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About canadian1337

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    Lance Corporal

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  1. canadian1337

    RHS Escalation (AFRF and USAF)

    That's the first sign of being famous.
  2. I think it's defined in CfgSounds so the 3d sound could work properly.
  3. canadian1337

    RHS Escalation (AFRF and USAF)

    I'm quite sure that Redphoenix meant the F key :P
  4. canadian1337

    Rosche, Germany

    Lovely map, defo one of the best. Keep it up :)
  5. As far as I know - it is not possible. The only workaround is using markers to cover them up.
  6. canadian1337

    United States Air Force( 2015)

    Sadly steam workshop does nothing in such cases
  7. For some reason it didn't work for me in SP so I took the other option also listed by pierre.
  8. Thanks R3vo, will take a look into Polpox's code.
  9. A lil bit of an update. Tried to make a use of get/setPos and get/setDir. Only worked on 1 of the AI, the rest teleported :/.
  10. Long story short - BIS_fnc_ambientAnim works fine in a SP preview. The animation is played properly etc. When I tried playing the mission on a dedicated server the same AI started to change their positions (teleport) by about 4-5 meters from their original place or sometimes just change the direction they had earlier faced. An example of what happens: The way I'm calling the ambientAnim: this disableAI "ALL"; if (isServer) then { [[medic_anim,"KNEEL_TREAT", "FULL"],BIS_fnc_ambientAnim ] remoteExec ["call"] };
  11. canadian1337

    Disabling ACE3 fall damage?

    Thanks, will give it a try when I'm back home.
  12. Same happens to me. On the other hand - 32 bit launcher seems stable while playing Da Krong. I remember that after using one of the avaiable memory allocators the crashes started to appear less often.
  13. Is there a way to do it? I know how to disable the fall damage without the ACE3 damage handlers (vanilla Arma 3) but I have no idea how to implement it with ACE3 in the mod set :s Not entirely sure but this function could be useful: Arguments: 0: vehicle that it will be attached to (player or vehicle) <OBJECT> 1: Effect Name <STRING> 2: Unique Reason ID <STRING> 3: Is Set (true adds/false removes) <BOOL> Return Value: None Example: [player, "setCaptive", "reason1", true] call ace_common_fnc_statusEffect_set Any help appreciated :)
  14. I'm pretty sure that DAC has its own documentation. Both for the addon and scripted version. It may not include the specific information for each .sqf but who knows - maybe the answer is still there. And yeah, you are right - DAC is sadly oudated since it more of a port from Arma 2. A lot of functions changed, a lot of them were added etc.