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About Lucullus

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  1. Lucullus

    GF Explosive Objects Script - Mod

    I'm always having fun with your scripts!
  2. Lucullus

    GF Explosive Objects Script - Mod

    Looks good George, will test it right away.
  3. Give your playable units a variable name such as: P01. Replace "player" with the "P01" and you have the solution. The server doesn´t know player but P01. {_x in H1} count (units group P01) == {alive _x} count (units group P01); Player is a command that points to an object and works only on clients or client-server, not on dedicated-server. It would be better to give the different groups a name, for example: G01. Edit: ... and welcome to the Arma MP Universe, there are a lot of stumbling blocks left ...
  4. Player on dedicated is objNull. Edit: too late
  5. Just like Johnnyboy's. But I'll take a closer look, thanks.
  6. Then I'll wait for the next surprise, maybe an insect pest ...😈
  7. What a great surprise. Where did you get all the ideas from?
  8. Lucullus

    Terrain - D41_Ruegen

    Usually I go on vacation there, now I drive around with a tank on the island. 🤗 Good work.
  9. For vehicles you could do it like this: tag_fnc_used_mags = { _mags = magazinesAllTurrets _this; private _used_mags = []; { _x params ["_mag","_turret","_count"]; if (getNumber (configfile >> "CfgMagazines" >> _mag >> "count") > _count) then { _used_mags pushBack _mag }; } forEach _mags; _used_mags }; Call e.g. with: vehicle player call tag_fnc_used_mags Spits out an array of used magazines. So many ways to do something...
  10. in EdenEditor Menue >> Attributes >> Multiplayer then in window Edit: Multiplayer >> Lobby >> Summary Edit: I think that there is no possibility with the description.ext, because it is not documented.
  11. The max number is in the pylon magazine text. "PylonRack_3Rnd_Missile_AGM_02_F" edit: You can also get the max ammunition with: getNumber (configfile >> "CfgMagazines" >> "PylonRack_3Rnd_Missile_AGM_02_F" >> "count");
  12. I had done this last year: tag_fnc_PylonArray = { // predefine the return value private _returnArray = []; // read all existing magazines in the pylons _arrPylonMagazines = getPylonMagazines _this; // create the return array using the config { _returnArray pushback [ // pylon name _x, // pylon magazine _arrPylonMagazines select _forEachIndex, // amount of ammunition _this ammoOnPylon _x ] } forEach ("true" configClasses (configFile>>"CfgVehicles">>typeOf _this>>"Components">>"TransportPylonsComponent">>"pylons") apply {configName _x}); _returnArray }; Call e.g. with: vehicle player call tag_fnc_PylonArray; The function gives you e.g. the following array back: [ ["Pylons1","PylonRack_1Rnd_Missile_AA_04_F",1], ["Pylons2","PylonRack_7Rnd_Rocket_04_HE_F",7], ["Pylons3","PylonRack_3Rnd_Missile_AGM_02_F",3], ["Pylons4","PylonMissile_1Rnd_Bomb_04_F",1], ["Pylons5","PylonMissile_1Rnd_Bomb_04_F",1], ["Pylons6","PylonMissile_1Rnd_Bomb_04_F",1], ["Pylons7","PylonMissile_1Rnd_Bomb_04_F",1], ["Pylons8","PylonRack_3Rnd_Missile_AGM_02_F",3], ["Pylons9","PylonRack_7Rnd_Rocket_04_AP_F",7], ["Pylons10","PylonRack_1Rnd_Missile_AA_04_F",1] ] [ ["pylon name","pylon magazine",amount of ammunition], ...] With the help of the array you can quickly see which ammunition needs to be filled up.
  13. Or the handleDamage EH... edit: As I guess George he is already tinkering. 😉
  14. Maybe, but you can try the difference. From my ArmaArcade mission onPlayerKilled.sqf: params ["_oldUnit","_killer"]; _load = getUnitLoadout _oldUnit; // a few more lines... waitUntil { sleep 0.1; !isNull player }; player setUnitLoadout [_load,false];
  15. Since I use getUnitLoadout and setUnitloadout, this error no longer occurs.