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About t.a.6

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  1. And one more problem: units have "random start at 2 markers, each marker have own trigger for the units presents, triggers triggering before units 'randomizing'.
  2. HI, not sure how "random patrol" is working.
  3. ) , tested, in one place something ununderstanded happening - objects and units - !isnull o1 + units have probability `, objects - 100%`, units creating, objects don't.
  4. Needed few times `|, like now - need to get trigger executing before the condition fields|`, or few times needed script executing before the init fields (better than name units and write scripts for them). ) yep Yeap. just thought it possible to synchronize them some how. (oh and what if unit with condition will 'be executed' before ) )
  5. Thanks but when 'init fields' executing related to each other Point is what they are checked before scripts executing so wanted to make trigger with condition for creating units. Like: if(floor random 3==0)then{true}else{false}; (trigger's condition field) and still: "Acceptable by editor way to set "presents probability" for 'few' entities for if they'll be created then all."
  6. I afraid "drongos artillery" do not working anymore.
  7. Few questions: When game executing content of entities's init fields? Acceptable by editor way to set "presents probability" for 'few' entities for if they'll be created then all. Is it possible to write trigger's name in "condition of presents" field? Appreciate any help.
  8. `'`` Mean objects, their positions and '"attributes"', cargo, .. porting to eden, but the mission itself reseting. (for: dynamical |, global campings, special gamemodes)
  9. Thank you, will try. Working, thanks.
  10. findDisplay 46 displayAddEventHandler ["KeyDown",{ _st=true; if((_this select 1) == 35)then{ //ot=curatorSelected select 0 select 0; systemchat "t"; //_st=false; }; }]; Doesn't working in zeus, but if(!isnull finddisplay 46)then{true} == true; So, if someone could help i would appreciate.
  11. drongo69 Would like to offer help with work for improving, expanding the mod, contact me if you are interesting.
  12. Somewhere already is, but +1: Big deficiency of "arsenal" is unability to see | add all items in | to "containers", hope it will be fixed. Hope after "Apex" B.I. will look in ai commanding. Basically whats missing: 1|'never fire', 1|'fly height', 1|'"loiter" (flying)', 1|land, 'unit|s to new | other group', 'unit | group to your group', |1 for groups too|, Waypoint's types. Commanding system (Example (kind of): GAIA). Stopping game with moving it to eden (getting in the editor game stopped at the moment). Improve UAVs's cameras stabilizing, remove shaking, moving with UAV's movements.
  13. Yeah, interaction, sorry, `do not use "fries" modules
  14. Get |"Ghosthawk" with ai pilot| hovered above ground be in cargo and look in action menu. ``nothing more ```modules.
  15. Suggestions: "Mount" command isn't perfect, if would be some additional menu to choise vehicle in some enough radius or current radius would be 3 | 4.5 times bigger and group would get in closest vehicle would be much more useful (and i couldn't order blufor group enter empty |'scat's' sochor|). Would be nice to have ability to create new group with selected units in squad's interface.