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Black_Ice931

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About Black_Ice931

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  1. Hello everyone, We are working on a mod ourselves and we have some issues with the key. So far we have been using DSUtils, and it says that the pbo has been patched successifully but servers are not able to identify the key, even if it is present in the key folder. Any tip would be very appreciated! Or even a video that explains how to properly create it. Another question regards the required external mods: how do we specify which mods are required in orderd for this to work? There is a section on the mod page in the workshop that says "Add/Remove Required Items", is this enough? Thank you.
  2. Black_Ice931

    Remove Inventory from obj

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

    Remove Inventory from obj

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

    Remove Inventory from obj

    Just tried the second option, it doesn't work 😞
  5. 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!
  6. Black_Ice931

    Tactical Combat Link - TypeX

    Hi, here again. What about ACE and the advanced medical system? Does your AI work well with them?
  7. 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.
  8. 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.
  9. Black_Ice931

    setUnitTrait with ACE3 - Question

    Sure, that makes sense. I'm gonna test it right now!
  10. 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?
  11. 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
  12. 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
  13. 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!
  14. 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?
  15. 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?
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