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spec10

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Everything posted by spec10

  1. 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 :)
  2. 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?
  3. spec10

    Paddle Mod - RELEASED!

    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.
  4. 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. :)
  5. Looking forward to PO4. Thanks for the link. Works like a charm.
  6. spec10

    [COOP] Dynamic Combat Generator

    is there a way to spawn ai squadmates and squads to command?
  7. 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.
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