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Posts posted by ASmallDinosaur
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15 hours ago, Sgt. Dennenboom said:I believe that init.sqf is ran after the object init fields, therefore "rifleman" is not defined when you execVM your script.
For more info: Initialization Order
That was it, just called the function in the init a little after the start of the scenario and the original code now works, thanks a lot (:
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Miss-spelled it when rewriting it into the forums.It doesn't work when it's spelled right however.
You're right though, I don't know why I didn't think of just doing that haha.
Just for future reference, as there are other areas in this scenario where I want to use the same technique, is it possible to select the caller with "_unit = (_this select 0);"? I tried a simpler function just to test and I still couldn't get it working:
//--fn_damage.sqf _unit = (_this select 0); _unit setdamage 1; //--Init field of unit I want to die: [this] execVM "fn_damage.sqf";
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Sorry if the answer for this question is already out there, I searched but couldn't find anything that was helpful, perhaps I wasn't using the right keywords.
Anyway, I'm trying to create a function that changes a unit's loadout, here's what I've got:
//--fnLoadout.sqf _unit = (_this select 0); _loadout = (_this select 1); _lnit setUnitLoadout _loadout; //--Init field of unit I want to change the loadout of: [this,rifleman] execVM "fn_SetLoadout.sqf"; //--And in the init.sqf I have this: rifleman = [["arifle_Mk20_F","","acc_pointer_IR","optic_ACO_grn",["30Rnd_556x45_Stanag",30],[],""],[],["hgun_ACPC2_F","","","",["9Rnd_45ACP_Mag",9],[],""],["U_I_CombatUniform",[["FirstAidKit",1],["30Rnd_556x45_Stanag",3,30]]],["V_PlateCarrierIA1_dgtl",[["30Rnd_556x45_Stanag",6,30],["9Rnd_45ACP_Mag",2,9],["HandGrenade",2,1],["SmokeShell",1,1],["SmokeShellGreen",1,1],["Chemlight_green",2,1]]],[],"H_HelmetIA","",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch",""]];
The issue arises when I exec the function, it says "_unit is undefined" or something like that, so i'm assuming that the function cant target the unit that called it. Is there a way to make this work or another way that would achieve the same goal? (I can't give the unit a variable name because there's a lot of them and they are spawned in dynamically). Thanks
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He did not necessarily think wrong. I'm not 100% sure what headset you're talking about, but have a look at the ArmA 2 sample models, most of the shared models that you see in many mods come from there.
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Sample Mission: http://thespeshalplatoon.asuscomm.com/Visual_Bug.Tanoa.rar
Let me know if you still can't reproduce it, I'll send a video.
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40 minutes ago, hcpookie said:Sorry I can't reproduce this. I'm literally standing in the path of the bullets and not seeing it. If you could be more specific as to what - exactly - you are placing on the map? Sample mission perhaps?
I can send you a sample mission tmrw, but it's just 1 CIV (Player), 1 NATO Squad, and 1 PLA Squad
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39 minutes ago, hcpookie said:It certainly is NOT part of the VME PLA mod. First I've ever heard of or seen that effect reported by anyone.
Can provide details about how to reproduce it?
It happens at random points on the map, one place I can always reproduce it is just east of the northern most airport on Tanoa, on the beach.
Here's exactly what I did:
1. Make Independent/Blufor enemies.
2. Place a NATO squad, place a PLA squad, place yourself as a civilian on that beach I was talking about.
3. You'll see the effects/glitch as bullets fly past you
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6 hours ago, corporal_lib[br] said:That effect is caused by Laxxeman´s Supression (part of Immersion mods) addon... you must have it loaded along (search for L_supression.pbo on your arma 3 directorie)
Couldn't find the pbo in the addons folder of a3, cba, or vmepla, this is a fresh install of windows and arma and I've never downloaded that mod. Some of my friends were able to reproduce the issue on Tanoa with just vmepla and cba loaded.
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Found this graphical glitch which happens when PLA soldiers shoot in your direction, hard to explain so here's a image:
Is it supposed to be a suppression affect or something or is it just a bug? I have VMEPLA and CBA_A3 Loaded
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Experimented with having JTAC role
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Hey guys, I'm trying to make a mission with the AAVs but some of the infantry in the back wont get out. I'm using a transport unload waypoint and I've noticed that the ai that dont jump out are the ones in the ffv seats. Is this a issue with the AAV or am I doing something wrong?
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Ah, I knew that vest looked familiar, thanks anyway guys
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Saw this on a public vanilla server.
How does one change the text on the buttons on the escape menu? And is it possible to change their functions as well?
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RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Hey guys, I'm trying to retexture the M16A4 but I can't get the rail cover texture to change.
The retexture works for camo1, but not camo4. Am I missing something, or is the hiddenSelection for camo4 not working?
Edit: Nvm, disregard this, turns out I was editing the wrong file 🤦♂️