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O360_A1AD

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  1. O360_A1AD

    [Release] Liberation RX

    plz foget it. I sovled the problem by myself.
  2. O360_A1AD

    [Release] Liberation RX

    I'm trying to add script to save_manager.sqf like below but not working correctly. do_build.sqf is already completed. please let me know what is wrong with it if you could. if ( _nextclass isKindOf "Tank" ) then { _nextbuilding call { if (isServer) then { _this lockTurret [[0], true]; _this lockTurret [[0,0], true]; _this lockCargo true; _this addMPEventHandler ["MPKilled", { if (isServer) then { _d = driver (_this select 0); _g = gunner (_this select 0); if (!isNull _d) then {deleteVehicle _d}; if (!isNull _g) then {_g setDamage 1}; }; }]; }; if (!isDedicated) then { _this addEventHandler ["GetIn", { enableSentences false; _tank = _this select 0; _unit = _this select 2; _unit allowDamage false; _unit action ["EngineOn", _tank]; _unit action ["MoveToGunner", _tank]; _tank lock true; _tank switchCamera "EXTERNAL"; _tank addAction [localize "str_action_getout", { _this select 0 removeAction (_this select 2); _this select 1 action ["GetOut", _this select 0]; }, "", 3, false, true, "GetOver"]; _tank spawn { waitUntil {!isNull gunner _this}; _ai = createAgent [ typeOf gunner _this, [0,0,0], [], 0, "NONE" ]; _ai allowDamage false; _ai moveInDriver _this; }; }]; _this addEventHandler ["GetOut", { _tank = _this select 0; _unit = _this select 2; deleteVehicle driver _tank; _unit allowDamage true; _unit action ["EngineOff", _tank]; _tank lock false; enableSentences true; }]; }; }; };
  3. O360_A1AD

    [Release] Liberation RX

    got it thanks. incidentally, could you tell me which file is connected to "Difficulty" params ? I want change configuration of difficulty "Tourist" but i don't know which file is connected. i tried search it with string search software but nothing founded.
  4. O360_A1AD

    [Release] Liberation RX

    I found that "Unitcap" and "Difficulty" params which are in mission_params.hpp is not working correctry. when I turn both params to lowest setting(which are 50% and Tourist), they are still normal value in the game and not affected.
  5. O360_A1AD

    [Release] Liberation RX

    hi how can i change penalty point for player's death?
  6. O360_A1AD

    [Release] Liberation RX

    it could be due to my environment. but I inform you that "sell cargo" function is always shows 0 ammo. let me know if something wrong on your script. otherwise it must be my fault.
  7. O360_A1AD

    [Release] Liberation RX

    thanks for the information! and I let you know that "ForcedLoadout" is working! 😀
  8. O360_A1AD

    [Release] Liberation RX

    appendix: i changed all soldier's loadout to only pistol via editor but it was not affected to the scenario.
  9. O360_A1AD

    [Release] Liberation RX

    sorry i didn't solved that myself completely. what does this mean ? _color = "#(rgb,1,1,1)color"; _texDir = "addons\RPT\textures\"; colorList =[ ["Black", _color + "(0.01,0.01,0.01,1)"], // #(argb,8,8,3)color(0.1,0.1,0.1,0.1) i guess it's color code. but I've never seen like this before.
  10. O360_A1AD

    [Release] Liberation RX

    i solved it myself about the PaintShop preset😀 and i want to change loadout that automatically equip when you spawn with no preset selection. by the way, is there are any kind of persistence vehicle inventory system? i want save our team's property permanently. and i guess it increase immersion of game play experience.
  11. O360_A1AD

    [Release] Liberation RX

    got it thanks. oh, by the way is there any way that i can change color preset of PaintShop? like pink, red and things like that. and i also want change authority level of vehicles.
  12. O360_A1AD

    [Release] Liberation RX

    I cheked that. edit loadouts with ace arsenal ... Working PaintShop ... Working respawn loadout list from ace arsenal ... Not Working Virtual Garage ... dunno how to access it anyway thanks😄
  13. O360_A1AD

    [Release] Liberation RX

    OK, here is the sentence from open_arsenal.sqf. if ( edit_loadout > 0 ) then { closeDialog 0; waitUntil {!dialog}; if (GRLIB_limited_arsenal) then { _box = missionNamespace getVariable ["myLARsBox", objNull]; _savedD = BIS_fnc_arsenal_data; _data = _box getVariable 'LARs_arsenal_Liberation_data'; BIS_fnc_arsenal_data = _data; _savedC = _box getVariable [ 'bis_addVirtualWeaponCargo_cargo', [] ]; _cargo = _box getVariable 'LARs_arsenal_Liberation_cargo'; _box setvariable [ 'bis_addVirtualWeaponCargo_cargo', _cargo ]; ['Open',[nil,_box]] call BIS_fnc_arsenal; _nul = [ _box, _savedD, _savedC ] spawn { _box = _this select 0; waituntil { !isNull ( uiNamespace getvariable ['RscDisplayArsenal', displayNull] ) }; waitUntil { isNull ( uinamespace getvariable ['BIS_fnc_arsenal_cam', objnull] ) }; BIS_fnc_arsenal_data = _this select 1; _box setVariable [ 'bis_addvirtualWeaponCargo_cargo', _this select 2 ]; }; } else { ["Open", [true]] call BIS_fnc_arsenal; }; }; you talking about middle one i guess. i replaced it with "[_box, true] call ace_arsenal_fnc_initBox;" (https://ace3mod.com/wiki/framework/arsenal-framework.html) but nothing happend, just default arsenal was opened. what would you do ?🤔
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