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RCA3

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Everything posted by RCA3

  1. RCA3

    VR Reality and helicopter

    What I remember from auto-rotation is that you're supposed to go counter-intuitive and lower the collective instead of raising it. Could be wrong. Try it out.
  2. RCA3

    0xC0000005 - STATUS_ACCESS_VIOLATION

    Remove your overclock.
  3. RCA3

    Remnant

    It's on "Do Not Linger" mission. Not edited.
  4. RCA3

    Remnant

    It's like when I reach an area of phantoms, they camp around in the same area, 1 hour of game time and 5 minutes real time, and they're still pretty much where they spawned. This time without LAMBS. IDK if there's a strategy I'm not doing, but I stop, hide from potential scavengers and wait for the phantoms to move so I can carry on, but they just hang around 🙁. Thanks.
  5. RCA3

    Remnant

    Hey, guys, On "Do Not Linger" mission is it normal for the Phantoms to linger like up to ~15 minutes, maybe more, around the player? I'm using LAMBS fyi. Thanks.
  6. I get your point, my advises to you still stand, unless you want to DMCA the guy. You're totally free to express yourself and was not my point at all to shut you down but instead to redirect you to a more positive attitude. I actually talk from experience and can tell you it's just a waste of time to worry about it. I appreciate the more thought out answer, Cheers.
  7. Apologize to me? No need, bro. Was trying to help you, but enjoy yourself then.
  8. RCA3

    Multiplayer Dynamic AI Spawn

    Hey, @black_hawk_mw2_87, welcome back! Maybe AI Spawn Script Pack from @spunfin? Tip: use paragraphs 😝
  9. Yep, you're right. Thanks. Fixed above with one small addition so it won't run on dedicated and HCs. Edit: Thinking about this again and the above code will still run on every client, although not on the server/HCs anymore. So in order to fix that we need to check (again) for locality. We also get around the remote false positives from isPlayer and getPlayerUID using !isNull findDisplay 46 instead. There's got to be a better way to run code locally from init fields on dedicated MP... Tested: 0 = this spawn { if !(hasInterface) exitWith{}; waitUntil {!isNull findDisplay 46}; if !(local _this) exitWith{}; _this addEventHandler ["GetOutMan", { params ["_unit", "_role", "_vehicle", "_turret"]; [west, "tsk1", ["Paradrop inside the designated Drop Zone. Assault and secure the village of Athus. Enemy occupy the village with garrison", "Seize Athus","mrk1"], (getMarkerPos "mrk1"), 1, 2, true, "attack", true] call BIS_fnc_taskCreate; _unit removeEventHandler ["GetOutMan", _thisEventHandler]; }]; }; Edit2: Still a bit of text and won't fire on SP but i'm derailing offtopic. this addEventHandler ["Local", { params ["_entity", "_isLocal"]; if (_isLocal && !isNull findDisplay 46) then{ //code }; }]; Edit3: Initializes on every computer, EH code is executed where unit is local. this addEventHandler ["GetOutMan", { params ["_unit", "_role", "_vehicle", "_turret"]; if !(local _unit) exitWith {}; //code }];
  10. ☝️ @RommelBr, The error outputting is due to using global variables and privates without quotation marks inside params. Params only takes strings or arrays. There's also an error on BIS_fnc_taskCreate. You don't need it. Try this, not tested: 0 = this spawn { if !(hasInterface) exitWith{}; waitUntil {isPlayer _this}; _this addEventHandler ["GetOutMan", { params ["_unit", "_role", "_vehicle", "_turret"]; [west, "tsk1", ["Paradrop inside the designated Drop Zone. Assault and secure the village of Athus. Enemy occupy the village with garrison.", "Seize Athus","mrk1"], (getMarkerPos "mrk1"), 1, 2, true, "attack", true] call BIS_fnc_taskCreate; _unit removeEventHandler ["GetOutMan", _thisEventHandler]; }]; };
  11. @XxHardcoreGamerxX, Never tried this on air vehicles but try this: https://community.bistudio.com/wiki/limitSpeed
  12. RCA3

    AutoCam

    Hey Haleks, cool stuff. Small feature request if you're interested: skip check when inside vehicles. Thanks, Cheers!
  13. Dude, i'm sorry you're feeling hurt and betrayed and these things are never easy to deal with, but, you have two choices right now: talk to the man and recognize he brought something to the table you weren't bringing and actually apologize to him for misunderstanding his intentions, or completely forget about it, block his email and other contacts and don't read anything else directed to you. After a (long) while you won't remember about it, I promise you. Just chill, drop the booze, and do something else to distract your mind from it. I actually use Unit Voiceovers and it's a pretty neat feature for Arma 3, you should be proud of it. Now, enough with this rant, this ain't productive for anybody!
  14. Changelog: v2.6.7 Fixed: Vehicles' event handlers were overwritten. Smoke launcher, etc. would fail. Thanks to @AirShark. Added: Optional vehicle variable "AIDCNOFUELREMOVE". It helps tanks bypass close-by infantry. Use on vehicle's init: this setVariable ["AIDCNOFUELREMOVE", true];
  15. Uhh, I don't own GM CDLC 😕. Would like you to report if running GM and AIDC alone breaks the smokes though. Then run only GM and report that too. Thanks.
  16. https://github.com/acemod/ACE3/blob/76676eee462cb0bbe400a482561c148d8652b550/addons/medical_blood/functions/fnc_isBleeding.sqf
  17. RCA3

    Eden without outside scripts

    Hey again @bardosy , You don't double click the layer, those two checkboxes should remain checked (see my post above (picture)) (edited the link to the pic). You select and right-click the groups/objects you want to hide, and go to Attributes and then Object: Special States and then uncheck Show Model and Enable Simulation. Picture below. I hope this helps.
  18. RCA3

    Eden without outside scripts

    Hey @bardosy, I think I understood the first time: apparently your checkboxes for Show Model and Enable Simulation aren't having any effect on the 3Den and/or when testing the mission after export. Forget about the script for now, the checkboxes alone should always hide the model and disable the simulation. Actually, forget about layers, Show Model and Enable Simulation are part of the object's attributes, if you create objects outside a layer and edit those attributes, they should not be visible when testing the mission independently of being inside layers or not (they're still visible in editor, need to press play). Check your Enable Transformation checkbox: https://community.bistudio.com/wiki/File:A3_EdenEditor_CreateLayer.gif I really doubt that (but you never know)... I think you're editing SOG missions which I don't own, or I would ask you to send me the mission files. You can make a demo with vanilla units/map if you want and send me through PM, or make that video you described.
  19. RCA3

    Shift-Click Map Waypoints MP

    Sorry, I should've checked the wiki before replying: So addMissionEventHandler#MapSingleClick: addMissionEventHandler ["MapSingleClick", { params ["_units", "_pos", "_alt", "_shift"]; if !(["pilot", typeOf player, false] call BIS_fnc_inString) then { onMapSingleClick {_shift}; }; }]; This seems to work, credits to @fn_Quiksilver. I would move this to initPlayerLocal.sqf instead though.
  20. RCA3

    Eden without outside scripts

    Use Debug Console by R3vo to switch to spectator during any mission and debug that in particular. I would say absolutely not. To be fair this was the first time I've used layers but I've always heard people talking about them and was curious, so I took this opportunity to learn a bit. They seem both easy and useful. I've built a quick test mission with two layers and exported to SP/MP and both worked on/offline as expected. My hint to you is to make sure your triggers are not inside any layers, and you don't have layers inside layers. Recheck the unit's boxes are unselected using the left pane list in the editor. I'm thinking you might have your triggers conditions misconfigured as well. By the way, since we're using global commands make sure your triggers are evaluated server side only (checkbox). How, please?
  21. RCA3

    Shift-Click Map Waypoints MP

    There's a foreign character when you copy/paste the code (forum bug). Re-type it yourself on notepad (or somewhere) and paste it in game. Also, not sure, but pilot should be encircled by quotation marks (" "), not apostrophes (' ')?
  22. Yes, there's a patch folder for ACE3.
  23. Changelog: v1.8.2 added: auto lower missing animations rifle left, right, backwards, BL/BR. added: arma2 missing animations rifle lowered running left, right, backwards, BL/BR. added: arma2 sprint animations rifle and unarmed. added: Project Injury Reaction compatibility patch with optionals arma2_anims, auto_lower_rifle and no_idle_anims. added: optional kneel_tactical_auto_lower_rifle. changed: added more crew and cargo idle anims and moved to cast_no_idle_anims_vehicles.pbo. Only FFV's have idle movement due to technical limitations (can't pull rifle up with fire button when anim speed is 0). tweaked: kneel tactical raised rifle to vanilla speed (bit slower). changed: renamed some compatibility patch folders, update your mods lists. - - ArmA3 Old Running Animation by MasterWolf was replaced by included Arma 2 sprint animations (rifle and unarmed), use it only if you're not using cast_arma2_anims.pbo or if you want A2 one-handed pistol sprint. PiR patch is up! That's it, enjoy.
  24. RCA3

    hold action "capture"

    I don't know what else he has inside slave.sqf so I kept it has per his design choice. And his choice of remoteexec. edit: do as @pierremgi suggested.
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