Jump to content

thebarricade

Member
  • Content Count

    113
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

7 Neutral

About thebarricade

  • Rank
    Sergeant

Recent Profile Visitors

900 profile views
  1. thebarricade

    Player Halo JUMP Script

    And hence why it's a parameter :D
  2. thebarricade

    Player Halo JUMP Script

    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;
  3. Armake worked like a charm :) Thank you!
  4. 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.
  5. 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...
  6. 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).
  7. ...in a chimney at the Tanoa Sugar Company. (no addons)
  8. 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)
  9. thebarricade

    TBR Pointer

    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!
  10. thebarricade

    TBR Pointer

    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.
  11. I can confirm this problem on my machine as well.
  12. thebarricade

    Patrol Operations 2

    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!
  13. Are you using the "Ambient Civilians" or "Ambient Civilians (expansion)" module? (Oh, and this should probably be moved to the mission editing sub-forum)
  14. 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 :)
×