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Azza FHI

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Everything posted by Azza FHI

  1. Azza FHI

    C-130J Port Release

    Just workaround by makeing the c130 invincible...
  2. Azza FHI

    CPU and GPU overclocking does sweet f a.

    far out dude, if your planning on keeping your cpu for 10 - 15 years then yeah you have a slight point. in 5 years the current chips will be worth sfa so why are you worried about a chip degrading (which it wont until u go past certain volts which is pretty high mind you). anyway I am in no way trying to get you to be an overclocker, I just have a problem with you coming on here and telling lies. the truth is if ppl want to oc their cpu they will see benefits in this game, mainly if the cpu is decent to begin with. weather the game is optimized or not is not the issue.
  3. oh gee whiz. only because of the competition from tfr I reckon! if it wasn't for this mod he probably wouldn't have bothered and continued to leave us in the dark like he has for the last year... its gone down hill lately because in the last month more than 10 ppl from various groups I know are having teamspeak issues relating to the acre plugin.
  4. Azza FHI

    CPU and GPU overclocking does sweet f a.

    lol just coz someone has a certain experience doesn't mean it applies to the rest of the world. I notice a significant increase in my old and new system from stock speeds to 4.2 or so. not worth the risk? what risk? u obviously haven't had much experience in oc'ing otherwise you would realise that the only way to damage parts is by overvolting which u dont need to do if u are only trying to achieve a mild overclock. cpus are full of fail safes these days, why do u think a computer shuts down or BSODS when something is wrong - its protecting itself. null zip zilch? how bout null = execvm "scripts\youdontknowwhatuonabout.sqf"
  5. Azza FHI

    @A3MP - ArmA 3 Map Pack

    Im a man of my word. If u are actually keen then let me know!
  6. Yeah i found the init command to disable on startup, but then i need to equip later when gearing up... its all good anyway i will just wait for update. Love the mod by the way. Acre has gone down hill lately.
  7. hi guys, ive been reading up on arrays but haven't quite got there yet. im not even sure an array is what I need right now. I am making a mission where the player goes up to an ammo box and gets his parachute equipped via script ( placing the parachutes in the box is unreliable for some reason, sometimes they don't equip) so in the box init this addaction ["Get Chute", { player execvm "scripts\chute.sqf"; }] chute.sqf player addbackpack "B_Parachute"; it works in preview but this is not the correct way to do it on dedicated server is it? the locality is not defined? what the best way for each player to grab a chute without affecting other players before they grab their own
  8. Azza FHI

    Help me learn arrays!

    thanks! my mate has given me this script which he uses, normally it loads on mission start via init but I want to use it on a box this addaction ["Gear up", { [player, typeof player] execvm "scripts\stdkitarmed.sqf"; }] original stdkitarmed.sqf private ["_unit", "_type"]; _unit = _this select 0; _type = _this select 1; if (!local _unit) exitWith {}; private "_helmets"; _helmets = ["AV_ACH1_UCP", "AV_ACH2_UCP", "AV_ACH3_UCP"]; private "_uniforms"; _uniforms = ["AV_CombatUniform1_UCP", "AV_CombatUniform1_UCP_shortsleeve", "AV_CombatUniform2_UCP", "AV_CombatUniform2_UCP_shortsleeve"]; private "_backpacks"; _backpacks = ["AV_Kitbag_UCP"]; private "_lrmbackpacks"; _lrmbackpacks = ["b_carryall_oli", "b_carryall_cbr"]; private "_items"; _items = ["firstaidkit", "firstaidkit"]; private "_assigneditems"; _assigneditems = ["itemradio", "itemmap", "itemcompass", "itemwatch"]; private "_pistol"; _pistol = "hgun_acpc2_f"; private "_chestrigs"; _chestrigs = ["AV_PlateCarrier1_UCP", "AV_PlateCarrier2_UCP"]; private "_riflescopes"; _riflescopes = ["optic_Holosight"]; private "_mgscopes"; _mgscopes = []; private "_state"; _state = switch tolower(_type) do { case "b_soldier_tl_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["30Rnd_556x45_Stanag", 15], ["HandGrenade",3], ["9rnd_45acp_mag", 4] ], ["RHARD_M4DDRDP_F", "rangefinder","AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom, "Muzzle_MK18D_L", "PEQ15_A3_Top"], _items, _assigneditems ]; }; case "b_soldier_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 18], ["HandGrenade",3], ["9rnd_45acp_mag", 4] ], ["RH_M4A1_ris", "AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom, "RH_m4covers_f"], _items, _assigneditems ]; }; case "b_medic_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 12], ["9rnd_45acp_mag", 4] ], ["RHARD_MK18AFGD_F","AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom], ["firstaidkit", "firstaidkit", "firstaidkit", "firstaidkit", "medikit"] + _items, _assigneditems ]; }; case "b_soldier_lat_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 14], ["9rnd_45acp_mag", 4], ["HandGrenade",2], ["titan_at", 2] ], ["RH_M4A1_ris", "AV_anpvs7", "launch_b_titan_short_f", _pistol], [_riflescopes call bis_fnc_selectrandom, "RH_m4covers_f"], _items, _assigneditems ]; }; case "b_soldier_a_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 13], ["AV_200Rnd_556x45", 2], ["HandGrenade",2], ["9rnd_45acp_mag", 4] ], ["RH_M4A1_ris", "AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom, "RH_m4covers_f"], _items, _assigneditems ]; }; case "b_soldier_ar_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["AV_200Rnd_556x45", 8], ["HandGrenade",2], ["9rnd_45acp_mag", 4] ], ["av_m249_para", "AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom], _items, _assigneditems ]; }; default {[]}; }; if (count _state == 0) exitwith {}; private "_goggles"; _goggles = goggles _unit; removeallweapons _unit; removeallitems _unit; removeallassigneditems _unit; removebackpack _unit; removeuniform _unit; removevest _unit; _unit addgoggles _goggles; { (_state select _foreachindex) call _x; } foreach [ { _unit addheadgear _this; }, { _unit adduniform _this; }, { _unit addvest _this; }, { _unit addbackpack _this; }, { { for "_i" from 0 to (_x select 1) do { _unit addmagazine (_x select 0); } } foreach _this; }, { { _unit addweapon _x; } foreach _this; if (count _this > 0) then { _unit selectweapon (_this select 0); _unit switchMove ""; }; }, { { _unit addprimaryweaponitem _x; } foreach _this; }, { { _unit additem _x; } foreach _this; }, { { _unit additem _x; _unit assignitem _x; } foreach _this; } ]; right now it works fine but I would like to do it properly so the player is defined and loses the action after use. but he has already defined other parameters at top of script so I cant use what u suggested for the parachute... here is what I assumed new stdkitarmed.sqf private ["_unit", "_type"]; _unit = _this select 0; _type = _this select 1; [color="#FF0000"]_id = _this select 2; _host removeAction _id;[/color] if (!local _unit) exitWith {}; private "_helmets"; _helmets = ["AV_ACH1_UCP", "AV_ACH2_UCP", "AV_ACH3_UCP"]; private "_uniforms"; _uniforms = ["AV_CombatUniform1_UCP", "AV_CombatUniform1_UCP_shortsleeve", "AV_CombatUniform2_UCP", "AV_CombatUniform2_UCP_shortsleeve"]; private "_backpacks"; _backpacks = ["AV_Kitbag_UCP"]; private "_lrmbackpacks"; _lrmbackpacks = ["b_carryall_oli", "b_carryall_cbr"]; private "_items"; _items = ["firstaidkit", "firstaidkit"]; private "_assigneditems"; _assigneditems = ["itemradio", "itemmap", "itemcompass", "itemwatch"]; private "_pistol"; _pistol = "hgun_acpc2_f"; private "_chestrigs"; _chestrigs = ["AV_PlateCarrier1_UCP", "AV_PlateCarrier2_UCP"]; private "_riflescopes"; _riflescopes = ["optic_Holosight"]; private "_mgscopes"; _mgscopes = []; private "_state"; _state = switch tolower(_type) do { case "b_soldier_tl_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["30Rnd_556x45_Stanag", 15], ["HandGrenade",3], ["9rnd_45acp_mag", 4] ], ["RHARD_M4DDRDP_F", "rangefinder","AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom, "Muzzle_MK18D_L", "PEQ15_A3_Top"], _items, _assigneditems ]; }; case "b_soldier_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 18], ["HandGrenade",3], ["9rnd_45acp_mag", 4] ], ["RH_M4A1_ris", "AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom, "RH_m4covers_f"], _items, _assigneditems ]; }; case "b_medic_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 12], ["9rnd_45acp_mag", 4] ], ["RHARD_MK18AFGD_F","AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom], ["firstaidkit", "firstaidkit", "firstaidkit", "firstaidkit", "medikit"] + _items, _assigneditems ]; }; case "b_soldier_lat_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 14], ["9rnd_45acp_mag", 4], ["HandGrenade",2], ["titan_at", 2] ], ["RH_M4A1_ris", "AV_anpvs7", "launch_b_titan_short_f", _pistol], [_riflescopes call bis_fnc_selectrandom, "RH_m4covers_f"], _items, _assigneditems ]; }; case "b_soldier_a_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["RH_30Rnd_556x45_Mk262", 13], ["AV_200Rnd_556x45", 2], ["HandGrenade",2], ["9rnd_45acp_mag", 4] ], ["RH_M4A1_ris", "AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom, "RH_m4covers_f"], _items, _assigneditems ]; }; case "b_soldier_ar_f": { [ _helmets call bis_fnc_selectrandom, _uniforms call bis_fnc_selectrandom, _chestrigs call bis_fnc_selectrandom, _backpacks call bis_fnc_selectrandom, [ ["AV_200Rnd_556x45", 8], ["HandGrenade",2], ["9rnd_45acp_mag", 4] ], ["av_m249_para", "AV_anpvs7", _pistol], [_riflescopes call bis_fnc_selectrandom], _items, _assigneditems ]; }; default {[]}; }; if (count _state == 0) exitwith {}; private "_goggles"; _goggles = goggles _unit; removeallweapons _unit; removeallitems _unit; removeallassigneditems _unit; removebackpack _unit; removeuniform _unit; removevest _unit; _unit addgoggles _goggles; { (_state select _foreachindex) call _x; } foreach [ { _unit addheadgear _this; }, { _unit adduniform _this; }, { _unit addvest _this; }, { _unit addbackpack _this; }, { { for "_i" from 0 to (_x select 1) do { _unit addmagazine (_x select 0); } } foreach _this; }, { { _unit addweapon _x; } foreach _this; if (count _this > 0) then { _unit selectweapon (_this select 0); _unit switchMove ""; }; }, { { _unit addprimaryweaponitem _x; } foreach _this; }, { { _unit additem _x; } foreach _this; }, { { _unit additem _x; _unit assignitem _x; } foreach _this; } ]; how do I define _host and _caller if select 0 and 1 are already taken?
  9. ok, well all I want to do is use the back pack that is named "AV_Kitbag_UCP" and also be able to give this to team leaders through script (or ammobox), not at start of mission. is this possible in the current version? if so can u explain step by step
  10. Azza FHI

    @A3MP - ArmA 3 Map Pack

    do it! I will seriously pay u $50 AU. or anyone for that matter that gets this map on a3 working nice lol
  11. Azza FHI

    @A3MP - ArmA 3 Map Pack

    ahk, glad its not just me then. hope you manage to get permissions alduric. clafghan is one sick map!
  12. Azza FHI

    @A3MP - ArmA 3 Map Pack

    hi guys, I am getting issues on clafghan http://i.imgur.com/UovBR7A.jpg (552 kB) http://i.imgur.com/KvbhPUk.jpg (569 kB) any ideas? edit - I found some posts on page 77 about the water line. will try the fix. as for the trees, that's not normal is it? it just feels like there is a light grey filter over the whole map, even mid range u can see it
  13. sorry if this has been asked before, but is it possible to change the backpack model to suit custom mods? we are using Ind_US and the radio backpack does not match...
  14. just be carefull, not sure if u trying to test with dedicated but I ran a dedi server from my machine and connected to it to test a mission. for some reason it wiped my whole profile. I play on hostile takeover servers and I had to start from scratch...
  15. Azza FHI

    MK18 Mod 1

    are you able to give some kind of ETA? im not rushing you, im just making a mission for our clan and the update is out in a couple weeks then I will wait otherwise Ill just use the current. thanks
  16. Azza FHI

    Development Blog & Reveals

    Could be the blu fighter getting released with 3rd campaign?
  17. Azza FHI

    LIFTER for ArmA 3

    is it possible for this mod to be used with 'blu mohawk' or other non vanilla vehicles? http://www.armaholic.com/page.php?id=22621
  18. Azza FHI

    @A3MP - ArmA 3 Map Pack

    @jumbo - lol just downloaded it and was wondering about this so thanks it makes sense now. I am abit disappointed that the dams and ponds in chernarus do not have any water. is this the same for everyone? and the dams on takistan are black for me. these aren't game breaking but chernos water features are one of the best things bout it.
  19. its a known bug at the moment, task modules are broken. I think its fixed in dev build so wait for stable patch
  20. I don't know why u are so keen to find the answer? u should never need to edit anything in the addonsauto section. when a mission is made with 3rd party addons they will show up in the 'addons' section up the top of mission.sqm. they never show in the 'addonsauto' section and this leads me to believe that the addonssuto section is purely for the vanilla addons that are part of the game and nothing else.
  21. Azza FHI

    trackir ?

    make sure u change the setting inside track ir software from trackclip to trackclippro - assuming u have the track clip pro
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