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N0FG

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About N0FG

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  1. Ah ok, cheers for the answer. It was just so that one message stood out amongst the rest of the system chat.
  2. Is it possible to add a colour to this death message that shows in system chat, I've tried a few variations of using "<t color='#ED0C3B'>%1</t >" but it either stops the script working or adds the text to the death message and I don't even know if it can even be done in the first place. if((side _unit == side _killer) && (_unit != _killer)) then { private _inGameMsg = format["%1 was shot by %2.",name _unit, name _killer]; _inGameMsg remoteExec ["systemchat", 0, false]; };
  3. Thanks for the continued good work on the mod....Another question regarding the missing roads, runways and other missing objects in the editor... Is this correct? If not, could I add my voice to the number of people requesting them to be re-added please as they are indeed quite useful. If it's not possible could somebody of authority provide a short explanation as to why not, Cheers! ...Yeah I read his post he first time, it would help if he was on the staff list of CUPs About/FAQ page so it was clear he was not just some ''rookie'' stating an unquaified opinion.
  4. Thanks for the explanation, Ive seen the overlap of the buildings that you mention, personally I'd like to see them implemented into the maps now as I feel the pros outweigh the cons. However, I look forward to seeing them correctly placed when they do eventually get added.
  5. Thanks for the hard work on the pack. ''CUP_A1_Svodidia_5m'' (barrier) doesn't have proper fall physics when in game, but is indestructible when placed in the editor. (Couldn't find a ''CUP_A1_Svodidia'', small barrier, to check the fall physics in game, but it's also indestructible in the editor) When using AiA, it replaces.... ''dum_olez_instan2'' (A1?) (A2?) with ''dum_olez_instan1'' with ''dum_olez_instan2_maly'' ''dum_olez_instan2_maly2'' (No replacement) with Using xcam and AiA, it shows the model names as ''xcam_dum_olez_instan1'', ''xcam_dum_olez_instan2'', ''xcam_dum_olez_instan2_maly'', ''xcam_dum_olez_instan2_maly2'' and they appear as the models on the right, also in game. However, when using xcam and CUP the same xcam names show the models on the left, CUP's own model names are ''CUP_A1_dum_olez_instan1'' and ''CUP_A2_dum_olez_instan1'' etc and they both show the models on the left as they also do in game. Is it possible that the CUP_A2 models are duplicates of the CUP_A1 versions, rather than the versions found in the xcam_A2_buildings library when CUP isn't being used?. This might also explain the apartment building issue as I get the same results for ''xcam_palenak'', ''xcam_palenak2'', ''xcam_palenak3'' With CUP and xcam...(left) ''xcam_palenak2''+3, (middle) ''CUP_A1_palenak''+2+3 (right) ''CUP_A2_palenak''+2+3 AiA and xcam......''xcam_palenak2''+3'' .. If the replacement of the non-enterable to enterable buildings is a function in AiA and not a duplicate model issue in CUP, could CUP add this function please. Lastly, is there any chance the ''CUP_A2_illuminanttower'' could get some functional light sources on it as it's used on quite a few maps. Cheers!.
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