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About strider42

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    too old to code

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  1. @Feenx sama here is my hack: At the end of the VVS\functions\fn_spawnVehicle.sqf file you can add your own code to act on all vehicles that are spawned. Bear in mind that this code will run on all vehicles that are spawned using the VVS system, which may be acceptable. Under the same circumstances I run code like: // Get vehicle class. _class = typeOf _vehicle; // Do class specific settings. switch ( _class ) do { case "VEHICLE_CLASS_1" : { // Code to be run on VEHICLE_CLASS_1. }; case "VEHICLE_CLASS_2" : { // Code to be run on VEHICLE_CLASS_2. }; }; Note _vehicle is the local variable of the newly created vehicle. All the best S
  2. As an asside: The cribsheet is created with InkScape, a vector graphics tool. Takes a bit of getting your head around if you are used to pixel based systems but for this sort of thing it is excellent.
  3. There is a general point I would like to highglight about bandage names. ACE documentation (and the Medical Menu) use different names to the items as seen in cargo space like uniforms, crates and virtual arsenals: ** ACE ** | ** Game (Item) Name ** Field Dressing | Bandage (Basic) Packing Bandage | Packing Bandage Elastic Bandage | Bandage (Elastic) QuickClot | Basic Field Dressing (QuickClot) This will be sorted in the medical re-write. S
  4. I have been updating my original bandage effectiveness. It will have a cheat/crib-sheet for medics and one for everyone else. I have edited the first post to reflect my current thinking and changes in bandage effectiveness. In particular I take into account how quickly a bandage is likely to open. S
  5. Thanks @stanhope Now when I spawn radar enabled assets they work a lot better as in more aggressive and at longer range. S
  6. In Eden editor, for appropriate objects (like the Praetorian AA gun), there is an Attributes section Electronics & Sensors where you can set sensor attributs: Data Link Send, ..., Emission Control. Is there a way of setting these parameters in a script? S OK so I found these: vehicleReportOwnPosition, setVehicleReportOwnPosition vehicleReportRemoteTargets, setVehicleReportRemoteTargets vehicleReceiveRemoteTargets, setVehicleReceiveRemoteTargets but I still don't know how to set the radar on/off state
  7. Is there a way of stopping GAIA controlling a group that it has previously been given control of? I'm looking at making the group enter a helicopter. S
  8. strider42

    praetorian 1c AAA turret question

    Just the information I needed. However to get spawned objects as a variable you need to do: _aaArray = [getpos t01, 0, "B_AAA_System_01_F", EAST] call bis_fnc_spawnvehicle; _aa = _aaArray select 0; // Now the allowDamage command will work. _aa allowDamage false; Interestingly in a brief bit of testing when the Praetorian gun is an Eden placed BUEFOR turret it responds quicker to shooting down OPFOR helicopters than the other way around. S
  9. @Federick90 This is a bit of a wild guess but... In TADST, create a mission profile (e.g TestProfile). In the ArmA3 directory (Usually: C:\Programs files (x86)\Steam\steamapps\common\Arma 3) there is a TADST directory. In that is a file TestProfile\Users\TestProfile\TestProfile.Arma3Profile Edit that file in Text Editor. The groupIndicators are set near the top. Set it to: groupIndicators=2; However you will have to re-do this each time you save the profile. Good luck. S
  10. @elthefrank I'm not entirely sure there is a default radio but the 2 that are commonly used are: AN/PCR-152, class name: tf_anprc152_2 with a nominal range of 5km. RF-7800S-TR, class name: tf_rf7800str_1 with a nominal range of 2km. Hope that is what you are after. S
  11. Thanks for your continued efforts, much appreciated. S
  12. @.Max We have been seeing these problems with our server with the ACE Advanced Medic system. Try: ace_medical_preventInstaDeath = true; ace_medical_healHitPointAfterAdvBandage = true; Don't get hung up on the logic of this as far as I can see there is none. I have spoken to the ACE team on Slack and they don't know why this should have any effect. My observations suggest that these setting mean a player is more likely to recover consciousness on their own and with these settings I have not seen the Pulse ~80; BP ~110/75; Not bleeding; Not in pain but still unconscious (at which point the only way of getting the player up is to use a PAK). Good luck S PS - Oops, missed the second issue. We don't have that so I guessing the above changes will not affect on it.
  13. strider42

    [Solved] Can't drag unconsious players

    I got this from asking the guys and gals on the ACE3 Slack channel. Yet to test it. I don't use the "combat stance toggle" but I will have a play around with my stance keys. Edit: For me I have to toggle the "Walk/Run" key (Yx2 - in my case) if dragging is not working. Keeping my fingers crossed it will solve the problem in the script based dragging system as they give the same problem.
  14. strider42

    Does anyone else not use WASD for movement?

    Though, of course, I remapped the keys to keep them in line with what I used for Rainbow 6.