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About Melody_Mike

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  1. Melody_Mike

    [SCRIPT] Explosive-To-Vehicle

    @Alleged Accomplice Alright bub. I don't know which version you have on your hard drive. But the Armaholic download link version works for me, both SP, MP, and Dedicated. As it says in the README, I activate the script using this code in the init.sqf: waitUntil {time > 0}; execVM "EtV.sqf"; waitUntil {!isNil "EtVInitialized"}; [player] call EtV_Actions; The recent posts with RCA3's additions simply add another class of objects to which you can attach explosives. It won't change how the script starts. My advice: Does the script work in the test mission included in the download? Are you able to get the script to work on a new mission? Don't know why you mention respawns as part of the problem; my Dedicated mission had 12 players using the "BASE" template with markers (the test mission used different respawns). It worked fine. Good luck!
  2. Good to know I am not the only one struggling. I realise now even the ACE* mod developers had to deal with this: https://ace3mod.com/wiki/framework/slideshow-framework.html But I have solved the "Can't find texture" problem, I think. Clients get no errors about "can't display" textures when the mission is in .pbo format. Current problem is that new slides quickly flash on the screen before going invisible to all users. This effect repeats (for the correct slide) every time "Next" or "Back" is activated. It only occurs in Multiplayer. * (Why not use ACE? My group plays very casual, so I want to avoid mod dependencies, medical systems, and other doo-hickeys.)
  3. Hi gents, I realise that the original authors may be long gone. It's just that I (and other players) would probably enjoy having a slideshow script independent from the bells and whistles of ACE3 or ALiVe mods. Have done some private testing. The script works fine in Single- and Player hosted Multiplayer, but doesn't on a Dedicated Server (JIP or otherwise). As is, clients will get an error that says the texture won't display. This is easily fixed by converting the mission to .pbo format. The next problem is that, every time a new slide (texture) is called, the image displays for a fraction of a second, then disappears. This occurs for every slide in the array. I rewrote the BRIEFnext script using remoteExecCall: [bigScreen, [0, _slide]] remoteExecCall ["BRIEF_setObjectTextureGlobal"]; But this code gave the same result as above. Is there anything that I am missing in the implementation?
  4. Melody_Mike

    Raising the dead?

    PS anyone know how to embed videos into posts?
  5. Melody_Mike

    Raising the dead?

    Hi everyone. Sorry for the long wait. Life got in the way. I tested your script GF: it works fine in single- and multiplayer (player hosted). Here's a recording: https://streamable.com/7ubmk Notice how, even though I tried to vary the starting positions, all the AI characters get up in exactly the same, soldier-like manner. Went digging through some popular zombie mods, and with Ryan's "Zombies and Demons", I got this: https://streamable.com/gox1y Note: extreme wimpiness in the face of the undead. But also the unique animations. Note that the AI scripts in this mod counteract the setUnconscious command. My question has been answered. Hope others can use this information. Thanks for the input!
  6. Melody_Mike

    Deploying mission

    Hi @gc8, Not sure if this is what you need. There are other ways to find filepaths, such as using preprocessor. See KillZoneKids' blog: http://killzonekid.com/arma-scripting-tutorials-mission-root/
  7. Melody_Mike

    Raising the dead?

    Thank y'all! @GEORGE FLOROS GR Animations scare me :(! But I will try to find an appropriate "getting up" animation. @johnnyboy Your solutions seem elegant, and read like they have been successfully tested. Because I would like the (zombie) AI to surprise the player up close, I think I will take the unconscious option. If this works works reliably in MP, perhaps use a starting pose in their init as well. Will report back on this. Appreciate the brainstorming.
  8. Hi everyone. I have an ambitious, conceptual question. I would like to scare the pants off of my friends in a multiplayer mission. My (ideal) technical aim is to have pre-placed corpses get up, then behave as regular AI (according to the popular Zombie mods eg Ravage). Placing bodies is easy. Animating them to get up will probably require tedious custom animations, but is not impossible. The real question is how to assign AI to them. Or perhaps place them as AI with animations disabled, and untargetable by players (so players don't get wise when they look at them up close). Any thoughts?
  9. After some googling, it's clear that I need to apply this method somehow: But surely replacing the vehicle config file with an edited one is possible with only a script? Therefore no addon (and dependency)? Thanks for reading.
  10. Hiya everyone I have an absolute beginner question regarding vehicle configurations. My aim: I want to increase the amphibious/water speed of the AMV-7 Marshall unit (classname: B_APC_Wheeled_01_cannon_F ). After reading it through the config viewer, I think I only need to adjust the " waterspeedcoef " value. But how do I do this? TL;DR - anyone have a FAQ/Youtube link/BI forum post on how to change parameters on an existing vehicle? (Pardon my ignorance. Googling just gave me tutorials on how to create an entirely new vehicle)
  11. Melody_Mike

    GF Ambient Environment Winter Script - Mod

    Hi sir. Accidentally clicked your name when you tagged my post. Spent my Saturday afternoon trying out your scripts instead of answering my emails. Want to say "thank you" for the scripts AND documentation. But, need to share a bug on this script. When running the demo mission, Arma shows a persistent error (line 134). See image below: https://ibb.co/0K2zfnp (PS I never run any mods. Only mission scripts) Have a good day!
  12. Oh, and welcome to the forum @Cl1ve! 🙋‍♂️
  13. Heya bub, I was in the middle of typing out a solution. But, somebody already made a video that very literally answers your question: https://www.youtube.com/watch?v=gRDBv3WLj6c (Skip to 04:05 for your specific query) Happy editing!
  14. @RCA3Thank you! You have solved my "hostage rescue" player scenario problem. Cheers.
  15. Heya everyone, Would just like to add my thanks to this wonderful script that makes buildings much less anonymous looking, without dependences(!). Guess I can add a tip for the foolish (ie: myself): If you are bothered by the magenta colored rectangles around towns when playing with this script, then change the PF_Dbug=TRUE value to FALSE in the CFG.sqf . -Don't go fishing in the PF.sqf and changing _m setMarkerAlpha to 0 ...