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About Ulfgaar

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  1. There seems to be some issues with CBA after updates today. Dedicated server will not start with the following error: And on my personal computer CBA is tagged as "corrupted" in the A3 launcher. Hoping for a fix 😉
  2. In the age where more and more platforms are allowing simultanious cooperative work in documents and the like, i have a dear wish for Arma 3, or the next iteration of it - that a similar functionallity is implemented to the games editor. In the same way that one can host local games on your computer, you could host an "editor session", where multiple creators could work simultaniously on a mission. This would be a great asset for communities and assorted creators alike. I know there is a "merge" function now, but thats really not the same. Having this "cooperative editor mode" would be just what the community needs, and would be a massive tool for clans and groups to also help teach others the ropes of working with the editor, no matter where in the world they are located. A bohemia Arma 3 cloud service could be arranged, or simply as stated above - one person hosts the editor session, while other creators join in. I would really love something like this! Thoughts? Regards, Ulfgaar.
  3. Thanks man - i'll explore this tomorrow or so i think. Wish i had your know-how 🙂
  4. Well, im no codewizz - and this was the only code i found which was doing what i wanted - however, from Armaholic regarding Arma 2. @Larrow I copypasted the code you made into a ghosthawk in the editor and tested it with everyone in the chopper being grouped, as well as ungrouped, and even tho i see your fancy addaction change as i click it - there is no result. The AI keep blasting the hostile AI no matter. I assume it has something to do with your Relies on "door gunner" being in the string of the turrets config entry "gunnerName" part, but i must admint i dont understand what that means. I did however check up on what you said about disable parts of the AI which obviously is a much better sollution, and i cant imagine why i didnt think of that - but I am again hitting the wall with my apparent faulty code from armaholic - getting an error. this addAction ["<t color='#ff1111'>WEAPONS FREE</t>","H1 enableAI "All";",[1],0,false,true,""," driver _target == _this"]; this addAction ["<t color='#FFFF00'>WEAPONS HOLD</t>","H1 disableAI "All";",[1],0,false,true,""," driver _target == _this"]; Is it possible to make your fancy "enable/disable" changing addaction with just disabling the AI parts as you said? I just need an addAction which is only available from the pilots/Driver seat, which can be used to enable/disable the doorgrunners ability to engage exterior targets. The AI dont have to look good as such. We're a fairly small/medium sized group so we're only using 1 pilot per helicopter - rarely if ever any co-pilots. Also, thanks a bunch for your help so far guys - but im afraid im not at the level to really understand what your doing with that page long code 😛
  5. Any clues on why the error appears on the latter code?
  6. What i have so far is this: this addAction ["<t color='#ff1111'>WEAPONS FREE</t>","H1 setVehicleAmmo 1;",[1],0,false,true,""," driver _target == _this"]; this addAction ["<t color='#FFFF00'>WEAPONS HOLD</t>","H1 setVehicleAmmo 0;",[1],0,false,true,""," driver _target == _this"]; However, the problem here is that the pilot also loses his chaff/flares, which is unfortunate. I've also experimented with the following: H1 removeWeaponTurret ["LMG_Minigun_Transport",[1]]; H1 removeWeaponTurret ["LMG_Minigun_Transport2",[2]]; On its own, placed in the vehicle H1's init field, it diables the turrets ability to fire by all appearanes - however, when i try impliment said codes into my addaction like this: this addAction ["<t color='#ff1111'>WEAPONS FREE</t>","H1 addWeaponTurret ["LMG_Minigun_Transport",[1]]; H1 addWeaponTurret ["LMG_Minigun_Transport2",[2]];",[1],0,false,true,""," driver _target == _this"]; this addAction ["<t color='#FFFF00'>WEAPONS HOLD</t>","H1 removeWeaponTurret ["LMG_Minigun_Transport",[1]]; H1 removeWeaponTurret ["LMG_Minigun_Transport2",[2]];",[1],0,false,true,""," driver _target == _this"]; I get an error. I dont get it, so if anyone here can help me out - as said, it'll be extremely helpful 😄
  7. This is true, tho im not entierly sure how the code would look. Also, is it possible to make an "if" code of sorts to check if doorgunners are simulated or not? So that when you press the addaction once, the doorgunners will be simulated and start engaging targets - but if they are already simulated, they would have their simulation turned off, effectively turning them "off"?
  8. Greetings mighty oracle (all you bad ass coders and scripters). Im the content creator in a medium sized community - and one thing that has been pestering our helicopter pilots, is that players tend to go nuts with the doormounted guns while flying back to base. I've offered to sort our choppers out with AI gunners, which is a simple process. I've also got a fair idea on how to utilize an addaction together with turning off simulation on/off of said AI gunners so that the pilot can activate/deactivate the AI doorgunners as he see fit and need. However, im bit puzzled on how to make it so that only the pilot seat has access to said addaction command. Anyone out there that has an idea on how to do this, in an efficient and proper way using either a code to use in the vehicle init or in an sqf script? Any help is appreciated! Best regards, Ulfgaar.
  9. Alright - i can confirm that this works as intended. Placing down an empty vehicle, then adding an AI driver to it - then copy pating this code into the vehicle init line, does the trick! Just a note to you @sarogahtyp - no matter what role i get into, i can control the tank, either as gunner or as commander. Or is it so that when multiple players are inside, that it gives control of the driving to the gunner as priority?
  10. That certainly did the trick - no errors! Thank you so much for your work and effort - very kind of you, and most helpful if it works as intended. Will make some tweaks to my mission, adding this - and then test it on my dedicated. Will check back to give the greenlight if all works as we hope 🙂. Quite sure many others will be interested in this as well!
  11. Did you edit it? As i cant see any "then"'? If "then" is a term within coding, you must excuse me as im not speaking code very well.
  12. Still getting an error, seemingly the same, in spite of your edits 😞 .
  13. Thank you so much! However, when trying to place this in the vehicles init field, i get an error 🤔. https://imgur.com/3E2L3M3