thebarricade
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Player Halo JUMP Script
thebarricade replied to Mirek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And hence why it's a parameter :D- 19 replies
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Player Halo JUMP Script
thebarricade replied to Mirek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did it this way, and it seems to work (saved as tbr_halo.sqf) _host = _this select 0; _caller = _this select 1; _id = _this select 2; _params = _this select 3; _startHeight = _params select 0; //in objects init-field: //this addAction ["HALO", "tbr_halo.sqf", [200], 6, true, true, "", "true", 3, false, ""]; // the [200] parameter is the insertion height systemChat "Left click on the map where you want to insert."; systemChat "Or close map to abort."; tbr_mapclick = false; tbr_halopos = []; openMap true; [ "tbr_haloSelect", "onMapSingleClick", { tbr_halopos = _pos; tbr_mapclick = true; }, [] ] call BIS_fnc_addStackedEventHandler; waitUntil {tbr_mapclick or !visibleMap}; ["tbr_haloSelect", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; if(tbr_mapclick) then { _caller setPos [tbr_halopos select 0, tbr_halopos select 1, _startHeight]; [_caller, _startHeight] spawn BIS_fnc_halo; systemChat "Remember to open chute :)"; } else { systemChat "Jump cancelled."; }; openMap false;- 19 replies
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Tool to build mission pbo (commandline) [solved]
thebarricade replied to thebarricade's topic in ARMA 3 - BI TOOLS - GENERAL
Armake worked like a charm :) Thank you! -
Tool to build mission pbo (commandline) [solved]
thebarricade posted a topic in ARMA 3 - BI TOOLS - GENERAL
Is any of the official tools capable of building a mission pbo from the commandline? I have a bunch of missions that use a common framework and would like to be able to batch update them, instead of going into 3den and building one mission at a time. -
Replacement addon becomes required addon in mission
thebarricade replied to thebarricade's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It has So in order: 1) I used Addon Builder via Arma 3 Tools 2) I unpacked the pbo using Eliteness and found no major differences (a CfgMod section had been added) 3 & 4) Changed requiredAddond, added units line. No difference, unfortunately. 5) Already tried that. So not an inch closer... -
Replacement addon becomes required addon in mission
thebarricade posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So, I have made a small addon which makes the various NVGs in A3 fullscreen (for me and my group), but I have encountered one problem which seems kind of troublesome. When I add a unit via the editor everything works as I think it should, but if I then edit the units inventory, my mod gets added as an dependency for the mission. This obviously breaks the mission for basically everyone else in the world. Does anyone know how to stop that from happening? My config.cpp currently looks like this: class CfgPatches { class tbr_nvg { author = "thebarricade"; name = "TBR Fullscreen NVGs"; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F_Exp"}; }; }; class CfgWeapons { class Binocular; class NVGoggles: Binocular { modelOptics = ""; }; class O_NVGoggles_hex_F: NVGoggles { modelOptics = ""; }; class O_NVGoggles_urb_F: O_NVGoggles_hex_F { modelOptics = ""; }; ... snipped a bunch of lines ... }; One creepy way of making it work is: class CfgPatches { class A3_Weapons_F_Exp {}; }; But I don't really feel comfortable doing that (unless that is the actual, proper way of doing it). -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
thebarricade replied to Placebo's topic in ARMA 3 - GENERAL
...in a chimney at the Tanoa Sugar Company. (no addons) -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
thebarricade replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Muchas gracias! That makes sense. :)- 5767 replies
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- single player
- realism
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
thebarricade replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for this great immersion mod! Just one question, is there any way to kill the greek music, while keeping the military radio chatter? (Knowing myself, it's probably a really obvious way, and i'm to stupid to realise/see it)- 5767 replies
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- single player
- realism
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Thanks! I really hope so, otherwise I'll have a look at it (it works after a "resume", at least). And thanks for the linkage Foxhound!
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A simple utility to point stuff out to your (coop) teammates... The objects has a 10 second lifetime (and you can only point out one thing at the time, point out a new location before the lifetime is up, resets the clock). The menu-actions are bound to User15 and User16 actions as well, for quick activation. Now has stable multiplayer respawn and reload. Download at: * GitHub * Armaholic Pics! Spheres: http://i44.tinypic.com/s3n5z8.png Circle: http://i39.tinypic.com/xfyg51.png This may or may not be bugridden, caveat emptor! The mod might be improved by some custom objects, but I suck at modelling (and making addons in general) so probably not.
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
thebarricade replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I can confirm this problem on my machine as well. -
Great set of missions! When we're playing "Patrol Ops 2.05 US Army South" I get a (repeating) error in my rpt-file though... Error Zero divisor File mpmissions\__cur_mp.Takistan\mps\func\mps_func_getrandomarrayelement.sqf, line 7 Error in expression <ndom (count _array)); _element = _array select _j; _element> Error position: <select _j; This error takes up something like 95% of a 7mb+ rpt-file, and might be the reason behind a severe stutter that occurs for me after playing a while (like one and a half mission into a game). Otherwise, as previously mentioned, a fantastic set of missions!
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problem with Ambient civiliam module on zargabad
thebarricade replied to zorilya's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Are you using the "Ambient Civilians" or "Ambient Civilians (expansion)" module? (Oh, and this should probably be moved to the mission editing sub-forum) -
I'm looking for an MG42 (or similar)addon for Arma 2 CO
thebarricade replied to A-SUICIDAL's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
There seems to be an error in the config for the MG69. Note how all "range"-classes inherits from "close" (which incidently is up to 50 meters). If they where to get their inheritence from the correct class (short: short, medium: medium, far: far), it would probably work as intended. class KPFS_MG69: M240 { scope = 2; model = "\kpfs_tri_weap\mg69"; displayName = "MG69"; picture = "\kpfs_tri_weap\data\icons\w_mg69_ca.paa"; UiPicture = "\CA\weapons\data\Ico\i_mg_CA.paa"; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {200,300,400,500,600,800,1000,1200}; discreteDistanceInitIndex = 1; reloadMagazineSound[] = {"\kpfs_tri_weap\sound\mg3_reload",0.0562341,1,25}; magazineReloadTime = 4; class manual: manual { displayName = "MG-69"; recoil = "recoil_auto_machinegun_8outof10"; recoilProne = "recoil_auto_machinegun_prone_5outof10"; dispersion = 0.0012; reloadTime = 0.0545; begin1[] = {"\kpfs_tri_weap\sound\mg3_fire1",1.77828,1,1300}; soundBegin[] = {"begin1",1}; maxRange = 10; maxRangeProbab = 0.04; showToPlayer = 1; }; class close: close { begin1[] = {"\kpfs_tri_weap\sound\mg3_fire1",1.77828,1,1300}; soundBegin[] = {"begin1",1}; }; class short: close { begin1[] = {"\kpfs_tri_weap\sound\mg3_fire1",1.77828,1,1300}; soundBegin[] = {"begin1",1}; }; class medium: close { begin1[] = {"\kpfs_tri_weap\sound\mg3_fire1",1.77828,1,1300}; soundBegin[] = {"begin1",1}; }; class far: close { begin1[] = {"\kpfs_tri_weap\sound\mg3_fire1",1.77828,1,1300}; soundBegin[] = {"begin1",1}; }; class Library { libTextDesc = "MG3 version of Trizonesia"; }; }; Don't know if that helps you in any way, but there it is :)