affraid you wouldn't cover these old pieces of equipment that the Armée de Terre mostly stopped using but that are still in use daily in the Armée de l'Air and Marine Nationale. On that point I also love the berets and their corresponding insignias, but are beret of the fusilliers commandos de l'air planned as well since both the FUSCO and the CPA special forces wear them ?
  22. Afgan0r

    Screamer on kill

    I tried this solution and got an error in onPlayerKilled.sqf here: _killer setVariable ["tkill","true"]; Error is: Error setvariable: Type Number, expected Namespace,Object,Group,Display (dialog),Control,Team member,Task,Location.
  23. I found 😉 here is the solution for people who want (in yellow, the number is the height to set) gun = [ "rhs_weap_pb_6p9", "rhs_weap_pya", "rhs_weap_makarov_pm", "rhs_weap_makarov_pmm", "rhs_weap_pp2000_folded" ] call BIS_fnc_selectRandom; Waffe1 = "groundweaponholder" createVehicle getpos this; Waffe1 addWeaponCargo [gun,1]; Waffe1 setPos [getPos this select 0,getPos this select 1,2.00];
  24. ANZACSAS Steven

    Legacy CH-46 Sea Knight

    TeTeT,In one of the last versions you guys had the sound class entries from the UH-80.If you look thru the Huron config,in the sound class entries there is a sound/setup for the ramp.Just thought iad mention it in case it got overlooked. Thanks guys.
  25. ramon_dexter

    The all new: Ask a moderator about the forum & rules

    Great, thanks.
  26. Are you using a sound mod like JSRS?
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