SkyeGuy
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CatBook-Yi23332 started following SkyeGuy
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Questions about Dynamic Loadout
SkyeGuy replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have the following: _nil = ["init",Vehicle_Rearm_1] execVM "plp_loadout.sqf" ; // Where Vehicle_Rearm_1 is the HEMTT Ammo _nil = ["init",Fighter_1] execVM "plp_loadout.sqf" ; // Where Fighter_1 is a F-18X Black Wasp Still not working in a dedicated server MP environment. Tested and it works fine in local MP. I also enabled the following line: player setVariable ["plp_loadout_authorized",true] ; (To see if having it commented out could be the issue, but no dice either way). Not sure if I'm doing things wrong or if there is something else happening. Thanks for the help and assisting me as well - it's greatly appreciated. -
Questions about Dynamic Loadout
SkyeGuy replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so noob question - how do I properly define "a" and "b" as a Fighter / Ammobox? -
Questions about Dynamic Loadout
SkyeGuy replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have / had the following in the server's standard "init.sqf" file: // ------------------ PLP Vehicle Loadout Script Init ----------------------- PLP_fnc_loadout = "plp_loadout.sqf" ; //player setVariable ["plp_loadout_authorized",true] ; //_nil = ["init",a] execVM "plp_loadout.sqf" ; //_nil = ["init",b] execVM "plp_loadout.sqf" ; {_x allowDamage false} forEach [vehicle player,player] ; I basically just copied/pasted from your template mission this line of code from the init field in your ammo truck: <_nil = ["init",this] execVM "plp_loadout.sqf"> and pasted it into the desired vehicle that I wanted to contain the Arsenal (in this case the standard HEMTT Ammo Truck). Everything is working in non-dedicated MP. I'm assuming that I need to re-enable the //_nil = ["init",a] execVM "plp_loadout.sqf" ; //_nil = ["init",b] execVM "plp_loadout.sqf" ; lines of code, and define what "a" and "b" are? Do I need to better define the "ammobox" to say "if this class of vehicle [say HEMTT Ammo] then = a"? Not entirely sure what to do here. Thanks for the feedback, sorry for the super late reply. -
SkyeGuy started following Questions about Dynamic Loadout
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Questions about Dynamic Loadout
SkyeGuy replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey just wanted to give some local feedback about your dynamic loadout script - been trying to get it working in a dedicated MP server environment with a milsim modset (RHS, ACE, etc) and it doesn't seem to be working. Testing in non-dedicated local multiplayer has it working just fine though; unsure as to what could be causing the issue. Was looking at trying to build and implement a script that used the existing vanilla loadout framework then I happened upon this thread! I would be willing to help test and lend server resources to help debug the issue as well - my Steam profile is http://steamcommunity.com/id/SkyeGuy63/. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
SkyeGuy replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have two issues / complaints - already posted in the GitHub but figured I post here as well: 1.) Issue regarding saving and loading ACE Settings, as well as usage of the import / export functionality ---> https://github.com/acemod/ACE3/issues/5945 2.) Issue regarding RPT spam in-editor whilst applying ACE Settings ---> https://github.com/acemod/ACE3/issues/5946 Despite the frustration, overall am liking the various fixes and changes. ACE Arsenal implementation is frustrating at the moment, but I can tell that it is far more useful both for the player and the mission maker. Hope that the importing presets from vanilla VA gets implemented as well. -
CBA - Community Base Addons - ARMA 3
SkyeGuy replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Steam Workshop page is hidden - please fix. -
TGP System Addon - Targeting Pod System
SkyeGuy replied to Masnooper's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe that BI implemented the possible groundwork for even smoother integration for a SNIPER pod in the new update - there is a vanilla camera on the A-164 Wipeout accessible now with "Ctrl-RMB" that is essentially a darter camera minus the laser designator (why BI why!) Also with the sensor overhaul coming soon this could have added functionality: Link to reddit post detailing the A-164 Wipeout Camera ---> Just some food for thought. Having the ability to self-designate as a CAS pilot not only increases effectiveness but also allows the pilot to serve as a reconnaissance role as well. I also wish that the UAV Laser Lock was based off of sea-level elevation and not terrain -> would fix the "jitters". Great work on the mod! (and yes, I'm aware you've addressed the updated camera - just wondering how difficult it would be to add in the darter laser to that) Side-note: Could this mod add functionality for the A-10 Warthog Series mod coming out by Firewill? I'm guessing he'll implement a SNIPER pod on the A-10C variant but being able to use this mod would be nice as well. http://steamcommunity.com/sharedfiles/filedetails/?id=787892271- 80 replies
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- tgp
- targeting pod system
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