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JOHN007

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About JOHN007

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  1. I love BOMF but need Help

    Its actually better to contact the authors and request permission. I haven't been denied by any author as just yet to edit their work. Most authors are quite happy that people are still using their mods. If they are still active on the forums that is. Also you might get valuable information from the author regarding editing. Its just logical. Hope this helps.
  2. Well the error message is the answer as to why the addon isn't loading correctly. What does the error state?
  3. Until you have an i9 with triple water loop with its arse overclocked you ain't playing Arma3... Arma3 is playing you... Arma 3 has 10 years at least stop moaning, its not ending by any means, and most certainty not dying? Are you mad? Have you seen the new cod ww2? Ha what a joke. Copy and paste bullshit. This is the level of workmanship? Nothing comes close to Arma, unless you are there. Arma is always way ahead of its time. Peace.
  4. Pay For Script

    The Great DA has spoken with the knowledge we aspire to. The whole forum crashed out I couldn't comment here yesterday. We tried the update and it works DA, absolutely brilliant. Now the scopefx works correctly on all missions regardless of author. We have 1 down 2 to go. I have half fixed the respawn bug, with this edit to the main init sqf. // Respawn Fix if (isNil) then { [] spawn { waitUntil {!isNull player}; player addEventhandler ["respawn", {_this execvm "scopefx\Scripts\respawn.sqf"}]; }; }; The respawn.sqf executes all the sqf files which does work but upon respawn you have to drop your primary weapon or select another weapon from a cache to reactivate the scopefx? Its like upon respawn it doesn't detect what you have in your inventory? Respawn or Revive it makes no difference either, were using both for testing aswell. Here is the ''respawn.sqf'' //======== RESPAWN ======== // Script created by EASYJABBA // Credits: www.16AA.net, Bohemia Interactive. // Version 0.9 Bashing the Skull execVM "scopefx\Scripts\respawninit.sqf"; execVM "scopefx\Scripts\Init\player_init.sqf"; execVM "scopefx\Scripts\Mechanics\detect.sqf"; execVM "scopefx\Scripts\Mechanics\detect_opticsMode.sqf"; execVM "scopefx\Scripts\Mechanics\check_scope_type.sqf"; execVM "scopefx\Scripts\Mechanics\check_weapon.sqf"; execVM "scopefx\Scripts\Mechanics\player_stance.sqf"; execVM "scopefx\Scripts\Mechanics\input.sqf"; execVM "scopefx\Scripts\Mechanics\recoil_multiplier_eyepiece.sqf"; execVM "scopefx\Scripts\Mechanics\recoil_multiplier_objective_lens.sqf"; execVM "scopefx\Scripts\Mechanics\reset_cqb_sights.sqf"; execVM "scopefx\Scripts\Mechanics\signalFired.sqf"; execVM "scopefx\Scripts\Mechanics\sin.sqf"; execVM "scopefx\Scripts\IO_Controller\objective_lens_ctrl.sqf"; execVM "scopefx\Scripts\IO_TrackIR\obtuse_lens_ctrl.sqf"; //if (true) exitWith{}; I believe it needs a cloned main init.sqf which needs to be slightly edited and executed from the edit as something like ''respawninit.sqf'' After much testing and bashing my head against the bloody wall I cannot reactivate a new init.sqf? Infact it breaks the whole mod? Maybe its not the correct method it my need some work on the actual respawn.sqf. SOS Its so close now! Thankyou for your expertise and hope to speak soon. John.
  5. Pay For Script

    Hello. Some strange reason I wasn't updated with your response. Thanks for the info much appreciated. By the way I believe this should be in the Arma sub section. Pay for Scripts. An opportunity for modders to make some revenue its a win win situation.
  6. Could be the soundcard. If you have an onboard soundcard then purchase something better, preferably a decent surround-sound card not a studio card.
  7. Hello. The great TPW has provided a script which will dynamically spawn these bloody snakes but upon spawn they die. They need a driver allocated to the snake which is Citizen1. May I ask if anyone could spare some of their valuable time which I eternally appreciate. I will pay you through Patreon if needs be I don't mind. Time = money so I understand. There's a small bug in the code which doesn't spawn the crew/driver. This is the reason why the snake dies upon spawn. // Random snake spawner // TPW 20171025 hint "TPW Snakes active"; sleep 1; // Variables _min = 5; // minimum distance (m) from player to spawn snake _max = 20; // maximum distance (m) from player to spawn snake - snakes will be removed if further than this from player _time = 10; // maximum time (sec) in between each snake spawning _maxsnakes = 10; // maximum number of snakes _treemin = 5; // minimum number of trees within _max around player needed in order to spawn snakes _hind1Group = creategroup east; // Main loop _snakearray = []; while {true} do { // Delete distant snakes for "_i" from 0 to ((count _snakearray) - 1) do { _snake = _snakearray select _i; if (_snake distance player > _max) then { _snakearray set [_i,-1]; deletevehicle _snake; hint format ["Deleting %1",_snake]; }; }; _snakearray = _snakearray - [-1]; //Spawn new snake if (count _snakearray < _maxsnakes) then { // Random position around player _pos = getposasl player; _dir = random 360; _dist = _min + random (_max - _min); _posx = (_pos select 0) + (_dist * sin _dir); _posy = (_pos select 1) + (_dist * cos _dir); // If not in water???What?? if !(surfaceiswater [_posx,_posy]) then { _snake = createVehicle (["CSJ_Snake", "CSJ_Snake2", "CSJ_Snake3"] select floor random 3) [_posx,_posy]; _driver = _hind1Group createUnit ["Citizen1", _spawn, [], 0, "NONE"]; _driver assignAsDriver _snake; _driver moveindriver _snake; _driver hideobject true; //_snake = createAgent [_model,[_posx,_posy], [], 0, "FORM"]; _snakearray = _snakearray + [_snake]; hint format ["Spawning %1",_snake]; }; }; hint format ["%1 snakes", count _snakearray]; sleep random _time; }; The actual snake isn't the problem as we have tried to spawn a bike with a driver using the same script method. Thankyou for your time and hope to speak soon. SOS. John.
  8. Hello. Trying to improve this script, everything works, you can place down a fire, put the fire out and delete the fireplace but how do you allocate a custom key instead of using the action menu to activate a script? eg allocating ''UserKey 20'' to place the fireplace. Also would it be possible to only place a fireplace if you had a certain item in your inventory? eg ''zippo_lighter'' classname to activate the Userkey? Spent too long trying to allocate a key and no luck I do have a custom key script but its not allocated correctly and all the threads online are broken for some unknown reason. Here is the fireplace script. Which you can place a fireplace only by the action menu. _player = player; _player removeaction (_this select 2); _player playMove "AinvPknlMstpSlayWrflDnon_healed"; sleep 4; _fire = createVehicle ["Land_Fire_burning", player modeltoworld [0,1,0], [], 0, "can_collide"]; _fire addAction ["Remove fireplace", "Delete.sqf"]; sleep 180; _player addAction ["Create fireplace", "Fireplace.sqf"]; Here is the userkey init script. waituntil {!(IsNull (findDisplay 46))}; _keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "(if (_this select 1 == 200) then {hint 'test'; player execVM 'fire.sqf'})"]; setTerrainGrid 50; setViewDistance 500; So basically converting the 'addAction' parameter to a ''userKey'' parameter. Thankyou for your time and hope to speak soon.
  9. Hello. Trying to improve this script, everything works, you can place down a fire, put the fire out and delete the fireplace but how do you allocate a custom key instead of using the action menu to activate a script? eg allocating ''UserKey 20'' to place the fireplace. Also would it be possible to only place a fireplace if you had a certain item in your inventory? eg ''zippo_lighter'' classname to activate the Userkey? Spent too long trying to allocate a key and no luck I do have a custom key script but its not allocated correctly and all the threads online are broken for some unknown reason. Here is the fireplace script. Which you can place a fireplace only by the action menu. _player = player; _player removeaction (_this select 2); _player playMove "AinvPknlMstpSlayWrflDnon_healed"; sleep 4; _fire = createVehicle ["Land_Fire_burning", player modeltoworld [0,1,0], [], 0, "can_collide"]; _fire addAction ["Remove fireplace", "Delete.sqf"]; sleep 180; _player addAction ["Create fireplace", "Fireplace.sqf"]; Here is the userkey init script. waituntil {!(IsNull (findDisplay 46))}; _keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "(if (_this select 1 == 200) then {hint 'test'; player execVM 'fire.sqf'})"]; setTerrainGrid 50; setViewDistance 500; So basically converting the 'addAction' parameter to a ''userKey'' parameter. Thankyou for your time and hope to speak soon.
  10. Hello. I would create a new Dragunov , back engineer the scripts and clone the weapon, make sure you allocate new classnames to the weapon. Then I would study a tracer mag script, to allocate the settings. I would download a weapon addon and study the scripts. If I had the time I would create one for you. I have created new weapons yeah but not tracer mags? Which I would have to research myself and we have many bugs to fix ourselves. Hope this helps.
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