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About rowdied

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  1. Still doesn't work. Would be nice if they could fix this issue. Maybe as a Xmas present?
  2. "You can drag and drop everything in the workshop folder into the tadst mod interface" Found that solution on reddit so you don't have to do drill down to add each one individually. You can even highlight a bunch and drag them over. Verified it works. I wish I found this years ago lol
  3. rowdied

    [Poll] ArmA Reforger / Arm4

    Bought it cause I am a fanboy and... Because... Arma
  4. rowdied

    Fuel consumption script

    In the mission folder. What I did is copy the info from above and pasted it into a text file and renamed it fuel.sqf (you can name it anything you want) Make sure you rename the file form .txt to .sqf and then place it into a folder inside the mission folder called scripts (the folder can be named anything you want) Next you have to reference it in the init.sqf which is also in the mission folder. If not you will have to create it like you did the fuel one. Next place this code in the init.sqf; [] execVM "scripts\fuel.sqf"; and thats it it should now work in SP or MP and even on dedicated servers. Make sense? If not pm me
  5. rowdied

    PMC Ukraine Berdyansk

    Even if you could just populate areas around towns and riverbeds with foliage, that would be awesome Towns can always be placed by hand if need be. Even if you were able to place all the buildings down that show up on your maps, it would take years to do with current methods. Lets hope Arma 4 or whatever they want to call it, will allow maps this large the ability to populate them with objects that wont take decades of your life to do. Just populate objects on the map around a specified distance from the player.
  6. rowdied

    How to setvelocity.

    This most interesting part of that video is when the shell lands, then skids and hits the wall, bringing it to a stop and then explodes after a few seconds. Is there was a way to do this with bombs on planes? That would be awesome.
  7. rowdied

    PMC Ukraine Mariupol

    Why don't you use Steam Workshop? Not sure I need to have a reason for not using torrents but I also don't fly a 747's. I guess I will have to pass on this terrain unless there is an alternative download site. Loved PMC stuff since OFP back in the day and used WRP tool quite a bit for OFP. Does the terrain have any towns and roads or is it just terrain like some of your other terrains? thanks for all your hard work!!
  8. rowdied

    PMC Ukraine Mariupol

    don't do torrents, so I guess the answer is a no then for steam upload or alternative download links.
  9. rowdied

    PMC Ukraine Mariupol

    Any chance for a Steam Link?
  10. Try this script I use which works on dedicated server. I cannot remember who made the script so this is not my work and props to whoever made this. Put this in trigger name the trigger airrepair type = none activation = blufor activation type = present repeatable = yes condition = (getpos ((list airrepair1) select 0) select 2) <= 1 on activation = _xhandle= ((list airrepair1) select 0) execVM "x_reload.sqf"; name of script is; x_reload.sqf _object = _this; _type = typeOf _object; x_reload_time_factor = 4; _object setVehicleAmmo 1; _object vehicleChat format ["Servicing %1... Please stand by...", _type]; _magazines = getArray(configFile >> "CfgVehicles" >> _type >> "magazines"); if (count _magazines > 0) then { _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep x_reload_time_factor; _object addMagazine _x; } forEach _magazines; }; _count = count (configFile >> "CfgVehicles" >> _type >> "Turrets"); if (_count > 0) then { for "_i" from 0 to (_count - 1) do { scopeName "xx_reload2_xx"; _config = (configFile >> "CfgVehicles" >> _type >> "Turrets") select _i; _magazines = getArray(_config >> "magazines"); _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep x_reload_time_factor; _object addMagazine _x; sleep x_reload_time_factor; } forEach _magazines; _count_other = count (_config >> "Turrets"); if (_count_other > 0) then { for "_i" from 0 to (_count_other - 1) do { _config2 = (_config >> "Turrets") select _i; _magazines = getArray(_config2 >> "magazines"); _removed = []; { if (!(_x in _removed)) then { _object removeMagazines _x; _removed = _removed + [_x]; }; } forEach _magazines; { _object vehicleChat format ["Reloading %1", _x]; sleep x_reload_time_factor; _object addMagazine _x; sleep x_reload_time_factor; } forEach _magazines; }; }; }; }; _object setVehicleAmmo 1; // Reload turrets / drivers magazine sleep x_reload_time_factor; _object vehicleChat "Repairing..."; _object setDamage 0; sleep x_reload_time_factor; _object vehicleChat "Refueling..."; while {fuel _object < 0.99} do { //_object setFuel ((fuel _vehicle + 0.1) min 1); _object setFuel 1; sleep 0.01; }; sleep x_reload_time_factor; _object vehicleChat format ["%1 is ready...", _type]; if (true) exitWith {};
  11. rowdied

    Bon's Infantry Recruitment Redux

    anything for a fellow OFP veteran
  12. I think this is what you are after and its pretty simple to do. Put this in the init.sqf of the mission file just as you see it; [West, S1] call BIS_fnc_addRespawnPosition; Where West is the side (can be East etc...) and s1 is the Variable Name of the unit. Put this in the init of the unit S1; [west, s1] call bis_fnc_addrespawnposition; You can have as many respawns as you want, just remember to change the names in the init and also the name of the units. [west, s2] call bis_fnc_addrespawnposition; [west, s3] call bis_fnc_addrespawnposition;
  13. rowdied

    Bon's Infantry Recruitment Redux

    Yes I use it on numerous flags and vehicles. Are you putting this in the init? this addaction["<t color='#33cc00'>recruit infantry</t>","bon_recruit_units\open_dialog.sqf",[],1,true,true,"","_this didistance _target <8"]; works on anything you put it in, rocks, buildings, backpacks, walls etc...
  14. rowdied

    Arma 4 a look to the future

    It would be awesome if we could have TerraSim in VBS4 implemented for Arma 4. Just think of the possibilities... Yes I know not possible but are we not human if we do not have hope for the future? https://www.youtube.com/watch?v=XpIrOlXPTic
  15. rowdied

    Crew Hit Reaction

    Script works great in SP but not in MP on a dedicated server. Any chance you are making a MP compatible mod and script? thanks again!