magicsrp
Member-
Content Count
35 -
Joined
-
Last visited
-
Medals
Everything posted by magicsrp
-
The bridge is too low for SPEEDBOAT MINIGUN to pass under. https://imgur.com/a/hUFezHM
-
Increasing 'AllDead' and 'AllDeadmen' collections during game - can't deleteVehicle
magicsrp replied to atmo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Atmo Give me a sample mission, please. AllDead is still increasing in my case. -
Thanks for updating. I'm looking forward to you releasing. There is no such thing as "No bugs".
-
The Base moved into the aircraft carrier, so need to consider the ATL position on the Carrier at "functions\client\fn_puavsupport.sqf": Change this line into new one: _air1 setposatl [_pos select 0, _pos select 1, 1.5]; ---> _air1 setposatl [_pos select 0, _pos select 1, (getposatl player select 2) + 1.5];
-
Good to hear that news. I hope to see it soon.
-
Check the RPT file, that'll be a clue.
-
[Release] GOM - Aircraft Loadout V1.35
magicsrp replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Some users save their own preset with "GOM_fnc_allowAllPylons = true; " (GOM_fnc_aircraftLoadoutParameters.sqf) on their own Host using demo script. And then use it on other Dedi Server which has a server's parameter: "GOM_fnc_allowAllPylons = false; " Any ideas to prevent it? -
You need to edit the initplayerlocal.sqf: line78: if (player iskindof "B_Soldier_SL_F") then { -----> if (player iskindof "B_CTRG_Soldier_TL_tna_F") then { and additionally, to correct Recon & UAV operator's role: line48: if (player iskindof "B_recon_JTAC_F") then { ----->if (player iskindof "B_CTRG_Soldier_JTAC_tna_F") then { line68: if (player iskindof "B_soldier_UAV_F") then { ----->if (player iskindof "B_T_Soldier_UAV_F") then {
-
Simple example: description.ext: class CfgMusic { track[]={}; class gameIntro{ name = ""; sound[] = {"\music\gameIntro.ogg", db+10, 1.0}; }; }; init.sqf: playMusic "gameIntro";
-
[Release] GOM - Aircraft Loadout V1.35
magicsrp replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. How to remove CBU-85 Cluster and BL778 Cluster from the Weapon list? Some players abuse these cluster bomb and troubled unexploded clusters in the AO. -
[Release] GOM - Aircraft Loadout V1.35
magicsrp replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice script, Thx. I got some info from my rpt file:`Unknown attribute t'. I guess this may come from these lines in GOM_fnc_aircraftLoadoutInit.sqf: format ["<t shadow='2' t size='0.75'>... format ["<t align='center' t size='0.75'>... format ["<t align='left' t size='0.75'>... -
Thanks. Any update for Server mod or Script version?
-
Tanoa mission also has ammo drop, I've played Tanoa mission after released. only squad leader or team leader can deploy the ammo drop using 0-8 support.
-
The unit of windspeed(_windSpeed) is kph? not m/s?
-
Change JTAC class name into "B_CTRG_Soldier_JTAC_tna_F" for Tanoa Map: if (player iskindof "B_CTRG_Soldier_JTAC_tna_F") then { If there is helipad in AO, a civilian chopper is spawned. For Malden, I saw the civilian chopper in the Southern-east military base where AO.
-
JTAC's job is defined in the initPlayerLocal.sqf: if (player iskindof "B_recon_JTAC_F") then { [player,"Attackhelo"] call BIS_fnc_addCommMenuItem; player setVariable ["ghst_helosup", 0]; player setVariable ["ghst_helosup2", 0]; [player,"Attackplane"] call BIS_fnc_addCommMenuItem; player setVariable ["ghst_cassup", 0]; [player,"RemoteDesignator"] call BIS_fnc_addCommMenuItem; player setVariable ["ghst_remotedes", 0]; [player,"Gunship"] call BIS_fnc_addCommMenuItem; };
-
I think, No need to put the code: [this] spawn DEVAS_AutoPilot; in the initServer.sqf, if you use it for the Base initially spawned 2 helis. Because it's initially spawned when you start the mission. Just put the code in the init.sqf: //init.sqf: [] execVM "AutoPilot\AutoPilotInit.sqf"; and Description.ext: as Sample Mission explained. class CfgSounds { sounds[] = {Devas_click}; class Devas_click { name = "Devas_click"; sound[] = {"\AutoPilot\Sound\Devas_click.ogg", db+15, 1.0}; titles[] = {}; }; }; If you want to apply this Autopilot for player's spawned aircraft, put the code in fuctions/dlg/fn_spawnair.sqf : [_veh1] spawn DEVAS_AutoPilot;
-
if ghst_rhsmod then {_helolist = ["rhsusf_CH53E_USMC","RHS_UH60M"];} else {_helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"];}; Just edit above line into: _helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"];
-
Arma 3 Jet DLC Deck Crew Animations
magicsrp replied to 42nfl19's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can the crews move back to initial position after launch on MP environment? e.g. the shooter stood in front of the jet initially then stood aside with side steps. -
Thanks for porting on Malden. I've already ported on Malden but yours is better. By the way, I had your mission scripts copied by Chinese Server. The Chinese server copied whole mission scripts of my Malden map and opened their server yesterday. The mission scripts include your up-to-date scripts and my modified functions and additional scripts. What a great Chinese.
-
Thanks for updating!
-
assistance Devas Autopilot [RELEASE]
magicsrp replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the new version. No need following lines anymore in init.sqf? "DEVAS_AutoPilotON" addPublicVariableEventHandler { [_this select 1] spawn DEVAS_AutoPilot; }; And 2017 in your head comment in files. :) // © v.1.7 May 2016 - Devastator_cm -
Thanks for upgrading. New USS Freedom and more! Need some tweak about spawning aircraft on the aircraft carrier. They collided each other when new aircraft has been spawned just after spawning.
-
Spawn or Teleportto New Carrier?
magicsrp replied to DieselJC's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it right? _spawnpos = test worldtomodel (asltoagl (getposAsl player));