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About SpaceHippo

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  1. For the grenade you could try using a fired event handler class in the cfgweapons fooMyGrenadebar_throw weapon entry I've only ever used the 'init' event handler in cfg vehicle entries but a 'fired' event handler should work to execute a script when you 'fire' the grenade weapon
  2. Try this: https://steamcommunity.com/workshop/filedetails/?id=1124993203 there’s no matching magazine function like the arsenal but I suggest you just write down what u need while in the arsenal then add it in the menu. With the names being the same (CUP and Apex makarov) write down the class names instead of display names
  3. SpaceHippo

    Adding Loot to Multiple Crates

    put a space between "round" and "(random 2)"
  4. SpaceHippo

    Adding Loot to Multiple Crates

    Try using addWeaponCargoGlobal and addItemCargoGlobal
  5. Understandable 😆. I wrote two functions similar to what you need a while ago when I first found that pdf. See if you can use them might help some. Predict future position (3D): Calculate vectors from one point to another:
  6. I would recommend giving this paper a read and applying the concepts into SQF. The paper is about how anti-aircraft targeting systems mathematically determine the orientation of the gun in order to have the bullet intercept the path of a moving target.
  7. Which kind of UAV are you using and what type specifically? Ah Wait I see apologies 😅. The "destroy" waypoint isn't meant to be used for fire missions like you described and I'd recommend scripting something like that manually with a command like fireAtTarget. I also found this carpet bomb script which I thought you may be interested in.
  8. SpaceHippo

    Spawning ai inside buildings

    You're gonna want to use disableAI to change behavior and buildingPos to get the positions they should be placed. Also, when spawning units it is good to use createUnit and not createVehicle.
  9. In LoadoutClasses.hpp there are extra commas on the final array elements on lines 140, 400, 462, and 528. Also, in initServer.sqf, I'm not sure what the "3" in the function call parameters is there for but the only one without it is the one that works so perhaps the problem lies somewhere there.
  10. Try disableAI in an event script or in the initializing field of the unit's attributes
  11. SpaceHippo

    Who triggers a trigger?

    Filter thisList so you have an array of BLUFOR and an array of Independent with forEach and side then use knowsAbout or targetKnowledge to compare their information and determine if they know about each other then execute according with an "if () then {};" code block.
  12. SpaceHippo

    Vehicle removal

    Wreck removal in description.ext/mission attributes doesn't remove empty vehicles, they have to be destroyed (hence the term wreck removal).
  13. It is possible. The addAction command has a parameter that only shows the action when the code in the parameter is true. In your case, you would probably use the backpack command in the condition parameter. Would look something like this: player addAction [ "<title>", { params ["_target", "_caller", "_actionId", "_arguments"]; // some code... }, [], 1.5, true, true, "", "(backpack _orignalTarget) == 'some_classname'", // _target, _this, _originalTarget 50, false, "", "" ];
  14. Found the edited original here and edited it again: My revised code for you to use: