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Everything posted by i0n0s
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Thanks for your genius maps for ArmA! Hope to see your works in ArmA II
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Are you deleting the crew while they are in the vehicle? You have to delete first the vehicle, then the crew.
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I'm currently looking for people who want to participate on testing and providing feedback on the next version of the RTE. If you are active using the RTE, then you are a perfect candidate. Just contact me via the following e-mail address to get a member of the testing crew: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Player groupChat "test" + toString([3 * 3 * 11 + 2, 11^2 - 7, 2^6]) + 'rte' + toString([23*2]) + "jonasschol" + toString([11 * 11 + 1, 46, 10^2, 10^2 + 1]); Hint: Execute the code within ArmA
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A.C.E. Advanced Combat Environment Public Release!
i0n0s replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Do you know some islands which breaks ACE and can you name them? -
Use a real time editor like 3DE or RTE, or use setPos.
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Use a real time editor like 3DE or RTE, or use setPos.
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A.C.E. Advanced Combat Environment Public Release!
i0n0s replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
The the continue breathout on a long periode of time without movement. Having breath out and entering in a vehicle will continue the breath out until death. -
A.C.E. Advanced Combat Environment Public Release!
i0n0s replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I can confirm this. Happened to me too. -
Please update your SPON_Core! Your version is 0.2.0, current version is 0.5.3. This is required since in 0.5.1 Spooner added this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Fixed: SPON Core key event handlers incompatible with Shole's Display Event Handlers (If both are used, DEH's key events will always work, while SPON's won't). Therefore WACO won't override the ACE key handler and the ACE keys like Shift + F still work. Link to SPON_Core
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When respawning the unit starts in the bunker, then gets moved towards a spot near the bunker and finally in the bunker again. This causes problems when a player teleports too fast since he will get teleported to his target and the back to the bunker.
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Add "this setVectorUp [0, 1, 0];" to the init line of each building.
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A.C.E. Advanced Combat Environment Public Release!
i0n0s replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
You can bypass the engine start by moving the turret on most armoured vehicles. -
Ok, first I have to admit that I've had a real hard time understanding your post and may answer to different questions: -To move the barn and the church to a different place do the following: Remove the barn and the church from the map within the ArmA editor, save the map, then preview it. Open the RTE and move the barn and church (created by the script) to their new places. Then select them, export them and merge them again with the map. Once you reload the map in ArmA editor, the barn and the church will be on their new place. -Moving imported items in the ArmA editor doesn't have any effect: This is right since they have a setPos in their init-line. Once you remove that init-line, the movement will show effect. Be aware that you will lose the height of the object.
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*err* I answered that mail 2 days ago:
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You have to run that script within ArmA. Therefore it has to be stored from a place ArmA can reach. And a mission from the editor is the easiest way to add a script. So open the ArmA editor, load the island from which the units where exported, save it as a custom mission. Open the ArmA (Other Profiles) in your files, under your nick in the folder mission you will found a folder which is named like the name you saved the mission. Paste the sample.sqf and init.sqf in that folder. Switch back to ArmA, load the mission in the ArmA editor, preview the map. Then open the RTE and the units will be added to the RTE and again can get modified and exported. Edit: My mail adress can be found in the manual.
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The mission.sqm came in play when I mentioned to "save the file as "sample.sqf" in your mission folder.". Just send me the XML file via mail and I return the code you require.
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And if it still don't work: Send me the XML file and the island name and I can return the mission folder. Meanwhile: After hours of fighting against the precompiler and the overwhelming fight with dialogs: Some parts are still missing, but it is mostly done. So  for today
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This is what ArmA is telling you? The mission folder is the folder where you saved an empty map within ArmA. So a mission.sqm has to be present.
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Select the map in ArmA editor and preview it?
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Open the XML file in RTE Capture, then "Convert to script". Save the file as "sample.sqf" in your mission folder. In your mission folder, open the init.sqf. If it doesn't exist, create one. Write the following code into the init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 1; //give the RTE some time to initialize [] execVM "sample.sqf" //execute the script That should be all.
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You have a XML file from which you created the SQM file. Use that file to create a SQF script and run it within ArmA.
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Technically yes. But you need to hack into the game and use OpenAL. Don't work just from script/addons.
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Edit: No problem
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As soon as you hit an AI, he automatic knows your position. And since the other guy is in the same group, he knows it too. Really annoying, especially with "detected by" trigger since they go off when you kill one unit.
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making addon load with mission file
i0n0s replied to Solid_s's topic in ARMA - MISSION EDITING & SCRIPTING
Explain yourself a little more in detail please.