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About beno_83au

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    Master Gunnery Sergeant

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  1. Is anyone else having trouble downloading a working version of this? All I get is an unknown or damaged file error when I try to open it in WinRAR.
  2. beno_83au


  3. Could give this a go: https://forums.bohemia.net/forums/topic/189259-recolor-post-process-effects-mod/
  4. You could check their display names and remove the magazine if it has the word "smoke" in it: { private _unit = _x; if (side _unit == EAST) then { { private _magazine = _x; if ("smoke" in (toLower (getText (configfile >> "CfgMagazines" >> _magazine >> "DisplayName")))) then { _unit removeMagazineGlobal _magazine; }; } forEach (magazines _unit); }; } forEach allUnits; Run this from initServer.sqf and it should get rid of all their smoke grenades. https://community.bistudio.com/wiki/in https://community.bistudio.com/wiki/getText https://community.bistudio.com/wiki/configFile These commands help find if "smoke" is in a magazine's display name.
  5. beno_83au

    My friends can't join hosted server

    Try: https://portforward.com/arma-3/
  6. Well, you got me on the right path Johnny. Instead of using an AI though (and after trying several ways of making cameras and attaching things all over the place) it hit me like a tonne of paratroopers. In short, I spawned an empty parachute, attached the rope to the chute then attached the empty chute to the player's chute. Maybe there's a better way, but this is MY way, and what else matters?
  7. What does the -mod= look like in your startup parameters?
  8. To be fair, I had a couple of mods running, so I'll revisit it clean.
  9. Hey @Larrow, after downloading this it looks like the example in your instructions : Should read: class CfgFunctions { #include "LARs\spawnComp\functions\functions.cpp" }; #include "compositions\compositions.cfg" Caught that one after I was crashed back to Windows 😄 Edit: Also, it's not picking up a unit's goggles/eyewear.
  10. Thanks @johnnyboy, you too. And that can of beans has been a pretty useful tool a few times before haha. I'm already attaching the rope to the parachute though, but an AI replacement might be a good workaround, cheers.
  11. beno_83au

    run arma3 without steam

    Steam's alright.....
  12. Hey, sorry mate. I don't use the editor for briefings, but https://community.bistudio.com/wiki/createDiaryRecord is pretty easy to use and if you run the command in initPlayerLocal.sqf it'll create a briefing for all players. As for the vehicles, I'm not sure. I'd have a look but I'm a bit occupied at the moment.
  13. Hello, I've just started getting back into a paradrop script that I began an age ago and for the most part it's working well. BUT, I'm having a problem with attaching a rope between the player's parachute and their pack. When it's an AI unit it works fine, but when a player is in the parachute the rope spawns, then gets stuck in midair at it's full length: AI Player The player's pack still acts as if it is attached to the rope though, but the rope stays where it spawns. waitUntil {((getPos _unit) select 2) < (50 + (random 20))}; _obj = createVehicle ["Land_BakedBeans_F",[0,0,0],[],0,"CAN_COLLIDE"]; _obj allowDamage false; _obj setPos (getPos _packHolder); _rope = ropeCreate [vehicle _unit,[0,0,-0.5],_obj,[0,0,0],12]; detach _packHolder; _packHolder attachTo [_obj,[-0.1,0.3,0.55]]; _obj setVelocity (velocity (vehicle _unit)); _packHolder is the groundWeaponHolder that the unit's pack goes into for the jump. Anyone got any pointers here? Cheers.
  14. Location, location, location. https://community.bistudio.com/wiki/Multiplayer_Scripting http://killzonekid.com/arma-scripting-tutorials-locality/ Put simply though, the briefing needs to be run on all clients, not just the server. Run it from initPlayerLocal.sqf
  15. beno_83au

    JBOY Dunk Tank

    Why can't you just follow the rules?