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29 ExcellentAbout Mokka
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lastresortgaming.net
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Just some german guy with no ambitions. ;_;
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LRGamingEU
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Germany
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mgi scripts AI REVIVE HEAL SCRIPT SP/MP
Mokka replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohhhh, this looks promising! I'll play around with this once I get some time c: Thanks for sharing, pierre -
Include files between addons
Mokka replied to Mokka's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I think this issue has been rectified, at least for now. I have switched over to rapping and packing the pbos with Mikero's PboProject, which works a charm. I cannot, however, make use of the fancy compression subroutine for his MakePbo tool. It seems fine for now, I totally forgot about this post. Thanks for bringing it up again, so it gets some closure :)- 2 replies
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- preprocessor
- addons
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mgi scripts AI VEHICLE RESPAWN script, an alternative for BI module
Mokka replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
These sound and look great, Pierre! Thanks for posting them here, much appreciated. I'm going to give them a test run in the near future. -
How to make a script loop forever
Mokka replied to ZU23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe to specify this even more for you case, you should put the infinite loop in a separate script (let's call loop.sqf) and spawn/execVM this from within your init. // Unit init/init.sqf _loopHandle = spawn "loop.sqf"; //loop.sqf while {true} do { // Stuff here }; -
Blackfish Take Off Trigger
Mokka replied to RaptoR DanKel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, there was one too many ;_; I am also going to edit my original post. God damnit *incoherent german slur mumbling* -
Return if weapon is suppressed
Mokka replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My bad, missed the arrayIntersect. Reading, great skill ;_; -
Blackfish Take Off Trigger
Mokka replied to RaptoR DanKel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport https://community.bistudio.com/wiki/getVehicleCargo BIKI is your friend. You could use something like: waitUntil { (prowler1 in (getVehicleCargo blackfish) && (prowler2 in (getVehicleCargo blackfish)); }; Not optimised at all, but should give you an idea on how to solve this. -
Invincible after first death or any player that joins
Mokka replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you using any additional scripts? The default Arma 3 Respawn system does not allow settings, that make players invincible after they have respawned. https://community.bistudio.com/wiki/Arma_3_Respawn Your issue might be down to using the Vanilla Respawn System/any Third-Party Revive system. -
Return if weapon is suppressed
Mokka replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Grumpy Old Man Would that not only return if the weapon can be suppressed since all you would get is an array of compatible muzzle attachments? As for asserting whether the currently held player weapon has a silencer attached to it, I would simply take KK's approach, as seen here: hasSilencer = player weaponAccessories currentMuzzle player param [0, ""] != ""; As for: There are some interesting values in the config for the common sounds suppressor object. htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; /----- minRange = 1; minRangeProbab = 0.3; midRange = 150; midRangeProbab = 0.58; maxRange = 500; maxRangeProbab = 0.04; I have no idea what they are, these values might well be a cryptic cake recipe that BIS out in there, but trying things out almost never hurts. There also seems to be a value called "detectRange" in the config for both weapons and suppressors, but the value is 0, in all cases that I have observed so far. -
zeus Zeus Sounds - CfgSounds ?
Mokka replied to Midnighters's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
And another nice bit: https://github.com/oOKexOo/AresModAchillesExpansion/wiki/Custom-Music Using CfgMusic seems to be the solution though. I am however unsure if the above information only applies to use with Achilles (ie that Achilles handles Music and Sounds stored in CfgMusic itself) Adding to my above: https://github.com/oOKexOo/AresModAchillesExpansion/blob/69f0b1e9f24372a034a822175a69c1008fa1aedc/%40AresModAchillesExpansion/addons/ui_f/scripts/RscAttributeMusic.sqf This seems to handle adding custom music to the Achilles mod, worth a look if using CfgMusic alone does not resolve your issue... -
zeus Zeus Sounds - CfgSounds ?
Mokka replied to Midnighters's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Have you tried this approach already? It does not make use of units[], but registers the sounds and music in the music library. -
Pulling Rank Icon From Configfile?
Mokka replied to marker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, indeed he has. -
Function utilises nearRoads . You should play around with this command and take note of what it returns.
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No worries mate, glad I could help you.
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Oh, I am sorry :D The Arma 3 Samples library is an additional component, not included with the base game. Go to your Steam Library, and hover over the Library Selector and navigate to the "Tools" section: In the Tools section you then look for the Arma 3 Samples entry, and click "Install": Hope that helps :)