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Undeceived

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About Undeceived

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    Sergeant Major

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    https://goo.gl/6PkWCJ
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    https://goo.gl/CpydB8

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  • Gender
    Male
  • Location
    Germany
  • Interests
    Check out my missions and campaigns in the "About Me" section of my profile.

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  1. Thanks badbenson, I tried out this code but unfortunately the vehicles thing didn't work, so _stuff didn't have anything. As it seems to me, there are no vehicles in the trigger (I dropped an item, a mag and a rifle). Your explanations after this code were too much for my brain - couldn't understand it - sorry. EDIT: _objs = vehicles select {_x isKindOf "Car"}; worked when I placed a quad. But searching for the weaponholders didn't work.
  2. Hi guys, I would like to "collect" the items, weapons, magazines and backpacks that the player has put on the ground inside a certain trigger and put then into a crate. Is there a way to detect this stuff and create an array out of it. The relatively new command inAreaArray looked promising at first but unfortunately it doesn't recognize items, weapons and magazines (I couldn't do it at least). Does anyone know more? Thanks a lot!
  3. Forums Upgrade

    I'd like to come back to the search restriction "Wait 255235235 seconds until you can search again." Could you please remove that, BI? That would be much appreciated.
  4. Eagle Wing Campaign Remake

    Nice!! I assume @moricky will be pleased to see this in A3.
  5. Dirty Respirators

    @johnnyboy needs this for Dr. Sanjay!
  6. Great idea, @POLPOX. I used the 25 cm sphere, set its texture to #(argb,8,8,3)color(0.898039,0.403922,0.133333,0.000000,ca) (invisible), changed the code for the addAction and it works great now. The only disadvantage is that when looking at it, there appears the name "Geometry sphere" on the screen, but it's not a big deal. Thanks a lot!
  7. Hello guys. The problem: I have an addAction on an object ("Take object"), which appears when the player looks at it (means when the center of the screen is on the object - I think it's the same as cursorObject or cursorTarget). This normally works fine but I noticed that in some cases it doesn't. The action appears when the player looks somewhere under or beside the object (I'm using a leaflet) but not when he looks right AT it. I think this is related to the fact that the leaflet is placed on the ground of a shed which I placed in the editor. On the ground itself (outside) it works ok. Because of this problem I fear that the player would look at the object but go on because the action doesn't appear. ThereforeI want to expand the area on which the player can look to activate the action. And what else could be better than a 3D trigger. Now, is there a way to check if the player is looking into the dimensions of this trigger cube? Any input (other ideas too) is appreciated, thanks.
  8. SP Mission pack CWR2 "The last war"

    Awesome stuff! Didn't play it yet but will as soon as I find some more time. Love that era and the OFP style! Thanks for your work, guys!
  9. Cool stuff, thanks a lot! One question: Is there a way to (scriptwise) color the footprints, e.g. red, like if the guy stepped into a pool of blood?
  10. Ok, I'm starting right away to write these scripts then... Hm, that sounds like an impossible task. Yeah, but this is not always predictable. And you're right - this was the way in OFP that you knew that something was gonna happen soon. Anyway, thanks for your replies.
  11. Hi guys! Is there a way to (scriptwise) save the game in a way that multiple save-game slots are created, just like when the player saves manually via the ESC menu (there are 8 slots or so)? In many of my missions I offer the player unlimited saves via the radio menu 0-0-0, but here I use the saveGame command, which has only "one slot", which again means that the newest save-game overwrites the previous one. If the player then (we all know these situations ) gets in a bad situation (e.g. suddenly is overwelmed by 1000000 soldiers and 400 tanks just one second after using this save-game) AND if he didn't use the alternative "User Save" from the menu, which creates the save-game at another location, then... well, he's screwed and he will have to restart the whole mission, which is kinda frustrating. This is why I'm looking for another way to use the radio menu save-game. The saveGame command is ok, but absolutely fails in the situations mentioned above. So: Is there a way to scriptwise make a User Save? Or is there a way to create multiple slots for the saveGame command (two would already be ok). Looking forward to your ideas, thanks.
  12. Wow, this is amazing, Rismarck! Fantastic job and thanks! And X-Cam ( @silola)! Just a note - the pictures in the OP seem to be broken - for me at least.
  13. Thank you BI [2018 Roadmap Update]

    Good roadmap for the rest of this year. Looking forward to it and thanks, BI. The story of (Grumpy ) Old Man sounds exciting. And I really expect a continuation of Miller's story line. You heard it, BI! Glad that the next Arma is still years away - this way we have some more time to finish one or another project.
  14. Thanks a lot, 7erra! Much appreciated. At first it didn't work, but then I checked the config and found what to change -> the part in the "WeaponSlotsInfo". In vanilla it is "MuzzleSlot", in CUP it's "CUP_EastMuzzleSlotAK". This means that the code is not totally "universal", but in my case it's absolutely sufficient as there are no Western weapons in the corresponding mission. Thanks again! The code looks like this now: _cfgArray = getArray (configfile >> "CfgWeapons" >> (currentWeapon player) >> "WeaponSlotsInfo" >> "CUP_EastMuzzleSlotAK" >> "compatibleItems"); _supressor = [nil, selectRandom _cfgArray] select (count _cfgArray > 0); player addPrimaryWeaponItem _supressor;
  15. Hi guys, is there a way to (code-wise) add a compatible weapon attachment - here: suppressor - to the currently selected gun? In my case it's an AK from the CUP mod (if this is relevant at all). Thank you very much!
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