lacroix73
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Posts posted by lacroix73
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Sure, as long as you don't redistribute it "standalone", you can modify it.
What do you mean with "reassign" ?
I modify only for personal use.
Maybe I have to mention that I'm still working on ArmA II, therefore I'm not using the newest TT version.
Hard to explain, my english ain't that good.
With "reassign" I mean to set a task state to assigned again after it was already assigned before.
That didn't work until I inserted this line into FHQ_TT_markTaskAndNext:
[_this select _i, "current"] call FHQ_TT_setTaskState
Hope that was at least somewhat understandable. :unsure:
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No, it's not possible at the moment. I'm considering adding it though.
The only possibility of a "moving" task marker is tying it to an object, even an invisible one (like an invisible H) and moving that to a new position.
Thx for the reply.
I tried this. Moving the marker works perfectly, but the task destination stays where it was in the beginning.
PS: I took the liberty to make a change to the tasktracker.
I inserted a line so that I can reassign a previously assigned task.
I hope that's okay for you!regards -
Hello!
Is it possible to change a task destination during mission?
I tried
tsk1 setSimpleTaskDestination markerPos "NEWMARKER"
but it had no effect at all.
thx in advance
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I hope you get permission to edit someone else work. Also you might wanted to have checked the readme before doing so.
Hmm... I don't think editing something to fix errors for private use only is illegal. If there weren't so many errors in all those mods out there I'd not only be very happy but I'd have much more free time.
btw: I'm tired of telling modders about errors in their mods and being ignored. (W0lle excepted)
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I figured out what was causing it...
It's playing sounds in jsrs_movement.pbo, in the "noises\Hits" folder. Some of those make a sound of a bullet too, while in the vanilla game they don't
Hmmm, Where in COSLX could I change exactly which sounds play?
Well... seems like I found a way to turn this off. However you have to make a change to the JSRS-Mod (not sure if this is allowed ;)).
Open the jsrs_movement_c.pbo and extract config.cpp. If you delete the lines between class HitDamage and (excluding) class SoundEnvironExt that stupid noise is gone.
(Almost sure that you don't have to delete every line, but I'm too lazy to find out which one's causing that sound.)
Hope that's nothing illegal... :o
regards
PS: If anybody has a solution to that 'bloodbig'-problem, I'd really appreciate a hint.
thx
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COSLX - An updated version of the original SLX Mod
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Sorry, no, I wasn't talking about you at all.
After taking a look at the wounds config file, I don't understand why there are references to models like SLX_Face, SLX_Head, SLX_L_Arm, SLX_L_Hand, SLX_R_Arm, SLX_R_Arm and SLX_Torso_NoHead, but those models just aren's in the folder gibs...
Also there are no SLX_Dragger and no SLX_DraggerObject model.
I'm completely confused now. :blink:
PS: Whoever has that BloodBig error... I guess u've got DIH_scripts in your addons folder... ;)