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  2. impressive. very cool. well done jboy.
  3. 4K.Scar

    Arma stutters consistently

    Nope, 64 gbs left out of 222
  4. thisList refers to activation (preset condition like BLUFOR Present). thisList is not the result for some "count units" satisfying the condition field! Test in a trigger area, BLUFOR Present, place 8 BLUFOR & 4 Civilians In On act. field: hint str count thisList now, in condition field: this // returns 8 (the BLUFOR) true // 8 (based on thisList of course) what ever returns true // 8 OK Change the pre-set condition, thisList will return the preset count: - for None on preset and something true on cond. // 0 The trigger fires but there is no pre-set count. - for Anybody on preset and something true on cond (no matter what (like: {_x inArea thisTrigger && side _x == WEST} count allUnits >0) // 12 Here the condition is true (8>0) but thisList is not supposed to return 8 The result of the magic variable thisList depends on the magic variable this (the preset condition). NOTE: The trigger condition (preset and condition field) is checked twice a second but, when you are using a repeatable trigger, the on act. field will run the code at the moment the condition is true. That means thisList is the "actual array" at this moment. You need to deactivate the trigger in order to re-run the code, applying the new actual value for thisList (even thisList is actualized in engine of the trigger each 0.5 sec.). Important, for example, if you need to update the comings and goings in the trigger.
  5. beno_83au

    Arma stutters consistently

    We're you running out of space on the SSD? Although I've got less than 15GB free on my SSD and it's fine.
  6. 4K.Scar

    Arma stutters consistently

    I just now tested Arma while installed on my HDD that is 1/4 the speed of my SSD, and the consistent stutters disappeared... Any explanation?
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  9. Is the Promet supposed to be able to use NATO SANTAG magazines?
  10. xeno

    [MP] co40 Domination!

    @martinp62 Nothing you can do about it currently, sorry. But I've fixed it already some time ago. The fix will be available with the next version. ETA end of July with the Contact DLC.
  11. GEORGE FLOROS GR

    GF Auto Loot Script - Mod

    This is a new feature , the loot can be deleted in the selected time and spawn again.
  12. TPM_Aus

    GF Auto Loot Script - Mod

    What does this line do? GF_AL_Cleaner_Spawn_Enabled = true;
  13. TPM_Aus

    GF Auto Loot Script - Mod

    Downloaded the new version. Limiting the number of items to the a selected amount was a good move.
  14. lex__1

    Perhaps this, before aliens?

    It has long been in the tickets, but attention to it is in the past. Previously, this happened much more often, but the complete elimination of the problem was not achieved. Repeatedly reminded of this, but to no avail. https://feedback.bistudio.com/T124274 https://feedback.bistudio.com/T120795 http://i.imgur.com/4n1LodS.mp4
  15. Spatsiba

    Perhaps this, before aliens?

    Actually in 2035 tanks have been built by the robots arena war guys. That's just the invisible flipper AI. On topic: I for one welcome our new alien overlords and reskinned "content". All those players that seem to be the majority of the community which ports content from the older bis titles that obviously got it wrong since the future is now (tm) need to open their hearts!
  16. GEORGE FLOROS GR

    GF Auto Loot Script - Mod

    You should really check the new version because there were some main changes in the code !
  17. Here is the script with the loadout changes in the : bon_recruit_units\init_newunit.sqf ( this is from my test mission example , rifleman and at) #recruit.Stratis.zip _unit = _this select 0; /***************************************************************** following section to run only on server. Note: duplicate respective code in the pve in the init.sqf ******************************************************************/ if(isServer) then{ [_unit] execFSM (BON_RECRUIT_PATH+"unit_lifecycle.fsm"); } else { bon_recruit_newunit = _unit; publicVariable "bon_recruit_newunit"; }; /***************************************************************** Client Stuff ******************************************************************/ _unit addAction ["<t color='#949494'>Dismiss</t>",BON_RECRUIT_PATH+"dismiss.sqf",[],-10,false,true,""]; // change loadout switch true do { case (typeOf _unit isEqualto "B_Soldier_F") :{_unit execvm "Loadouts\bluefor\B_Soldier_F.sqf";}; case (typeOf _unit isEqualto "B_soldier_LAT_F") :{_unit execvm "Loadouts\bluefor\B_soldier_LAT_F.sqf";}; }; B_soldier_LAT_F
  18. haleks

    Ravage

    @CrazyCorky: there was 2 issues : - I forgot to keep track of the original damage state of each selection before applying the coef. The coef was applied to the resulting overall damage level - not the added damage. With coef below 1, the EH was sometimes "healing" zombies instead of adding damage. - In some cases, the EH could fail to identify headshots correctly, and would treat them as normal/body damage.
  19. joostsidy

    Perhaps this, before aliens?

    It is called 'hull-up position' in tank tactics and it is a feature, jeez, this is a military simulator, you have to know how it works. 😉 And why didn't you post this in the official NO BIS NO thread where all the complaints go? 😉 @denzo no hard feelings 🙂
  20. Didn't see that, only looked at scripting reference
  21. CrazyCorky

    Ravage

    Thank you for keeping the key the same! So if I'm understanding what's been talked about. Zombies not dying from 1 headshot is due to how the damage EH coefficient is set?
  22. https://gamedevelopment.tutsplus.com/tutorials/collision-detection-using-the-separating-axis-theorem--gamedev-169 Along with the new boundingbox and vector commands should make this pretty efficient to run.
  23. It does: https://community.bistudio.com/wiki/Eden_Editor:_Trigger
  24. Hey there, love the script! Was wondering if there is a simple, or at least point me in the right direction of removing all the player addActions. We do not use the "group go loud" and such, and find them to just be in the way. Thanks.
  25. martinp62

    [MP] co40 Domination!

    Hey I am currently play Domination 3.99s blufor lingor3, I play with AI from the recruiting desk which works fine but when I try to add some reinforcements using Zeus the Ai will Delete after a few seconds. Is the some were I can turn this off?
  26. @sarogahtyp Can't, website won't let me. @Larrow So, you're saying my guess is correct, right? The wiki didn't explicitly state it, so wasn't sure. Well that's kind of the point, I was simply testing how thisList works, I would obviously include an actual condition in missions. Edit: Also, thank you for the solution, didn't see it at first.
  27. haleks

    Ravage

    Hotfix is up - I kept the same signature key. I found a workaround for the issue I mentionned above, so damage handling should be 100% working now.
  28. TPM_Aus

    GF Auto Loot Script - Mod

    I am not running the current version then, I downloaded this one a few months ago. I have been away on a work trip and just getting back into finishing my mission. I will keep the current version I am using and not worry about the possibility section. Just trying to gain as much performance from my mission as possible.
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