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About UnDeaD.

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  1. Hi, i believe you have to change the text of briefingName inside description.ext https://community.bistudio.com/wiki/Description.ext#briefingName
  2. UnDeaD.


    Refilling jerry cans at CUP fuel stations (i tried the one with classname "Land_A_FuelStation_Feed") on Chernarus Redux throws error that _value and _fuelsource is not defined and the jerry can disappears. I assume the same happens on other maps that use CUP fuel stations.
  3. UnDeaD.


    Many thanks! 😁
  4. UnDeaD.


    Has anyone noticed that GRAD Persistence doesn't save Ravage variables (hunger, thirst)? I saw that these variables are not broadcasted to the server and persistence cannot find them. Would it cause multiplayer issues if these variables were broadcasted?
  5. Since the recent update: https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityCreated Only thing you would need to do is maybe filter the units a bit.
  6. UnDeaD.

    AI ignore airfield

    Hi, if you refer to the editor then try increasing their skill, that way they will also spot enemies much quicker. One more thing you could do is to move the helos into one group, so they spot enemies and share it with the other ones. Or you could bring in a bit of scripting and use commands such as reveal
  7. UnDeaD.


    Hi, try this (this adds random blood textures to clothes): _unit setObjectMaterialGlobal [0, selectrandom ["A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth2_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth3_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat"]]; or directly into the unit's init box: this setObjectMaterialGlobal [0, selectrandom ["A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth2_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth3_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat"]];
  8. Hi, I'm not experienced with config defines but my first guess would be to put the unit/vehicle classnames into quotes. Hope that solves it.
  9. Hi, that is listed in magazines near the end of this list. Use the classname from there. Hope i could help.
  10. UnDeaD.

    Missing semicolon

    Hi, i'm not experienced with display stuff, but i saw on the wiki that closeDisplay requires(?) a parameter in front of it (display closeDisplay exitCode). Not sure, if that causes the problem, i'm just guessing.
  11. UnDeaD.

    GF Headshot + Killfeed Script

    Hi, I believe if you replace this part of the script if(!(isplayer _killed))then{ _killed_Name = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _killed] >> "Displayname"); }else{_killed_Name = name _killed}; with this _killed_Name = name _killed; it should work the way you want it.
  12. UnDeaD.


    I believe if they have a weapon, they will fight for the faction they were grouped to. I'm just using them as playable units for a mission, so the restriction of using another faction's clothes doesn't apply to them, even when they are assigned to another faction the way I mentioned above.
  13. UnDeaD.


    The easiest workaround is to use civilians as playable units, which you group to a Blufor/Opfor/Independent unit. After that it should change it's color to the selected faction, and then you can delete that unit. Civilians can use any type of clothing.
  14. Hi, i'm using this condition in one of my missions: (count (fullCrew [_vehicle,"",true]) == count (fullCrew _vehicle)) which returns true if the _vehicle is full.