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kylania

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Everything posted by kylania

  1. Got a link to that script you're using? Only Dragonfyre things I'm finding is a sound mod.
  2. Have whatever method you're using for spawning track what it's created and when you need to clean up run through the lists of what it made and delete it all.
  3. Nope. Even without the enableSimulation false AI don't see the object at all. I used two gamelogics with this code to remove a curb and hanger and the AI drive right through where they used to be. house1 = (nearestterrainObjects[position this, ["HOUSE"], 30]) select 0; house1 hideObjectGlobal true; http://imgur.com/a/zMqVY
  4. I think This will do it, tested as working: { if (count _x > 0) then { { if (count _x > 0) then { { _availableMagzines pushBack _x; // x-ception! } forEach _x; } } forEach (_x call Fn_Gear_CompatibleMagazines); } } forEach _allowedWeapons; Basically it was pulling the array of magazines for each weapon but only adding the first. Untested as I'm away from the game at the moment though. :)
  5. Bah, too much work. Just delete all vehicles every 30 seconds to 5 minutes (random) regardless if they are manned, empty, ruined or actually in flight. :d:
  6. That's still the same problem. Lets say moneyAmount is one of your values. I log in and play, earn $2000 and log off and you save $2000 to my client. I pop into my vars.Arma3Profile file or whatever it is, change that to 2000000. Log back in, your server pulls my data, assigns me 2 million bucks and off I go. You cannot trust anything from a client.
  7. Dev build has added a flyInHeightASL command. cobraOne flyInHeightASL [200, 100, 400]; First number is for Careless/Safe/Aware Second is Combat Third is Stealth This sets your minimal ASL height. Final height is max(flyInHeight, flyInHeightASL).
  8. Anytime I lead AI they either never make it out of base or never make it to the first building I come across, much less live long and coherently enough to actually be able to leave some behind to guard somewhere. This script might work for you. There's also this project that has garrisoning as an option. Might find some code to use in those.
  9. Maybe toss in a setDir after the doStop?
  10. kylania

    Apex Vehicles Feedback

    They only do what they need for the campaign. If something isn't used in the campaign it doesn't get done, or gets done way later.
  11. Ahh, ok yeah. Good things to look forward to then. :) July 11 is just around the corner!
  12. In the OnActivation field of the waypoint you want them to go prone at: {_x setUnitPos "DOWN"} forEach thislist; Switch it to UP on the next waypoint to stand back up again.
  13. {alive _x} count crew _vehicle < 1 That'll check if a vehicle has no one in it. Basically crew will return an empty array if there's no crew. The alive check is because apparently it takes forever to detect the dead in crew.
  14. kylania

    EDEN Editor BUGS

    Is that really a bug? Why would you have multiple groups with the same call sign?
  15. Are all those units BLUFOR or is the "player" doing the shooting OPFOR? I did some tests and even ungrouped the guy in a tower reacted to gunfire. They never saw me or shot at me since i was behind a bush, but they both reacted. If everyone in that picture are on the same side, then what longbow is saying is true. It'll take two actual kills for them to care that you're shooting someone friendly.
  16. He's probably so disappointed by your use of pixelated red letters on a green background that he just can't deal with you right now. If you must caption an image always use white text with a black outline. That said it's night, he's facing away from you and you're in concealment. What kind of weapon were you using, did it have a suppressor? There's a lot of reasons he wouldn't react right away.
  17. Oh goodness, no, if you wanted to do that automatically you're gonna have a bunch of config and muzzle lookups. You could possibly adjust this code for that. This seems to work using serena's code: //Init stuff params ["_crate"]; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; //Lists of items to include _availableWeapons = [ "arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F", "srifle_DMR_07_blk_DMS_Snds_F", "arifle_AK12_F" ]; _availableMagzines = []; _allowedWeapons = (weaponCargo _crate) + _availableWeapons; Fn_Gear_CompatibleMagazines = { private _cls = configFile >> "CfgWeapons" >> _this; private _res = []; {_res pushBack (if (_x == "this") then {getArray(_cls >> "magazines")} else {getArray(_cls >> _x >> "magazines")}); } forEach getArray(_cls >> "muzzles"); _res }; { if (count _x > 0) then { { if (count _x > 0) then { _availableMagzines pushBack (_x select 0)} } foreach (_x call Fn_Gear_CompatibleMagazines) } } forEach _allowedWeapons; _allowedMagazines = (magazineCargo _crate) + _availableMagzines; //Populate with predefined items and whatever is already in the crate [_crate, _allowedWeapons] call BIS_fnc_addVirtualWeaponCargo; [_crate, _allowedMagazines] call BIS_fnc_addVirtualMagazineCargo;
  18. As suspected, you declare but never use that array. If you want to add those weapons to whatever the crate already had (as you are doing with the other items) change your last line of the script to this: [_crate,(weaponCargo _crate) + _availableWeapons] call BIS_fnc_addVirtualWeaponCargo; Same with the magazines line if you want to include extra magazines.
  19. Gonna need to see more code than that to tell what you're doing wrong. I can tell you that you've properly created a locally available array of two strings however.
  20. The // Options thing was just saying "put your options here", not literally the text you needed in there. It was meant to inform the forum reader and to be replaced by the author with whatever options they wanted. Adding a trailing ; wouldn't matter since it would still break due to the // hiding the closing };
  21. Thanks for this fix! It's been super helpful. Not sure if this is because of dev build, but you should already be able to see them. Arma 3 should automatically create links like this for your workshop mods:
  22. kylania

    Helicopter Crash Script

    It's done for you already in the download. Just extract the init.sqf file and Crash folder into your mission folder. Scenario -> Open Scenario Folder and paste them into there.
  23. Looks like you're using the 2D editor there. Try the 3D editor (since 2D is going away soon anyway). It's trivial to place down a house and put an ammo box inside of it. Just a quick drag and drop.
  24. kylania

    UAV Restrictions

    As Killzone Kid pointed out, your waitUntil is wrong, the ! was outside the code block. waituntil {!(isPlayer s08 || isPlayer s17)}; The logic for this is going to fail though. If someone is logged in as s08 and you log in as s01, it's going to detect that s08 is a player and attach the UAVs to you, the player, as s01. This is because isPlayer is global so as long as someone is playing those slots, it'll be true for everyone.
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