![](https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://secure.gravatar.com/avatar/626e6db53eaf7742f5c18f019e8b84a7?d=https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
CrazyAce
-
Content Count
360 -
Joined
-
Last visited
-
Medals
Posts posted by CrazyAce
-
-
Nice, thanx for the upload.
-
Anyone else getting a significant game speed when repairing a tank in the "tank Rally" campaign using CWR_1985_V1_04?
I'm about half way through that mission, when the other 2 tanks get blown up before the first check point and I get damaged and find a repair truck with an M113 and after I get repaired, the game increases in speed by like 2 or 4 times the normal game speed.
:edit:
Problem solved by saving and exiting, then continuing where I left off... To bad there is not a ammo truck in this mission.
-
:EDIT:
Nevermind, its working. Thank you for the help.
-
Ah yes, that is starting to make sense thank you for pointing that out. I did find and convert ACE1.07 weapon config.cpp file and it lists all the weapons + magazines in the file and wow there are a lot. The weapons are easy to find, except for the mags for each weapon usage takes more time to hunt down in that file.
I'll give this script a try and fill in the weap, ammo blanks with ACE contents and see if it works. And from looking at the script it should respawn a new ammobox around every 2 minutes.
-
Thank you once again, yes I am creating a SP mission.
For ACE weapon/ammo boxes I will need to input each box contents for each corresponding boxes, otherwise the items not in the list will not respawn?
_West_weap = ["",""] _West_ammo = ["",""]
I'm going to assume that I only need to use the script provided as is (+ the ACE contents) by Myke on the second post in the above link into the *.sqf file.
_boxname = _this select 0; while {true} do { _West_weap = ["ACE_WEAPON,ACE_WEAPON"]; _West_ammo = ["ACE_AMMO,ACE_AMMO"]; {_boxname removeWeapon _x;} forEach Weapons _boxname; {_boxname removeMagazine _x;} forEach magazines _boxname; {_boxname addWeaponCargo [_x,_count];} forEach _West_weap; {_boxname addMagazineCargo [_x,_count];} forEach _West_ammo; {_boxname addMagazineCargo [_x,_count];} forEach _Misc_ammo; waitUntil {(!Alive _boxname)}; _boxname setdammage 0; };
:edit:
I can't seem to get it to work... I wonder if _boxname has to be the name of the ACE weapon box?
-
No idea about infinite ammo, but it is easy to make a script which checks the box say...every 2 mins if the ammo count has dropped below the treshold and then refill it. It could be bigger than 2 mins too...I doubt anyone can empty it in 2 mins. Just don't make it check the box constantly w/o any delay (can seriously slow down the game)Thank you for replying, I did a search here:
http://www.armaholic.com/forums.php?m=posts&p=20698#20698
And came across to the closest match, but I don't know what I need from the script or what format to save the script as and how to call the script. I asked Myke in the above link in PM, but didn't get the response that would be helpful, as I didn't ask the right question.
If someone can help me figure this problem out I as well as others would be grateful.
-
I have no idea what to do here and am asking how can an ammobox have unlimited ammo, or if its easier to have the ammobox respawn the ammo taken from the box?
-
Precisely, now where to put it?
-
Sounds good man, can't wait to give it a test try.
-
That is exactly what I had in mind piespy and then make the flak vest a little bit black, sort of a dark grey to give it depth.
-
Very plausible theory Zombie, I didn't know AI had fuel. I guess if we can find the supply truck respawn script that the unlimited fuel code can get integrated into it.
Unfortunately the only fuel code that I know of is in the init box of a trigger:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
this setfuel 1
-
Well we could use new SF textures and meshes.
-
Hopefully this will help those that team kill cuse they cant see worth a damn.
Thanx for the post Spooner
-
Well now Warfare already has a replacements, but we do need new SF units.
-
What are you changing?
-
Ah yes thank you Przemek_kondor, I see what you mean. I'll give it a test try and see what happens.
-
Currently the Warfare community has not released any information pertaining to AI building, man and flying any air vehicles.
-
What file?
-
Heya can we also get texture updates? To me adding some dirt, scratches and shadows in the hidden corners will give the HMMWV more depth and contrast.
-
In that case Vic has a server up, check it out.
-
Should I even bother wasting my time with this mod anymore?
Should I upload the support pack?
...Anyone
-
-
Hey alright, I like new toys
-
Yea its possible, now this is only theory to me as I never tried it.
In the config of the weapon that you want to change look for:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class cfgWeapons {
/*extern*/ class Default;
/*extern*/ class RifleCore;
/*extern*/ class Rifle;
class M16: Rifle {
cfgWeapons should define the weapons config obviously, so if the weapon in question is classified as a rifle then changing its class to a pistol should do the trick.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class cfgWeapons {
/*extern*/ class Default;
/*extern*/ class PistolCore;
/*extern*/ class Pistol;
class M16: Pistol {
Again I don't know if this would work or not.
:edit:
Quote[/b] ]EDIT: Nevermind, secondary weapons HAVE to be pistols, so the MP5 when switched to a pistol... is held like a pistol lol.
Oh... that sucks, I was looking forward to seeing if this worked properly.
Cold War Rearmed - Public Beta Release
in ARMA - ADDONS & MODS: COMPLETE
Posted · Edited by CrazyAce
Same here when I installed one of the addons from armaholics on first release, can't remember which one. A simple re-install "with the provided links in the OP" fixed that problem... Maybe it was CWR_WinterAddons.
:edit:
Found the link:
http://www.armaholic.com/page.php?id=2558