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Yurichenk

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Everything posted by Yurichenk

  1. Yurichenk

    AZM Reserved slots

    If I wanted to create a list of IDs that could not use a list of certain slots, would it be possible to do this with your script? How would the process be then?
  2. Well, I have an eye and it may work, although I'm not 100%, I'll have to try it at home this afternoon (because right now I'm at work because I do not have internet at home) If everything goes well on Monday, I will respond satisfactorily. Even so, if you find out how to use the previous script if having to depend on the rest of the mission would be even better. In general I think that this scripts is very requested by the community, since it is, and used for issues of limiting slots for administrators or reservations. In my case, I and my friends are a small community where we always choose whether to play BLUFOR, OPFOR or Independents at the start of a new campaign and really the administrators need this script to "prevent" someone entering the wrong side. If you created your own script for this, believe me your first subscriber will be hehehe. Anyway, thanks for everything and Monday will bring news.
  3. Yeah, hehe, you're right, the point is that ... have you heard the saying "this is harder than looking for a needle in a haystack?" well ... imagine that I do not even recognize what a needle is even if I had it in front when it comes to scripting in ArmA 3 hehe
  4. Dude, you really are very helpful, millions of thanks and sorry for the inconvenience
  5. Well, apparently it was not so easy. I already met once with that script and the truth is that it would work perfectly. But the problem is that it is designed to be used in the skeleton of a mission performed by the developer of the script which is much more complex and there is no guide on how to incorporate this script into a totally alien mission. If you have additional information on that, it would be great, as I said, that's exactly what I'm looking for.
  6. WoW!! That seems to be just what I'm looking for! Thank you very much, it will be very helpful, I will update my progress.
  7. Forgive my ignorance, but I do not really understand how to apply the information related to my own mission. Could you give me a small example of how to proceed? So far, I understand that I need to create an init.sqf file where you enter the script and call the whitelist and then the whitelist.sqf, but I do not understand the structure of the script.
  8. Hello comrades, I need help to edit an A3Wasteland-style mission but I'm stuck on something, so I come to you to see if I can come up with any answer or advice to solve my problem. You see, I need to create a Virtual Arsenal at a certain point which will have a limited amount of equipment available initially to which all players can access, for now all normal. This is where the issue is complicated, I wanted to create some mechanism so that each player could individually unlock more equipment available in said arsenal. The ideal scenario would be for players to access a small interface where they could "buy" with their available credits the new equipment they wish to have available in the Virtual Arsenal, and of course, this will be persistent after the restart of the game. I know it is very complex but if someone has at least one suggestion or clue that I can continue I will be more than grateful for their contribution, because right now I am at 0.
  9. Yurichenk

    Arsenal Virtual Store

    Thanks for your response, but I think it would be a bit more complicated than just that.
  10. @7errathis is great! I would be very interested to use it in my own A3Wasteland verdict. Could you tell me if this works with the A3W monetary system or otherwise, in what way could it work?
  11. I see, it's good to know that at least it's in your plans and you're working on it. An advice? You can always try to place the config.cpp of the soldiers and factions in a pbo different from the rest of the equipment and retextures as optional in case you only want to use the equipment and thus not depend on FoW. On the helmets, I love your work in IFA3 models, do not be you guys, but personally I prefer the M1 of IFA3 that the M2 of FoW (they are too small, they look too much to the war of vietnam) The old M1 helmets from FoW seemed better than the current ones that are almost identical to the M2 (not to say they are the same)
  12. Hey Simcardo, happy new year and thanks for the new update. I would like to take the boldness to suggest something for your fantastic mod. Look, I currently find your mod very useful in combination with IFA3 and GEIST since it gives me the possibility of having good quality and varied American equipment, but I have the following problem. Although FoW looks really cool, I think it's still way below IFA3 at general levels. At the moment, I only use FoW to dispose of the British assets that will soon be included in IFA3 with its next big update. The issue is that once you get Desert Rats IFA3, I really do not have a good reason to continue using FoW, at least until they add more content. And here's the question, I understand that I modify the 3d models of the uniforms to match with the FoW harnesses, they look great compared to the old IFA3-dependent version (not to mention the IFA3 harnesses themselves that are also disgusting) For all the above, I would prefer to seal FoW if it is not because I still need your harnesses to use US General Equipment correctly. My request is that if at any time you think you might consider adding your own models of American harnesses? This would make the mod totally independent of both FoW and IFA3 and the community would be free to use it in combination of the addon they preferred without being forced to use any (at least as far as the equipment is concerned, and things like groups, factions, ect they are a separate subject)
  13. @simcardo So why do not we make a gift for the end of the year and tell us a little about what you have planned? please! (I hope they are the coats for the Nazis or the Russians
  14. I really hope that if you update your mod add an amphibious assault vest like the IFA3 that fits the uniforms of your mod.
  15. It is up, this is the link, but I must warn you that it does not have all the content implemented in the latest updates of the new version http://www.armaholic.com/page.php?id=34396
  16. I wait impassively for the new Desert Rats update, they do not know when I want to be able to preside from FoW in order to have British assets in my missions.
  17. I see, very instructive, thanks for the class. I really had no idea about zimmerit, I thought it was just a texture defect, my mistake. So, which vehicles would we be talking about that could have this skin? Panzer III for example? ... By the way, very good that of your mod, give them to the IFA3 haha.
  18. Something like this is what I mean, the ones GEIST brings do not convince me, besides that all the vehicles are not there.
  19. I see, sorry if I exceed the expectations above the possible, keep it up guys, IFA3 is slowly becoming the best mod of the community of ArmA 3. P.S: Well, here are other things that I would like to see if it were possible someday in IFA3, or bother to answer, I only use this medium to give my humble opinion: 1. Is it possible to incorporate a machine gun on the outside of the turret for the commander of the 76mm sherman? 2. Can you add white smoke ammunition to the tanks? 3. I can expect to see gray camouflage for all German vehicles.
  20. Hey .kju and IFA3 Team, I would like to make a suggestion or rather a request. Is it not possible to use the US and German vehicles of the old ArmA 2 Liberation 1944 mod instead of some of the ones that Iron Front brought? At my point of view these look better, especially in some of their animations. At least, I could consider using the classic I44 Sherman M4 instead of using the current IFA, more than anything else it is an aesthetic question that all the vehicles of the allies have more or less the same appearance.
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