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serena

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Everything posted by serena

  1. Wiki said: return true if you want to override standart inventory player addEventHandler ["InventoryOpened", { _h = [] spawn { waitUntil { !(isNull (findDisplay 602)) }; createDialog "testdialog" }; true }];
  2. Can someone explain who BIS_fnc_sortNum changes order of elements with equal weight: private _result = [[[5],[6],[7],[8],[9]], nil, {1}] call BIS_fnc_sortBy; // _result is: [[6],[7],[8],[9],[5]] This is unexpected behavior or am doing something wrong?
  3. I could not make respawn work through description.ext and used a small workaround: Fn_UnitInitialize = { _this setVariable ["Handler_Killed", _this addEventHandler ["Killed", Fn_OnUnitKilled]]; }; Fn_OnUnitKilled = { private _vct = _this select 0; private _klr = _this select 1; if (isPlayer _vct) then { private _sde = _vct getVariable ["SidePlayerWantSwitchTo_Optional", [east, west, resistance] select (getNumber (configfile >> "CfgVehicles" >> (typeOf _vct) >> "side"))]; private _new = _sde call Fn_CreateUnitAtGivenSideBasePosition; _new allowDamage false; addSwitchableUnit _new; _new spawn { sleep 5; selectPlayer _this; waitUntil { sleep 0.1; isPlayer _this}; _this allowDamage true; } } };
  4. This function return groupped by muzzle list of all magazines compatible with given weapon: Fn_Gear_CompatibleMagazines = { private _cls = configFile >> "CfgWeapons" >> _this; private _res = []; {_res pushBack (if (_x == "this") then {getArray(_cls >> "magazines")} else {getArray(_cls >> _x >> "magazines")}); } forEach getArray(_cls >> "muzzles"); _res }; For example: _myCompatibleMagazines = "arifle_MX_GL_ACO_F" call Fn_Gear_CompatibleMagazines; Result is: [ ["30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag_Tracer"], ["1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","3Rnd_HE_Grenade_shell","3Rnd_UGL_FlareWhite_F","3Rnd_UGL_FlareGreen_F","3Rnd_UGL_FlareRed_F","3Rnd_UGL_FlareYellow_F","3Rnd_UGL_FlareCIR_F","3Rnd_Smoke_Grenade_shell","3Rnd_SmokeRed_Grenade_shell","3Rnd_SmokeGreen_Grenade_shell","3Rnd_SmokeYellow_Grenade_shell","3Rnd_SmokePurple_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","3Rnd_SmokeOrange_Grenade_shell"] ]
  5. _someCode = {}; _isEmpty = _someCode isEqualTo {};
  6. Hi! Here are my two cents: PPSh-41 - rate of fire and sound very far from real prototype(IRL rof is much higher, and the sound much softer with metal clanging) AK74M SF - buttstocks too short, space between the shoulder and stock looks messy AKS74 - folding metal stocks also too short and disproportional to other parts of the rifle AS VAL - standart magazine 20 rounds, not 30 HK-417 - very very thick barrel, dispropotional to real prototype RPK74 - with opened by default bipod looks ugly. Even in most combat situations (except working from stationary positions) soldiers prefer to keep bipod locked under barrel RPK74 - standart magazine are platic orange 45 round box-mag; drum mags are very rare and mostly for 7.62mm RPK versions. Also, real drum magazines has no chains HK-417 polymer magazines used as default for M14 and Mk17 rifles. It is not right, they maybe even incompatible On some MG-s used small BI bipods for marksman rifles. Disproportional and looking bad FN FAL and G3 - shot sounds looks weak in comparsion to M14, SCAR-H and AKM M24 - used cartridge same as M14, SCAR-H, but sound same as Lee-Enfield with more powerful cartridge Most of sounds, especially new, in comparsion to default game sounds seems too loud Thank you for great addon and keep up good work!
  7. I found that the GTI in BR mission outdated, with no cool features from latest version and with broken grenades throwing. I just updated mission to actual GTI, and slightly tweaked. If you agree, I post updated mission here. Changes: - GetTactical engine v1.10 integrated - Tweaked exhaustion to fatigue impact algorithm - Tweaked chances to drop scopes and magazines (reduced) - Added female units for each faction (optional, if FEMAL3 addon active) BlackRainProject_GT110.zip Dependencies: - Mission self-sufficient and does NOT require CBA or Standalone GetTactical mods - FEMAL3 addon (optional, tested with version FEMAL3 Alpha 2) LINK to thread Known issues: - Tutorial - FUNCTIONAL - Skirmish - CURRENTLY BROKEN - Epic Campaign - FUNCTIONAL This is my first public work for Arma3, do not be too hard ^^
  8. Hi zapat! Thank you for great work. Can i post updated version of your Black Rain mission, with last GT?
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