spec10
Member-
Content Count
7 -
Joined
-
Last visited
-
Medals
Community Reputation
10 GoodAbout spec10
-
Rank
Rookie
-
Drongos Artillery (an advanced artillery system)
spec10 replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
the current release seems to be in debug / script mode dtaScriptMode = true; [...] / For development debugging dtaKey = 0xDB; if (dtaScriptMode) then { dtaKey = 0xDB;findDisplay 46 displayAddEventHandler ["KeyDown", "if (_this select 1 == dtaKey) then {nul = [] execVM ""DrongosArtillery\Dialog\Check.sqf""};"]; dtaDebug = true; dtaNoDelay = true; dtaRealisticTimes = true; dtaNoInitialInaccuracy = true;dtaTrackRounds = true; }; // End script version :) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
spec10 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
somehow on my dedicated using evac fast rope simply thows everyone out of the helicopter without spawning the ropes. In local MP everything works fine, but using it on the dedicated I get this in the .rpt (seems like _rope and _x don't get their values as they should): I got the mod version installed and loaded on the server and client. (I hope that's not the source of the problem ;)) can someone point me in the right direction? user error, or bug? -
confirmed. Happens here too. //edit: It seems like the virtual arsenal does something to the player which triggers the condition in your PickUpRopeBag class. If I simply set the condition to "true" instead of: condition="(count attachedObjects player == 0) && (isNull attachedTo this)"; the bag can be picked up after using the virtual arsenal. //edit2: indeed, every time you open the virtual arsenal (even without doing anything in there, just open and close) it attaches something to the player. after opening and closing the virtual arsenal without doing anything count attachedObjects returns 1 and keeps adding up with every time you open it.
-
init line for vehicles spawned during mission, not placed in editor
spec10 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking for a way to put an init line on specific vehicle classes when they are being spawned during a mission via zeus or script. To be a little more precise: I'd like all boats to spawn with the same init line (which adds a push back script to the player's menu while in or near the boat). I'm sure there is a way via some event handling magic, but I can't get my head around it. Some help would be appreciated. :) -
large [SP/MP][COOP] Patrol Operations - Official Thread
spec10 replied to roy86's topic in ARMA 3 - USER MISSIONS
Looking forward to PO4. Thanks for the link. Works like a charm. -
is there a way to spawn ai squadmates and squads to command?
-
large [SP/MP][COOP] Patrol Operations - Official Thread
spec10 replied to roy86's topic in ARMA 3 - USER MISSIONS
is there an easy way to add AI spawning? I know that the mission scales to player count, but I really enjoy commanding ai squadmates and squads in addition to playing with 1 or 2 human players.