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Mr H.

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Everything posted by Mr H.

  1. Run on server only: while {true}do { waitUntil {dayTime >= 6}; setTimeMultiplier 1; waitUntil {dayTime >= 20}; setTimeMultiplier 4; }; Start your mission at before 6 am or it will only kick in on the second day. This is just a really crude snippet, it can be greatly improved.
  2. Hi! The latest update as introduced roleTimeOut and briefingTimeOut parameters for server.cfg, these annoy the F*** out of me. Will setting them at -1 disable them entirely? eg. roleTimeOut = -1;
  3. Mr H.

    Locality, locality..

    What he said Î 😉 Also you don't need [this] if you're not going to use parameters in your script
  4. Hi, I know how to add a custom ace 3 interaction by script, but is it possible to remove this action after use? And how?
  5. Good question! I remote executed it without paying attention to the fact that I used setObjectTextureGLOBAL, , change that to setobjectTexture and Remote Exec in MP. Nope in the sat mod I used a PIP feed instead of a video but the principle is quite the same.
  6. This works fine for me _object setObjectTextureGlobal [0, _videoString]; _videoplaying = [_videoString,[10,10]] spawn BIS_fnc_playVideo;
  7. Mr H.

    NO, BIS, NO.

    true, and Livona looks lovely btw but contrarily to Tanoa that had no rivals in the modded maps, there are tons of free maps with Eastern Europe themed forests out there... If I use the new map all members of my community will have to own the DLC, then why not just use CUP's Chernarus? In one instance I had to buy Apex for one of our players because I reallllllly wanted to make missions on Tanoa, I won't do it for this DLC. Exactly! I have a policy to buy all DLCs although I never use their assets just to support BI because I think that with the 3,000 + hours I've spent on Arma they deserve my money, and I will buy this one for the same reasons, but in the mean time is it really too much to ask that they do a little something for the milsim community in their next DLC ? false (unless for buildings or props) for units,vehicles and weapons I've never used anything vanilla in my missions, only RHS and cup
  8. Mr H.

    NO, BIS, NO.

    Precisely, and there are tons of other, more recent games that do alien stuff better, what other game allows you to play milsim the way arma does ? Answer: none (Squad : very close but no cigar). Altis life players are moving over to GTA FiveM (not that I'll miss them) Zombie mods /Ravage players will eventually move to games like DayZ (where I go when I want to play with Zs). There are only two types of players that will stay with Arma until it dies or A4 is released: Milsim players because we simply have no alternative and content editors because 3DEN Editor is the best thing the world has seen since the invention of the wheel. Content creators will probably enjoy the aliens but the milsim players not so much...
  9. Mr H.

    Arma 3 mod banner

    It's a custom texture I made. I'm not sure I understand your question. The point of doing your custom banner is exactly that, to change the texture right?
  10. I've noticed the same thing but I can also tell you that once you put the mission on dedi in MP the wheels will turn just fine.
  11. also CBA has some very nice functions that will allow you to use waituntil in a non scheduled environment : https://cbateam.github.io/CBA_A3/docs/files/common/fnc_waitAndExecute-sqf.html and https://cbateam.github.io/CBA_A3/docs/files/common/fnc_waitUntilAndExecute-sqf.html and their whole PFEH system allows you to run loop codes with some delay. ACE 3 makes use of these extensively and with little performance impact.
  12. Mr H.

    Arma 3 mod banner

    you just need a config.cpp in your addon. 1) create your cfgPatches in there, if you don't know how to, google it. 2) create a class cfgVehicles and use this example, banners I did for my unit: class cfgVehicles { class Banner_01_F; class Banner_TGV : Banner_01_F { displayName = "Bannière TGV"; editorPreview = "\A3\EditorPreviews_F_Orange\Data\CfgVehicles\Banner_01_F.jpg"; author = "Mr H."; hiddenSelectionsTextures[] = {"\TGV_Assets\paa\bannertgv.paa"}; icon = "iconObject_1x1"; editorCategory = "EdCat_TGV_Assets"; editorSubcategory = "EdSubcat_TGV_Banners"; }; }; Please note that I created my own editor categories and sub categories, you don't need to do that, just delete the two corresponding lines.
  13. Check this https://ace3mod.com/wiki/framework/interactionMenu-framework.html
  14. apparently it's defined in the ace_settings config: https://github.com/acemod/ACE3/blob/master/addons/repair/ACE_Settings.hpp look at line 30 class GVAR(wheelRepairRequiredItems) { movedToSQF = 1; _values[] = {{}, {"ToolKit"}}; };
  15. I think he means HUD elements like the stamina bar for exemple. In the game options you can choose the position of these element's on the screen and the game saves the position. (Or else I completely misunderstood and my comments above are absolutely irrelevant ) 😉
  16. Our dedi server is set up to be non persistent. The mission is closed whenever the last client disconnects. I was wondering if the mission EH: addMissionEventHandler ["PlayerDisconnected", { would still fire after the last user disconnects, allowing me to save some stuff in the server's profilenamespace when the last client disconnects.
  17. After testing on the dedi it seems that the EH doesn't fire for the last player. Or maybe it does fire but since the server resets the mission after the last client disconnects it doesn't have time to save to profilenamespace
  18. Have a look here: https://ace3mod.com/wiki/framework/ui-framework.html and https://github.com/acemod/ACE3/tree/master/addons/ui
  19. Ace 3 does it for their stamina bar, if that helps.
  20. I've been using HandleDisconnect to, (not tested yet on the dedi). What I can tell you is that it doesn't fire when testing in the editor in mp when leaving the mission to go back to the editor. I will try it on the dedi then.
  21. I had a sense that you did but posted anyway just in case. As for your request, I don't think that's possible, but if someone proves me wrong I'd be interested in their answer too 😁
  22. you can #include files that are in the parent directory by prefixing them with ..\ So if you are in "mission\media" directory you can do #include "..\somefile.hpp" where somefile is at the root. and then #include "..\functions\somefile.hpp" should allow you to include a file that's in a "function" dir when you are in the "media" dir for example.
  23. Squad name:- TGV Timezone/location : France Gamemode preference (eg coop or pvp): Realism/milsim Contact email: join the discord directly Website address: discord server Short description: French speaking milsim unit, only players above 25y/o Language: French
  24. EN: Team TGV is a multigaming community that only accepts players above 25 y/o. The team has had an Arma 3 MilSim section from the start but is very often under-staffed and we wish to expand our player base. Please note that the team only accepts fluent French speakers (you do not have to be a native though).
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