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About marki980908

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  1. marki980908

    Hyuga Class DDH

    if you will at any point will think of abandoning the project I would suggest posting it, before than so people could either improve on it or find ways to still enjoy it. There are already too many abandoned projects with no links on this forum
  2. I am having an issue, I tried modifying Y-31 CSAT VTOL. Editing some coef, but mainly adding AWS capatibility as well as giving it a lot more munitions. Issue I ran into is this: Open Ramp option is no longer there, as well as more importantly, the radar is gone. Here is the code:
  3. Essentially, when I have a specific NVG equipped I want to get an option in ACE Self Interact to be able to replace my NVG with a different NVG class Ace_Mf_Divisiontech_Category_Main_Red_NVG { displayName = "Division Tech"; condition = "count (['MF_Division_Beacon_Red_1_NVG', 'MF_Division_Beacon_Red_2_NVG','MF_Division_Beacon_Red_3_NVG','MF_Division_Beacon_Red_4_NVG','MF_Division_Beacon_Red_5_NVG','MF_Division_Beacon_Red_6_NVG','MF_Division_Beacon_Red_7_NVG','MF_Division_Beacon_Red_8_NVG','MF_Division_Beacon_Red_9_NVG','MF_Division_Beacon_Red_10_NVG'] arrayIntersect assignedItems _player) > 0;" icon = "DivisionBeacon\data\beacon_categories_red.paa"; class Ace_Mf_Divisiontech_Category_Red_1_NVG { displayName = "Adjust Strap (1)"; condition = assignedItems player in ["MF_Division_Beacon_Red_1_NVG", "MF_Division_Beacon_Red_2_NVG","MF_Division_Beacon_Red_3_NVG","MF_Division_Beacon_Red_4_NVG","MF_Division_Beacon_Red_5_NVG","MF_Division_Beacon_Red_6_NVG","MF_Division_Beacon_Red_7_NVG","MF_Division_Beacon_Red_8_NVG","MF_Division_Beacon_Red_9_NVG","MF_Division_Beacon_Red_10_NVG"]; exceptions[] = {}; statement = "params ['_target','_player','_actionParams']; _player addItem 'MF_Division_Beacon_Orange_1_NVG'; _player assignItem 'MF_Division_Beacon_Orange_1_NVG';" icon = "DivisionBeacon\data\beacon_categories_red.paa"; }; class Ace_Mf_Divisiontech_Category_Red_2_NVG { displayName = "Adjust Strap (2)"; condition = assignedItems player in ["MF_Division_Beacon_Red_1_NVG", "MF_Division_Beacon_Red_2_NVG","MF_Division_Beacon_Red_3_NVG","MF_Division_Beacon_Red_4_NVG","MF_Division_Beacon_Red_5_NVG","MF_Division_Beacon_Red_6_NVG","MF_Division_Beacon_Red_7_NVG","MF_Division_Beacon_Red_8_NVG","MF_Division_Beacon_Red_9_NVG","MF_Division_Beacon_Red_10_NVG"]; exceptions[] = {}; statement = " params ['_target','_player','_actionParams']; _player addItem 'MF_Division_Beacon_Orange_2_NVG'; _player assignItem 'MF_Division_Beacon_Orange_2_NVG';" icon = "DivisionBeacon\data\beacon_categories_red.paa"; }; ... the reason why conditions are different for Ace_Mf_Divisiontech_Category_Main_Red_NVG and Ace_Mf_Division_Category_Red_1_NVG is because I was testing to see if any of those 2 conditions work and none did. Right now I can equip MF_DIvision_Beacon_Red_1_NVG, but nothing shows up in ACE Interact Also I get this error while ingame:
  4. marki980908

    Hyuga Class DDH

    Sounds good
  5. Is it just me or ACE 3 Extension (Animations and Actions) does not work on servers? It prevents missions from loading.
  6. marki980908

    JBOY Giant v1

    It is fine, I noticed some other dudes might have an answer in this thread, so thats why I asked
  7. marki980908

    JBOY Giant v1

    Sorry for bothering this tread again, but is there a way to spawn those giants in zeus manually? I saw someone above supposidly was doing that? And by in zeus I mean using Zeus Enhanced
  8. I tried to use addon builder to pack a pbo. I was able to do that however the mod contains .hpp and .sqf files. When I pack the mod, those files get deleted. So I added exceptions for those files in options, however what happens now, is that game doesnt recognize the pbo. When ever I boot up it says "nameofthemod.pbo not found". Like wtf?
  9. marki980908

    Makeshift Force field?

    Does not help when you have no idea how big in meters is the thing you are "protecting"
  10. marki980908

    Makeshift Force field?

    I thought the same thing, but how will I know how to scale it? Or make it semi visible. Its a force shield. So I would probably spawn a sphere as cosmetic thing, and surround the area at the borders by invisible walls. But I do not know to what size to scale it if I cant see it
  11. Evening, so I am trying to make a energy/force field in one of my missions. Helper spheres look promising and scaling them and covering something with them looks nice aswell. However, they do not have collision. Anyone have any other ideas how to archieve simular effects?
  12. marki980908

    Make a boat swim straight?

    Thanks, however in the begining I need the boat to be stationary, and I will need it to go into a straight line anyway, I wonder if there is a way to do it all in zeus if possible instead of eden (I have zeus enhanced)
  13. I need a boat swim directly straight at about 5kmph. I hate that even if I tell ai to do it and there are no obstructions whatsoever it decides to wiggle. It can be done over scripting if anything, its fine, but what would be the best way to do it?
  14. Is there are still a way to get this?
  15. I am trying to create false radar signatures for an aircraft. Basically I want to make it harder for jet pilots to lock onto targets. What I tried so far is attach a bunch of set scale 0.01 aircraft to the back of a regular jet of same type so when enemy aims at it, it will have 4/5 chance to lock onto the decoy aircraft (1x main aircraft and 4x attached [set scale 0.01]). However when testing this in an enemy aircraft, when pressing R, the enemy aircraft auto locks onto the "main" aircraft and when pressing R afterwards it doesn't cycle to others. Are attacked vehicles exempt from target cycle?A ny other ideas how to do something similar or improve upon current attempt etc?