Teck_
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Posts posted by Teck_
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Ah, got it. Changing the fn_init.sqf worked.
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Cool, thanks.
But I'm have trouble changing the set probabilities.
I've tried changing the variables in fn_probability.sqf, but when I load my game I get an error "can not find add_time.sqf"
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Hey,
Our group would like to implement your mod into our modset.
I see we can change the adv_aceCPR_probabilities = [40,15,5,85]; via the init.sqf.
My question is can I modify your main file to different probabilities so we don't have to put the modified probabilities in the init every time?
Thanks
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Hey, I'm trying to add items to multiple boxes around the map at the same time.
I am trying to keep the items separated and stuff too
So far I have this;
SpoilerInit.sqf
[] execVM "arsenal.sqf";
Spoilerarsenal.sqf
_box = [box1,box2,box3];
[_box, false, false] call ace_arsenal_fnc_initBox;
// Weapons
[_box, ["arifle_MX_pointer_F"]] call ace_arsenal_fnc_addVirtualItems;
//Items
[_box, ["Chemlight_green"]] call ace_arsenal_fnc_addVirtualItems;
and so on...
I can't seem to get this working, any ideas?
Is this even possible?
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Hey,
That is my reupload. War_lord has granted me permission to upload it, but it has strict rules inside the description.
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Hey, I have a bug to report.
Walking or running on sand no longer produces sounds. I'm guessing this broke when BI changed the walking on sand sounds in the last update.
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5 hours ago, eisenmaik said:I hve installed ACE 3 and Ryanzombies but with ACE3 the Zombs doesnt make any dmg to players...is there any fix?
I have also noticed the same thing, but I don't think there is much the ACE team can about this.
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Hey,
I am trying to change the unit emblem. I can upload a new image but can not delete the old one.
EDIT > Just had to press the save button...herp derp
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They do it about three out of five times, on both CUP maps and stock maps
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On the road block topic. They are spawning at 90 degrees on the road.. like side ways.
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How do you remove and/or hide the trigger makers until units enter the defense area?
This guy seamed to figure it out but I can't get it to work.
Original Post By Revo: HERE
The simplest way would be to hide all markers and display they once the trigger has been activated.
init.sqf
If (isServer) then { {_x setMarkerAlpha 0} forEach allMapMarkers; };
In the trigger which activates the defend module put:{_x setMarkerAlpha 1} forEach allMapMarkers;
However, if you only want to hide those to markers, and not every marker you would need to do it as follows:
init.sqfif (isServer) then { yourMarker = ["marker1","marker2"]; //all the marker you don't want to hide markerModules = allMapMarkers - yourMarker; //seperate the markers you want to hide from the ones you don't want to {_x setMarkerAlpha 0} forEach markerModules; //hide all unwanted markers };
In the trigger which activates the defend module put:{_x setMarkerAlpha 1} forEach markerModules; //show all markers once the module has been activated
I hope I could help you. -
I have tried both options and other commands to disable the trigger markers.
Still can't get it to work, need some help please....even removing them entirely would be great!
R3voPosted 01 July 2015 - 22:00
The simplest way would be to hide all markers and display they once the trigger has been activated.
init.sqf
If (isServer) then
{
{_x setMarkerAlpha 0} forEach allMapMarkers;
};In the trigger which activates the defend module put:
{_x setMarkerAlpha 1} forEach allMapMarkers;
However, if you only want to hide those to markers, and not every marker you would need to do it as follows:
init.sqf
if (isServer) then
{
yourMarker = ["marker1","marker2"]; //all the marker you don't want to hide
markerModules = allMapMarkers - yourMarker; //seperate the markers you want to hide from the ones you don't want to
{_x setMarkerAlpha 0} forEach markerModules; //hide all unwanted markers
};
In the trigger which activates the defend module put:
{_x setMarkerAlpha 1} forEach markerModules; //show all markers once the module has been activated
I hope I could help you.
Jetpack v1
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Apologies, It won't happen again.