erikj
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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.
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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
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erikj started following Problems with variables
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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;
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F-16 Fighting Falcon Series Standalone
erikj replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
F-16 Fighting Falcon Series Standalone
erikj replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
F-16 Fighting Falcon Series Standalone
erikj replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Firewill Standalone Series Release Thread
erikj replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
Firewill Standalone Series Release Thread
erikj replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, that's ok (I forgot about that). Thank you anyway o7 If I find any othe bugs I will let you know -
Firewill Standalone Series Release Thread
erikj replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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/ -
Firewill Standalone Series Release Thread
erikj replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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?