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magicsrp

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Everything posted by magicsrp

  1. The bridge is too low for SPEEDBOAT MINIGUN to pass under. https://imgur.com/a/hUFezHM
  2. @Atmo Give me a sample mission, please. AllDead is still increasing in my case.
  3. magicsrp

    Ghost Missions

    Thanks for updating. I'm looking forward to you releasing. There is no such thing as "No bugs".
  4. magicsrp

    Ghost Missions

    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];
  5. magicsrp

    Ghost Missions

    Good to hear that news. I hope to see it soon.
  6. magicsrp

    Ghost Missions

    Check the RPT file, that'll be a clue.
  7. 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?
  8. magicsrp

    Ghost Missions

    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 {
  9. Simple example: description.ext: class CfgMusic { track[]={}; class gameIntro{ name = ""; sound[] = {"\music\gameIntro.ogg", db+10, 1.0}; }; }; init.sqf: playMusic "gameIntro";
  10. 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.
  11. 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'>...
  12. magicsrp

    QS Mag Repack

    Thanks. Any update for Server mod or Script version?
  13. magicsrp

    Ghost Missions

    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.
  14. magicsrp

    wind speed

    The unit of windspeed(_windSpeed) is kph? not m/s?
  15. magicsrp

    Ghost Missions

    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.
  16. magicsrp

    Ghost Missions

    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; };
  17. magicsrp

    Ghost Missions

    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;
  18. magicsrp

    Ghost Missions

    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"];
  19. 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.
  20. magicsrp

    Ghost Missions

    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.
  21. magicsrp

    Ghost Missions

    Thanks for updating!
  22. magicsrp

    Devas Autopilot [RELEASE]

    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
  23. magicsrp

    Ghost Missions

    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.
  24. Is it right? _spawnpos = test worldtomodel (asltoagl (getposAsl player));
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