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mcnools

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About mcnools

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    Master Gunnery Sergeant

core_pfieldgroups_3

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    Music, movies, people, good food, good drink, games,
  • Occupation
    Life.

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    Male
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    Sweden

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  1. mcnools

    Secret Weapons

    Very nice looking little ship! I was hoping for a few smaller ships 🙂
  2. No luck 😞 (sorry if I'm doing something obvious wrong, I never really understood scripting)
  3. Well, I tried _roads = nearestTerrainObjects [[2221,2607,0], [], 500]; {_x hideObject true} foreach _roads; But it removes all objects apart from the road and bridges, Edit Terrain Module doesn't "stick" to any of the bridges or road objects either so I guess they're classified in some othe way which makes them impossible to do anything about maybe. I really appreciate you helping out though!
  4. Thanks for explaining 🙂 will try it out tomorrow hopefully! EDIT: Well, I got the script to initiate without errors but no roads or bridges are dissapearing, I put this in the init.sqf: _roads = nearestTerrainObjects [[2221,2607,0], ["Road"], 500]; {_x hideObject true} foreach _roads; And also tried with "Main Road" instead of Road, no success. So, I found the bridge-object that you can place in the editor and checked it in the config viewer, looks like this: Tried to use "LIB_Objects_Pathway_Bridges_base instead of "Road" (long shot maybe..) but it didn't work either. Maybe it's possible to hide terrain objects with the objects classname maybe? (Land_WW2_Ponton_Bridge that is).
  5. Not sure how to make it function correctly, I made an init.sqf with: _roads = nearestTerrainObjects [myposition, ["Road"], 500]; {_x hideObject true} foreach _roads; Then I made a mareker called "Road" on the map where the roads are to be removed, however, when I start I get this error message: "Error, undefined variable in expression: myposition". Is there any way to set it so that it deletes the roads around a specific marker? Tried creating a marker called "myposition" too but I get the same error.
  6. Hello, I'm making a mission on one of the Iron Front-terrains where I want to remove a bridge to replace it with another model, however, neither creating a game logic to remove nearestTerrainObjects nor using the hide terrain objects-module works. They remove all other objects in the area but not the bridge nor the road leading to the bridge (which leads me to the conclusion that the bridge counts as a road). I've tried searching for a way to hide roads but no luck, is it possible at all or am I screwed? 🙂 (to be specific it's the pontoon bridges on the baranow map, if anyone is curious, but I recall the same thing happening with other bridges/roads before).
  7. mcnools

    Dark Zone Terrain WIP

    Looks very atmospheric, good choice of music too, haven't listened to Lustmord in a long time. 🙂
  8. Haven't tried the mod yet but as someone who makes a lot of mission for my group this seems amazing, saves a lot of time when I just need some generic interiors, well done!
  9. LSValmont: I hope it's possible and that it'll be done, would be nice to have all those terrains using CUP Core get the new updated buildings without every terrain-maker having to go in and replace them himself.
  10. Understood! Thanks for the quick reply 🙂 Also, I must say the mod is looking amazing these days, I'm already looking forward to playing this campaign I've started working on with my mates and we're not even playing it until later till autumn, the british stuff is very very nice. Keep up the good work!
  11. Quick question about the Static Line Paradrop-Waypoint. When I play as group leader of the group that is about to paradrop only myself is ejected out of the plane at the waypoint, if I play as any other soldier in the group everyone disembarks properly. Is there something the group leader must do in order to get the others to disembark? I'm meaning to use this in a MP-scenario for my group later and I'm curious how this will work in MP.
  12. Hello, for a couple of years now me and my group has been having a problem, we always run the zeus-module with #AdminLogged as "owner" and it usually works (had some problems with it not working after respawn but after using the respawn module instead of the old marker method for respawns it seems to work better). However, sometimes zeus just doesn't seem to work and we just get the "zeus ping"-icon and sound when trying to enter Zeus mode even when logged in as admin on the dedicated server, even though the admin hasn't respawned etc. This can sometimes happen even when we've tested to make sure zeus works just the day before playing the mission and we haven't really been able to find any reason for this happening. Just figured I should make a topic and see if anyone else has experienced a similar thing and what could cause it, it sort of seems like zeus isn't recognizing the admin (logging out and logging in again doesn't seem to help). Has anyone got any idea or maybe some way to troubleshoot? (what to look for in the server .rpt for example). Edit: Should mention that we're running a few mods, we use different mod-lists every campaign we make but the basic mods that we always use are CBA, TFAR, ACE and ALIVE.
  13. mcnools

    Vinjesvingen

    Yeah that's what I meant, he's done several finnish maps and one norway map, 🙂 was just hoping to get some sweden in there too (and maybe denmark I guess..), complete scandinavia.
  14. mcnools

    Vinjesvingen

    Very very nice 🙂 time to go fight in another neighboring country. So... finland and norway, sweden next? 😉
  15. Dangerous indeed, had a 50/50 success-rate on disabling the traps last mission, (well, both were disabled I suppose, just that one was disabled with a defusal kit and the other by a brave soldiers body, oh well, we managed to patch him up). Just wanted to say we're all loving the mod, this is the first time we've been playing it properly and we're having a blast, love all the little details and functions such as setting huts on fire, punji traps, music in vehicles etc. Good times. Good job!
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