Jump to content

wogz187

Member
  • Content Count

    436
  • Joined

  • Last visited

  • Medals

Community Reputation

478 Excellent

6 Followers

About wogz187

  • Rank
    Gunnery Sergeant

Contact Methods

  • Website URL
    https://www.patreon.com/Ascina
  • Biography
    Modding games for 20 years.
  • Youtube
    wogz187
  • Reddit
    wogz187

Profile Information

  • Gender
    Male
  • Location
    Canada
  • Interests
    Art, Writing, Design, Games

Recent Profile Visitors

370 profile views
  1. wogz187

    BIS_fnc_stalk

    Somewhere in here I said, But that's not necessarily correct. This is the best option to have a non-grouped unit follow player. With the simplest syntax, [groupFollowing, groupToFollow] spawn bis_fnc_stalk; Have fun!
  2. This has a bunch of useful examples, Have fun!
  3. Hmmm, I wonder what I'm going to do with this...
  4. @3LGStevo, I missed the part about it being "Player vehicle". You could record the fuel state as a variable before altering it and then return to the recorded fuel state after your event. Have fun!
  5. @HokoB, Hey hoko! I think a similar issue was resolved here, hint: it isn't (broken). Have fun!
  6. @Joe98, Something like this, Check out hintC-- this is example 2, hintC "Press W to move forward"; hintC_EH = findDisplay 57 displayAddEventHandler ["unload", { 0 = _this spawn { _this select 0 displayRemoveEventHandler ["unload", hintC_EH]; hintSilent ""; }; }]; You may also like, titleText Have fun!
  7. @Nikoladis, You can add a cancel task hold action to the action menu, cancelTask=[ player, "Cancel Task", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "alive player", "alive player", {}, {}, { _this setTaskState "canceled"; }, {}, [], 2, 0, false, true ] call BIS_fnc_holdActionAdd; Have fun!
  8. @Twiznak Where's the script for the extraction point?
  9. @3LGStevo, What about limitSpeed? aCAR limitSpeed 100; to brake, aCAR limitSpeed 50; sleep 3; aCAR limitSpeed 20; sleep 2: aCAR engineOn false; aCAR enableSimulation false; It's not a pretty script but it looks like braking and stopping. Or, just very simply, aCAR limitSpeed 0; Have fun!
  10. wogz187

    Fly Tanoa Air [FTA]

    Version 0050 is now posted on the main page and I launched a Steam Workshop page for FTA here. Although there have been many changes very few of those changes are "player facing" changes. Mostly behind-the-scenes improvements. These are the things you may notice, * ADS-B button on the GUI: toggles ATC updates * EXIT button on the GUI: WIP *"FARE" has been removed from the GUI and replaced by "Load Passenger" in the terminal services menu Have fun!
  11. @Twiznak, It sounds like you want to move the end trigger. Or, if the end isn't specifically trigger activated, to change the conditions for ending the mission. We'll need a lot more information.
  12. @Larrow, Right on point. Fixed it quick. Thanks again!
  13. @Mr H. Thanks, Mr. H. but no mods. It would take less time to recreate the mission than mess with this anomalous bug. There's two options: 1) Embrace the LOW and just use the pieces I wanted anyway 2) Recreate FTA with the framework (again) @wogz187, have fun!
  14. @Larrow, Thanks. If this problem reoccurs that is a handy utility. It produced 2 results. 1) "CIV1" had no LOW related equipment. I deleted the character and replaced with a new one and renamed. 2) "ChadPlaned" also had no LOW equipment, deleted, replaced. Running the script again produced no results. I saved and restarted. Unfortunately I still have the those entries in my required add-ons window.
  15. @Mr H., I thought so, too. In fact it seems super-inconsistent. Somebody mentioned that LOW DLC was required for FTA. I reinstalled ArmA from scratch a last week because I was curious what would happen if somebody loaded FTA without DLC's (it always required APEX) and sure enough it required LOW too (the little sticker on the side of the screen). I removed those objects above but still get the requirement in the required add-ons tab. This WAS checked. I unchecked it. It still doesn't answer why the dependency still appears in the required add-ons tab. Maybe I really am chasing a phantom.
×