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Black_Ice931

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About Black_Ice931

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  1. Black_Ice931

    Remove Inventory from obj

    sorry for the delay. Just tried this and it works. Thank you guys both!
  2. Black_Ice931

    Remove Inventory from obj

    Is the large black box from Contact(platform), should be in the storage category
  3. Black_Ice931

    Remove Inventory from obj

    Just tried the second option, it doesn't work 😞
  4. Hello everyone, How can I remove the inventory from an object? Or at lest remove the menu' voice that allows me to open it? I did see a very small amount of solutions online, but nothing worked. I did try to turn the object into a simple object, but I need it to be dragable - so this solution is out. It has to work with ACE3 mod. Cheers!
  5. Black_Ice931

    Tactical Combat Link - TypeX

    Hi, here again. What about ACE and the advanced medical system? Does your AI work well with them?
  6. Black_Ice931

    Tactical Combat Link - TypeX

    Only one question, that might have been answered already: Does it work with MCC? What I mean is: will TCL "kill" all GAIA units' behaviours?I would still like to use MCC as mission maker and TCL as AI. Thanks.
  7. Hello everyone, I am trying to create my own training mission for the advanced medic with ACE and most of the times I spawn an NPC this guy dies. This is the code I am using: 'B_Survivor_F' createUnit [getMarkerPos "PatientSpawn_01", _grp,'tizio1=this; dostop tizio1']; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [tizio1, selectRandom[0.3,0.5,0.7,0.9], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; How can I avoid the NPC to die instantly? I would prefer it to faint, for example.. Thank you.
  8. Black_Ice931

    setUnitTrait with ACE3 - Question

    Sure, that makes sense. I'm gonna test it right now!
  9. Black_Ice931

    setUnitTrait with ACE3 - Question

    Wait a sec... That means that it depends which one I want to use I just need to specify is _AceMedic is 1 or 2 before using the setVariable?
  10. Hello everyone, Using the command setUnitTrait is it possible to make a distinction between Medic and Doctor (using ACE3 mod)? In the traits list there is no doctor, but general medic. Using the Advanced Medic I will need to have this difference between the two roles. Thank you
  11. Black_Ice931

    F.O.B.

    Here again. After I create the object, is there a way to deploy it on a chosen position? Like when you craft something and you want to place it somewhere. After that, is there any chance to save all these objects' position so I can use them in another mission? Maybe every time something is positioned, a copy of that object goes into another empty map in the exact same position Sorry to keep bothering you, but I am no scripter (not yet) and I have too many ideas lol
  12. Black_Ice931

    F.O.B.

    _pos = getPos container; deleteVehicle container; createSimpleObject ["Land_PartyTent_01_F", setPos _pos]; You can clearly see I am still at the beginning. This is was I did and that was wrong ^^ Thank you to the both of you guys!
  13. Black_Ice931

    F.O.B.

    I think these won't work :( I found the function BIS_fnc_replaceWithSimpleObject, the syntax is [object] call BIS_fnc_replaceWithSimpleObject - if I put it in the init of the obj I want to swap, the [ogbject] has to be the same of the one I want?
  14. Black_Ice931

    F.O.B.

    I might still need some help on this. The createSimpleObject doesnt allow me to select a position from a marker/other object but I need to give some coordinates with PositionASL. If I do a getPositionASL of the object I need to replace, how can I set those coordinates in PositionASL without using the command setPositionASL? Or is there any other way I can reach my goal with another command without using premade coordinates?
  15. Black_Ice931

    F.O.B.

    I had no idea this page existed! Thank you 😉 I'll give it a try later today to see if this works.
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