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About AngryHerring

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  1. AngryHerring


    Nevermind, got this sorted out. Infistar false flag on my account after working on server.
  2. AngryHerring

    Combat Realism Scripts

    When will you upload the new version? @phronk Amazing work!
  3. AngryHerring

    Combat Realism Scripts

    Bug with the Flash script, everyone on the server gets flashed, even though they're miles away
  4. I'm looking for an Anti "VDM", to 'disable' damage when vehicle collides with AI or players. Many Thanks! I've tried the following; but with no luck. My file name is fn_handleDamage.sqf. I am hosting this on a private server via the Eden editor (I am only making this for small fun missions for me and my friends). With the script, no error shows up, and the damage is still there Any help please?
  5. AngryHerring

    Stone Script

    Hello, recently I tried replacing some set of lines from a code; smoke grenades as Teargas . It worked without MY changes (naturally), but I changed out the values SmokeShell to using HandGrenade_Stone instead . I wanted this to be like a flashbang with blurHeres my code; //Are we near a Stone explosion? fnc_projectileNear = { _projectile = nearestObject [ getPosATL player, "HandGrenade_Stone" ]; //If there is a stone if !( isNull _projectile ) then { //Is it within 10 meters of the player _projectile distance player < 10 }else{ //if no stun false }; //we are stoned fnc_inProjectile = { player setVariable [ "inProjectile", true ]; //Do effect "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [15]; "dynamicBlur" ppEffectCommit 5; 5 fadeSound 0.1; //While were in stun while { [] call fnc_ProjectileNear } do { //Damage the player player setDamage (damage player + 0.12); sleep 2.5; }; //are we no longer in stun? [] call fnc_projectileClear; }; //We are not in stun fnc_projectileClear = { //Reset the player variable player setVariable [ "inProjectile", false ]; //Clear effects "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 10; resetCamShake; 20 fadeSound 1; }; //Check each frame if we are close by the stun //If we are not already flagged as in stun AND near a stun projectileNearSEHID = [ "projectileNear", "onEachFrame", { if ( !( player getVariable [ "inProjectile", false ] ) && { [] call fnc_projectileNear } ) then { _inProjectileThread = [] spawn fnc_inProjectile; }; }] call BIS_fnc_addStackedEventHandler; Coding in arma is tricky a*, i cant seem to get the hang of it. What am I doing wrong? A helping hand would REALLY be appreciated. Thanks! // AngryHerring
  6. @pierremgi thank you (I got it working some time ago, but forgot to thank you!) For anyone wondering whats in my Uniforms.sqf i use the code ; // Blufor Textures if(side player == west) then { // Survival Fatigues if(uniform player == "U_B_survival_uniform") then { [player,[0,"textures\clothing\cvgdpchief.jpg"]] remoteExec ["setObjectTexture", 0, true]; }; I am also using an script that applies these texture, because they seem to bug out sometimes; I did this by creating a small .sqf with the lines; while {alive player} do { execVM "texture.sqf"; sleep 15; };
  7. Hello, recently I stumbled over a quite difficult task, and never managed to figure it out. I've been trying to apply custom textures for my units,but they only seem to appear on my client side, whilst on other players they are completely invincible (No clothes, only vest). x This is from my point of view; https://imgur.com/a/MGcY7 x This is from my FRIENDS POV; https://imgur.com/a/gWKC4 This is my "Uniforms.sqf" script to run the textures. /* Custom uniforms for Civilians, Medics and Cops Created by: Stanley / Invision */ #define FETCH_CONST(var) (call var) if(side player == independent) then { if ((uniform player) == "U_B_CTRG_3") then { player setObjectTextureGlobal [0, "textures\MedicU6_co.paa"]; }; // When inependendt wear CTRG (rolled up), displays medic skin }; if(side player == west) then { if (uniform player == "U_B_CTRG_3") then { player setObjectTextureGlobal [0, "textures\cvgcop7_co.paa"]; // When blufor wear CTRG (rolled up), displays police skin }; }; if(side player == opfor) then { if ((uniform player) == "U_IG_Guerrilla_6_1") then { player setObjectTextureGlobal [0, "textures\guerilla_skull_co.paa"]; }; // When Opfor wear Guerilla Apparell , displays rebel skin }; if(side player == opfor) then { if ((uniform player) == "U_BG_Guerrilla_6_1") then { player setObjectTextureGlobal [0, "textures\guerilla_skull_co.paa"]; }; // same as above }; if(side player == opfor) then { if ((uniform player) == "U_OG_Guerrilla_6_1") then { player setObjectTextureGlobal [0, "textures\guerilla_skull_co.paa"]; };/ /same as above }; And i'm using an keyhandler to execute it again when texture bugs out. (works like a charm). I've tested out multiple stuff, by both using .JPG and .PAA files, but neither of them seems to work. Also setting Objecttexture to global, but has no impact on other players. I would REALLY appreciate if someone was able to help me Thanks! // AngryHerring