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noilliz

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Posts posted by noilliz


  1. 3 minutes ago, darksidesixofficial said:

    I'm a large fan of immersion, despite not being a weapons engineer, having to go to each pylon individually is a treat of it's own. More immersive than a 2D screen, but I'm fine with any dynamic loadout system as long as it allows use in game. =D

     

    True, if you were to be on a PvP server it could be quite tedious, but for PvE with less pressure and more immersion, it would be great.


  2. 4 hours ago, roy86 said:

    There are issues with the pylon proxy on some models but have most of it working. Issue with the bay animations not resetting back to engine operation so have logged a ticket.

     

    Dynamic Aircraft Loadout Editor

     

     

     

    And I'm sitting here all proud of my loadout menu, but it's nothing compared to this. great work man.

    • Like 3

  3. 23 hours ago, fn_Quiksilver said:

    Requesting Dynamic Loadouts for the Apex CSAT UAV ("o_t_uav_04_cas_f" or soemthing)

    The MQ-12 Falcon has it, so i don't see a reason for the KH-3A Fenghuang not being able to have it. They are both from APEX release right?

     

    Question: does anyone know where the background pictures for the eden pylon menu are stored?


  4. On 5/14/2017 at 3:43 AM, Andrew Campese said:

    Has anybody figure out how to spawn an unarmed aircraft using dynamic loadouts? No matter what I try I always get the default loadout. I can get anything of the pylon weapons on there I want, just not unarmed.

     

     

    If you want the Pylon to be empty just leave the classname of the weapon out. 

     

    setPylonLoadOut [_x, "",true,-1]};

     


  5. 1 hour ago, xjoker_ said:
    
    _list = [["1", "2"], ["3", "4"]]; 
    _ctrl1 = (findDisplay 7720) displayCtrl 1500;
    
    {
    	_ctrl1 lbAdd (_x select 0);
    } foreach _list;

     

     

     

    59 minutes ago, Grumpy Old Man said:

    Pretty easy once you think about it a bit.

    A multidimensional array is nothing more than an array nested inside an array.

    When '_list' is ["1","2","3"] then _x in the forEach loop refers to a string.

    When '_list' is [["1", "2"], ["3", "4"]] then _x in the forEach loop refers to an array of strings.

    How do you get a value from an array? By using 'select'.

     

    So you'll do this:

    
    _list = [["1", "2"], ["3", "4"]];
    
    _ctrl1 = (findDisplay 7720) displayCtrl 1500;
    
    {
      _ctrl1 lbAdd (_x select 0);
    } forEach _List);

     

    Cheers

     

     

     

    That's what I thought, tried it and it did not work, but since you guys suggested it I tried again. And now it does work, well thanks a lot!

    I must have made a mistake somewhere down the line.


  6. I'm currently working on a vehicle selector script, but I seem to have trouble putting the array in my list box

    The code below will shot 1 till 4 in the listbox.

    _list = ["1", "2", "3", "4"];
    
    _ctrl1 = (findDisplay 7720) displayCtrl 1500;
    
    {
      _ctrl1 lbAdd _x;
    } forEach _List);

    However, that's not what I want, I only want 1 and 3 to show while still being able to expand the array for as long as I wish. So i thought why not make it a dimensional array and select 0 of each array but how?

    How do i get

    _list = [["1", "2"], ["3", "4"]];

    to output 1 and 3. I have been trying a lot but I can't seem to get it to work properly, A quick google search gave me no results. If it's there excuse me for not finding it.

     

    Cheers,

    Joey


  7. 1 hour ago, petek said:

    Hi

    As Sitrep indicates data-lock can a Dev please comment on WIP loadouts being final or not please? Curious about both the limitations and if the remaining air vehicles (other CSAT drone and the prop airplane) will get any love;-)

    Also if they're final could some kind Dev/talented community member please advise on how to customise loadouts via scripting please? I've used the method da12thMonkey kindly provided but can't get it to work with bay loadouts on the Blackfoot. Looking into this did encourage me to add laser designator to Blackfoot which I felt was sorely lacking;-)

    Cheers and again good work BIS/B01

    Scripting it on the Blackfoot worked fine for me, how are you doing it? Once I'm home from work I can take a look at it for you.

    • Like 1

  8. Not sure if it's me, but it looks like you are making it way too confusing/complicated.

    Why not use the condition parameter in the addiction.

     

    Let me quote it from the addaction wiki page:

    Quote

    condition (Optional): String - script code that must return true for the action to be shown. Special variables passed to the script code are _target (object to which action is attached to) and _this (caller/executing person). Default value: "true"

     

    in there refer to a script that contains:

    _a = false;
    _veh = vehicle player;
    
    
    if (_veh isKindOf "Air") then {
      if (!driver _veh == player) then { _a = true; };
    };
    
    
    _a;

     


  9. 1 hour ago, da12thMonkey said:

     

    Try something like this in the debug console when pausing the game

    
    for "_x" from n1 to n2 do {vehicle player setPylonLoadOut [_x, "PylonRack_Classname",true,-1]}

    where n1 and n2 determine the range of pylons you want to fit that weapon to.

    e.g. "from 2 to 2" would apply only to the left-outer pylon, "from 1 to 2" would do the two outermost pylons on each wing, "from 1 to 6" would do all the 6 wing pylons on something like the Shikra

     

    It's simpler than writing a new line for every pylon when you want to add several of the same munition on symmetrical pylons.

     

    PylonRack_Classnames (e.g. PylonRack_Missile_BIM9X_x2) can all be found in the config browser under cfgWeapons. Just highlight and Ctrl+C to copy classname from the "Path" field when you click on the name of the munition you want in the browser.

    3

     

    I guess I'm really blind, but in the config viewer I can't find anything that starts with PylonRack. What is the path towards the "PylonRack_Missile_BIM9X_x2"?


  10. 12 hours ago, ghost_o said:

    There sould not be a problem with starting the new Arma-version and BWMod.
    Make sure to use the latest BWMod- and CBA_A3-versions. Try to disable other modifications you are using and only enable BWMod and CBA_A3. Other modifications could cause errors.

     

     

    It is being caused by a different mod, sadly i don't know which one at this point. They were not conflicting before the update. Ill just wait patiently for the big mods to update and see if that changes anything.

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