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About Undeceived

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    Sergeant Major

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    Check out my missions and campaigns in the "About Me" section of my profile.

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  1. Thanks a lot, 7erra! I didn't have problems with the setUnitLoadout on AI. I added the EHs not to the player but to AI units and I "tell" them to open their inventory for me. After closing it, I could access it again and the original loadout was there. What I added myself to the InventoryClosed-EH is the deletion of dropped containers (uniform, vest or backpack) on the ground. _invOpenEH = this addEventHandler ["InventoryOpened",{ params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _x setVariable ["_unitLoadout",getUnitLoadout _x]; } forEach [_unit,_backpackUnit]; }]; _invCloseEH = this addEventHandler ["InventoryClosed", { params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _setLoadout = _x getVariable ["_unitLoadout",getUnitLoadout _x]; _x setUnitLoadout _setLoadout; } forEach [_unit,_backpackUnit]; {deleteVehicle _x; } forEach nearestObjects [getpos _unit,["WeaponHolder","GroundWeaponHolder"],4]; }]; this setVariable ["_invOpenEH",_invOpenEH]; this setVariable ["_invCloseEH",_invCloseEH]; I might use both of your approaches in combination (to indicate even more that the inventory can't be manipulated). I have a further question on the first one though. Is it possible to exclude the player (and/or other desired units) from this mouse button restriction? I only want to apply this to the inventory screen of certain units, but the player has to be able to change his gear as always.
  2. And here it is! Congratulations and good job, EO.
  3. Wow, 7erra, this is pretty far reaching! Problem 2 isn't that bad as the unit's gear is shown on the right-hand side of the inventory UI too (where the item lists in the uniform, vest and backpack sections normally aren't that long). Problem 1 is a real problem though. It kinda makes the other mouse restrictions useless. In the meanwhile I found out that the objects/items in an unit's inventory are locked / deactivated when the unit is not simulated. So far I used AI_unit action ["Gear", AI_unit]; to show the inventory menu with the unit's (AI) gear. The unit performs that inventory animation and its gear is shown. This however doesn't work when the simulation of the unit is off. No animation played, no inventory UI. Now, I could also use player action ["Gear", AI_unit]; but this would show the player's gear in the right-hand side of the UI and the unit's stuff only on the left-hand side. But I want to see the unit's gear on the right-hand side no matter what. So, is there a way to immediately open up an non simulated unit's inventory - apart from the "Gear" action?
  4. Hi guys, I want to prevent the player from removing equipment while he's in an inventory dialogue. This normally is done by pressing the right mouse button over an inventory object or by dragging it to the left side. Exactly this is what I want to prevent. It might sound a bit irrational , but I want the player only to be able to check/see the equipment of another unit, not to change it. Any ideas are welcome. Thank you!
  5. I used the custom texture objects. 100 meters over the ground/sea, darkest of darkest nights, no moon and then a light source to illuminate them. Or do you mean those intro cutscenes of the newer BI campaigns / SP mission? I'm not sure what exactly that is because there are also moving elements like tracers or smoke.
  6. Rosche, Germany

    Schmalfelden... @jeza, I had almost overcome the pain of not seeing this in A2 and A3 and now you have reopened the wounds. No, Rosche is amazing, even though it reminds me a bit more of Celle.
  7. Rosche, Germany

    Ok, I went on a drive for half an hour in the dawn and wow... This terrain is fantastic. I really love the lighting. Two things I noticed: There are no environment sounds. These are definitely still needed but then the terrain would be pure magic. And secondly, the town signs look odd. Ok - I'm from Rhineland-Palatinate and never went to this region (Hamburg only) but AFAIK the signs are nationwide consistently. GREAT JOB! And... @silola's tool is simply ingenious.
  8. Rosche, Germany

    Congratulations on the release. This looks amazing!
  9. Max Melee Weapons

    Awesome, Maxjoiner. Great job so far.
  10. Hmmm, I give up. Spent an hour analyzing the picture, no dice. Noticed the 8 guys that could represent DDMMYYYY in some form; noticed the pic name (8bit.png), converted it to 8 bit; looked at it from all angles ---- nothing. But I love this kind of riddles! Anyway - looking forward to the release, whenever it will be.
  11. Great news, @.kju! From my point of view I'm totally looking forward to it (in whatever release form). Yeah, just give me a shout if you have questions, even though I doubt I will be able to help you much as I don't even know anymore what I did there to expand IP's work.
  12. Lack of good usermade SP content

    THIS!! This is what I ALWAYS do, as I perfectly know that mission designers get almost no feedback. And knowing how a negative rating can hurt (given that only a few people rate) sometimes I give the creator feedback while I do NOT rate the mission down. Instead I tell him that he will get a thumb up from me if he improves the respective part of the mission. (Oops, sry for the double post...)
  13. Lack of good usermade SP content

    The suggestion that @lexx brought up is good and we really could use a bit of support by BIS when it comes to rating and giving feedback to mission designers. What I really miss though (and unfortunately I don't have the needed time for it) is a good web page that reviews scenarios. I loved e.g. the OFPEC.com times because you could find quality stuff there - no matter if it was campaigns or single missions. The reviews were detailed and extensive, showing up pros, cons and special details. Yes, it took the rewiever a lot of time but the value for the players and the community was enormous.