aDIRTYnurse
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Everything posted by aDIRTYnurse
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Texture bug! The gloves, boots and some pants on the uniforms seem to turn white or black when looking from a distance, like they are missing textures. Example image:
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- usp
- undersiege
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Hi! My first post here. I've recently had to take charge of a group's server side dealings and I have no clue how to make it work. I've searched these forums without success (pretty sure I just don't know what to look for). Anyway our groups loadouts are made in each separate SQF file and then used with "add action". The inside of the SQF is copy-paste from the BI Arsenal with this replaced with player. I'd like to know if its possible to make a list of uniforms and the script would pick one uniform from that list at random, while using the same SQF files. Another question is if anyone has any good tips on how to make a loadout selector thingymajeeg? Like I said we currently have a SQF file for each loadout and then we compile those add actions into a inanimate NPC to know which loadout we are dealing with. Keep in mind I'm green as a leprechaun's hat when it comes to scripting in Arma. Thanks in advance for the answers. D EDIT! I managed to find a post from last year and got it to work. Second question still stands though
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Hi! Most likely this has come on here already, but I couldn't find any matches. My question is... How can I configure my server in a way, that Map Markers are only put down in Direct Chat and by Zeus for everyone to see? One of the conditions is, that group and global chat themselves still need to remain active for use, but only map markers are not usable on those channels. Thanks for any help.
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My bad. Sorry about that. If anything the only conflicting mod should be ACE
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This is on dedi. Vehicle Channel Group channel Global channel
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So this is my init atm enableSaving [false, false]; enableRadio false; // That will clear the voices from my head... enableSentences FALSE; // Stop talking to myself "respawn_west" setMarkerAlpha 0;' "respawn_civilian" setMarkerAlpha 0; null = execVM "deleteMarkers.sqf"; null = [this] execVM "loadout.sqf"; this addeventhandler ["respawn","_this execVM 'loadout.sqf'"]; [missionNamespace,["RGTRespawnInv"]] call BIS_fnc_addRespawnInventory; The deletemarkers.sqf is the same as yours
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Doesn't seem to work
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Thanks for the relpy. I'll give it a go
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Hey I need another pair of eyes to take a look a this. What am I missing? The script itself works, but when the mk17 gets picked, the "else" section still goes into action. If the M14ebr, DMR_camo or sr25 get selected, the mag are okay, but with the mk17, it still adds the unusable ACE mags. Script:
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Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To me that looks like a long array, that I can't make sense of, unless I make it presentable for myself, which is why all my code looks like the BI Arsenal script. I'm just used to it 😄 -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm guessing its for preset loadouts, that you can pick at spawn? -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope. And please don't scare me with that sort of stuff 😄 -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup. I just did that. Thanks for the quick help. I've been looking at these scripts for 2,5h now. Seeing stars at this point 😄 Have a good one -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Without the "or" function the outcome is still the same as in the beginning. When the Mk17 is picked, the ACE mags in the "else" section still get added to the backpack. -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So you took the "or" function away entirely? -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry I'm stupid. Your M9 question. No. If I put the semicolon at the end, then the player does not get the M9. Nothing happens. I use ACE Arsenal to test these loadout scripts. -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
They do. The M9 is at the end, so it would have the magazine loaded. -
Need help with simple script
aDIRTYnurse replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I put a semicolon at the end, it breaks/stops the script entirely -
Hi Other people's guns keep randomly popping off shots, doesn't matter if the rifle is in their hands or on their back. I've eliminated ADs. Most of my group are reporting this as happening. It confuses people a lot, because the gunfire is always close and catches people off guard. Its gotten to the point its annoying. I'll try to get you guys some video, but don't hold your breath. Thanks for the help.
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This is one of the loadout scripts my group uses. I need help with a if function with a specific primary weapon condition. If after the weapon selection the primary weapon is rhs_weap_m4a1 then it would add a primaryWeaponItem, for example. If that condition is not met, then it would run just as is. Thanks for any help
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Found out it was some lag caused by the mod Chemical Warfare.
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AD = Accidental Discharge of a weapon by a player. And we play modded.
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Hi! My server keeps getting bombarded with spam It has gotten to a point where my server logs are over 2GB large. It causes massive desync and lag. Missions are almost unplayable. HELP! I know this has been reported here earlier, but I still couldn't find a fix for this. Thanks in advance for any help, you guys can give me.
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This is my modset https://steamcommunity.com/sharedfiles/filedetails/?id=1540774972 And its been most prevalent on Lythium. We're still trying to weed out the problem child.
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I saw GPS/INS metioned somewhere here. Do we have any information whether the Jets DLC will feature something resembling an asset, that allows us to conduct BOC (bombs on coordinates) CAS attacks? Secondly and not as importantly, if air superiority jets are included, are they going to do something about the world draw distance? The ground disappears for me even when the video settings are maxxed out. Thanks for any useful info :)