Jump to content

erikj

Member
  • Content Count

    10
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About erikj

  • Rank
    Private
  1. erikj

    Warlords

    A bit of more feedback about things that people didn't talk yet (or at least I didn't find it): Things that are probably configurable but there is no info in the wiki: About defenses: Is there a way to configure the distance between you and the object? Maybe rotate? Some defenses are too big (even vanila) and you ended up spawning it literaly inside you. About CP: Is there a way to manually gives or takes CP from someone? For example a code that takes CP when you enter in a trigger or maybe a reward for a side mission. About CP (again): Is it possible to config the amount of CP that you get per kill? About Arsenal: How can I customize the arsenal per side? (if it's possible) customize the amount of cp required would be nice too but I guess it's hardcoded. About vehicles that are spawned: is it possible to add a script with it? For example every blackfoot comes with only rockets. Extra things that aren't exactly related to it but it's good things to promote: Warlords are totally compatible with "select custom spawn position" and "select respawn loadout". That's a really viable option for people that wants to disable the arsenal. Fast travel spawn in an enemy sector is not configurable, that might result in spawning in a ocean. Happened to me a lot in Tanoa. Arsenal is exploitable if you load a saved loadout, allowing you to spawn anything, including mortar backpacks for example.
  2. totally forgot to fix this XD The idea was send the ID of the object to the script. Thinking about it now it was kind redundant. fn_Potato Opens (see [_datalink,3]) and fn_Potato2 Closes (see [_datalink,0). I tried do that a IF/ELSE but didn't work even with the right sintax. oh, that's how it works! I imagined that should be something like that. I tried your code, but somehow this part it isn't working (it was before). Edit: Fixed it. I needed inside each part of it. Btw, thank you for the tips o7
  3. Ok, that's a bit of a complex problem. As far as I know arma uses 2 kinds of variables: private and global and that will be the biggest problem here. I'm trying to call a script from a object (Data Transmiter) that will add a Hold Action to it. No problem for now and works as intended for a single Data Transmiter. But when I use the same script for a second Data Transmiter only the second one will work. Why that happens? Because some parts of the code requires global variables. So, how can I fix it? I honestly have no idea. That's the code for reference, just call it with a handle = [this] execvm "name of the file.sqf" and should work. //select object name and apply to global _datalinkname = this select 0; datalinkname = _datalinkname; //params ["_datalinkname"]; //Set Datalink Color [datalinkname,"blue","orange","red"] call BIS_fnc_DataTerminalColor; //open/arm function fn_potato = { [ datalinkname , "Hack DataLink", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", { systemChat "Start Hacking"; }, { playSound3D ["a3\sounds_f\sfx\beep_target.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0] }, { [datalinkname, 3] call BIS_fnc_DataTerminalAnimate; sleep 5; hint "after 5 sec..."; playSound3D ["A3\Sounds_F\sfx\alarm.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0]; datalinkname call fn_potato2 }, {}, [], 3, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, datalinkname]; }; //close/disarm function fn_potato2 = { [ datalinkname , "Hack DataLink", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", { systemChat "Start Hacking"; }, { playSound3D ["a3\sounds_f\sfx\beep_target.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0] }, { [datalinkname, 0] call BIS_fnc_DataTerminalAnimate; sleep 5; hint "after 5 sec..."; playSound3D ["A3\Sounds_F\sfx\alarm.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0]; datalinkname call fn_potato }, {}, [], 3, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, datalinkname]; }; //calls first function datalinkname call fn_potato;
  4. Oh... I already did it. I should left this window open... Btw, when I added it, I found a way to fix a bug of your planes. When you wrote in your configs this: class pylons8: pylons3 { UIposition[]={0.33000001,0.40000001}; mirroredMissilePos=1; }; mirroredMissilePos is not a boolean. It will take the weapon from the pylon that you called it and in this case it would be pylons1. to fix that is really simple: class pylons8: pylons3 { UIposition[]={0.33000001,0.40000001}; mirroredMissilePos=3; //it will take pylon 3 weapon }; sadly, you will need to fix each one of them of each plane. I fixed the F-16C just to test here and worked. That will enable mirror mode in Dynamic Loadout
  5. Well, you already do an amazing job for the community and I know that's probably boring doing this so I can't argue XD But esthetically the LAU-3 is far cooler than 3 LAU-131. Thank you for the answer and keep the good job. PS Btw, if I manage to add those to the A-10 and F-16 and send you the files, would you add it?
  6. Hum.. Just out curiosity: Why neither F-16 neither A-10 have the LAU-3 rocket pod (used on F-2) if both use a similar pod in real life? It would be a great (and simple) addon.
  7. Found a bug with dynamic loadout, mirror mode isn't working at al. I don't know if it's an Arma 3 bug or not, but that never happened with vanilla planes. o7
  8. Oh, that's ok (I forgot about that). Thank you anyway o7 If I find any othe bugs I will let you know
  9. A-164 Wipeout (The vanilla A-10 clone). I was referring to the HUD used in GBU-12 in the base game and I will add a screenshot about it. Image link (I didn't find how to post images here) https://steamuserimages-a.akamaihd.net/ugc/776154572888168158/297DAB21B586670EA7BE4DA73F37E2A769A31518/
  10. I found some bugs: EGBU-12 x3 and GBU-12 x3 isn't working; EGBU-12 x3 is called x2 (Mispelling); Same name variant of weapons doesn't show up until you use the first one. Exemple: AGM-65 D, AGM-65 G and AGM-65 L, one of each equiped, will show only one at time instead of 3 different weapons. And I have two questions for you: Is it possible to enable the Air-To-Ground FCS from A-16 (Vanilla) to your planes? And disable crosshair?
×