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Posts posted by webbie.

  1. Hi all, Love the mod.


    I don't want to flog a dead horse here and I know its been asked a few times but maybe someone has gotten onto a way to do it.

    Zombies Spawn and Blacklisting works perfect with the exception that the blacklist areas have to be quite large to stop zombies from roaming into a safe zone.

    I have Safe Zones setup to stop AI from entering the safe areas but regardless of whether its on delete or retreat they still come to the area.

    My module is setup to no side owns the area because its only for players, Ithink I have that reasoning right.


    Is anyone else experiencing an issue with them either deleting or retreating?

    I do see it work from time to time so I suspect the repeatable trigger may need to be on a loop or timer to run every 30 secs or whatever so it resets the trigger.

    Thanks in advance

  2. Hi all,
    This may or may not have been answered. I did have a good look but couldnt find what I was looking for.
    Is their a fix or even a reason why the inventory in arma moves around when right clicking to move items around.
    eg. click an item in backpack to move to crate, click same item and it moves down the list.

    Thx in advance.

  3. Im obviously doing something wrong, Ive added it to the initplayerlocal, The script is running but its looking for a variable to apply it too 

    GOM_fnc_scan = {
    params [["_scanObject",objNull],["_scanRadius",15],["_debug",false]];

        if (_debug) then {systemChat "Starting to scan!"};
        hint "Starting to scan!";
        sleep 1;
        waitUntil {

            _nearPlayers = _scanObject nearEntities _scanRadius select {isPlayer _x};
            hintsilent format ["Players detected:\n%1",count _nearPlayers];
            !(_scanObject getVariable ["GOM_fnc_scanActive",true])
        if (_debug) then {systemChat "Stopped scanning!"};
        hint "Stopped scanning!";


    //add scan action to object
    ???What goes here??? addAction ["Scan for Players",{
        params ["_object","_caller","_ID"];

        if (_object getVariable ["GOM_fnc_scanActive",false]) exitWith {
            _object setUserActionText [_ID,"Scan for Players"];
            _object setVariable ["GOM_fnc_scanActive",false,true];

        _object setUserActionText [_ID,"Stop scanning for Players"];
        _object setVariable ["GOM_fnc_scanActive",true,true];
        _scan = [_object,15] spawn GOM_fnc_scan;

    },[],0,true,true,"","_this isEqualTo vehicle _this",5];

  4. Hi all, so I've been involved in the arma community coming up to 2 years and 2000 hours of which half would be in development and who knows how much scripting. I have run a variety of servers including my current exile server , been apart of clans and units, created and uploaded missions,   And would consider myself a moderate to advanced user and developer. 

    My question is now what?  I love arma both playing and developing. I've struggled to find an arma community that doesn't have a high and mighty mentality so I just plod along doing my own thing. Any thoughts appreciated. Im an aussie and would really like to join in an aussie community and enjoy milsim games but the whole high mighty thing is a bit shite. I do play with the yanks a fair bit but after quiks server shut down it became less of a thing. 

  5. On 6/8/2017 at 3:23 PM, Haymaker said:

    Any fixes yet? I changed direction to be  _direction = random 360; which makes it work, but at the expense of vehicles being lined up with the road.

    Because I just want this damn thing to work with the direction did you just put                    _direction = random 360; in place of                    _direction = [_tempPos, _connectedRoad] call BIS_fnc_DirTo;


    Also im trying to implement this on malden however all the units are spawning on the roads only this worked really well in tanoa so im unsure of what part needs to be  changed.

  6. 28 minutes ago, Larrow said:

    Vehicle init...

    this addAction[ "Arsenal", { [ "Open", true ] call BIS_fnc_arsenal; } ];

    In vehicle respawn modules expression ( notice case of Open, my mistake in previous post as it is case sensitive )

    params[ "_vehicle" ];
    _vehicle addAction[ "Arsenal", { [ "Open", true ] call BIS_fnc_arsenal; } ];


    really I didnt think case made a difference, ok, well thats good to know thank you for your help ill give it a go. Thank you for your help its appreciated


  7. 6 hours ago, Larrow said:

    This should work. Arguments passed to expression are [ newVehicle, oldVehicle ].


    params[ "_vehicle" ];
    _vehicle addAction[ "Arsenal", { [ "OPEN", true ] call BIS_fnc_arsenal } ];


    @Larrow I added this to the expression line and while arsenal does display the arsenal itself isnt loading. Perhaps I need to add arsenal to init line?


    EDIT: Nope, tried that still no joy, arsenal is displaying though so thats progress

    EDIT: Is params[ "_vehicle" ]; in the expression line or am i actually using that as a param on the vehicle?

  8. Hi,


    I have searched far and wide for an answer but have gotten nowhere any help appreciated.


    Heres the issue. 


    My MP mission has MHQ bikes that work perfect however when they are destroyed they lose the virtual arsenal.

    I have tried various methods to fix it hoever nothing seems to be working even when no errors are displayed.

    Ive tried via init and add actions also by following the guidelines on arsenal from BIS. Ive also tried doing via expression field in the vehicle respawn.



  9. Hi all,


    Simple question is can support provider/requester modules be used with a dedicated server?

    Here is my problem.

    I set everything up the way it should be and I test it in multiplayer and it works great hwoever as soon as I  put the file on the server it doesnt show up at all.


    If anyone has any further suggestion even better but im just checking as im just chasing my own tail at the moment.


    Thanks for any help that can be provided.

  10. On 5/5/2017 at 4:06 PM, sarogahtyp said:

    Thanks for ur suggestions. I thought about those negative score thing and I ll turn the civilian to enemy side to fix this.

    Are u sure that _dist_target becomes undefined?
    I ve an alive check in the while loop for it. And in the condition this alive check is at first position. The loop should simply break before _dist_target gets checked if the civilian is dead. But if it truly throws an error then I ll fix it.

    But I be no time for it within the next few days.

    sent from mobile using Tapatalk

    Im also experiencing this, they are actually running at me when this occurs. Im also using BI revive. Im using it in on COS as well and everything works fine but it does throw that error up.

  11. Id really love to know how to add a custom sound to this, like i know some of the basics like adding the cfgsounds etc. (i think ive got that part right) but Id like a sound ive recorded to play when they approach just via the playsound functionality. any help appreciated.


    can i add something like playsound into this section?


    if (_is_vec) then
      _boom = createVehicle ["Bo_GBU12_LGB", getPos _bomber, [], 0, "CAN_COLLIDE"];
      _boom = createVehicle ["R_60mm_HE", getPos _bomber, [], 0, "CAN_COLLIDE"];
     deleteVehicle _bomber;

  12. So heres what I found:

    • Vectoring has largely been tied in with the throttle, you cant just crank the throttle up anymore and expect a smooth take off, instead you have to allow the engines to spin up first then pull back on your stick to allow it to centre the weight
    • landing is a pain in the ass again largely tied in with throttle, almost easier to land on the runway at speed. It can be done but it will take alot of practise
    • It will basically just take a bit of time to get used to the throttle and you have to watch it like a hawk because your airspeed gives zero indication of your actual momentum.

    Hope that helps, personally id rather the old flight model as well.

    • Like 1