Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

1 Follower

About luckyhendrix

  • Rank
    Staff Sergeant
  1. luckyhendrix

    Placing specific weapons/Magazines/Vests/uniforms

    But how come then that in game you can drop on the ground any weapon (even those that are not under the prop category in eden) and have it show on the ground with its model ? Surely this must be replicable in the editor or via a script ? Also, if you drop multiple items at the same time they will all spawn on the ground in one "weaponholder" why can't I replicate this by simply modifying the content of a weaponholder in Eden ? Modifying the contents results in the weapon holder disappearing :/
  2. Is there a way to place a specific (especially from a mod) weapons/Magazine/vests/... with Eden ? under the Props menu I can place no specific magazine other than a generic "Magazine (Rifle)" and the vests category is missing a lots of item otherwise available in the arsenal. Maybe a workaround solution would be to be able to spawn a "weapon holder" object, and then edit its contents (ideally trough the arsenal)? (as a side note I would also like to place objects that are not visible in the editor, like for instance : the ACE3 bloody bandages, is that possible ? ) Thanks EDIT: Never mind I found my answer, actually when you place any weapon, you can then go into the attribute and there at the end there is a category where you can edit everything that is in the weapon holder ... But this doesn't help with placing the bloody bandages from ACE EDIT2: Actually it doesn't work, if you modify this category in anyway the 3D model of the weapons disappear.
  3. luckyhendrix

    Question regarding AI

    by reacting I meant see trough , so thx for the answer. And are they supressed by incoming fire by stopping to return fire and search for cover ? or do they only react when hit by a bullet ?
  4. Does in the AI in the current build of ARMAIII reacts to smoke grenades and to suppression ? If not, is there any mods taking this into account that works on MP dedicated servers ? thx
  5. luckyhendrix

    Farooq's Revive

    Love the Scripts Farooq, For me it's the best revive script ! because it does efficiently and simply what it is meant to do : revive action. All others revive scripts adds tons of unneeded stuffs ...
  6. luckyhendrix

    Interacting with physics

    And for the rest like interacting with ragdolls, applying forces ?
  7. Are there any commands to interact with physics ? is it possible to set a velocity to an object ? apply a force on it ? attach some part of a object to another (thinking about moving ragdoll corpse here)? If I recall correctly someone made a addons or a missions called "push" or something like that where you could play with the game physics, how did he do that ? thx
  8. It seems the ACRE wiki has been down for some times now ... Is there anywhere esle I can find the radio classlist and the list of ACE functions and their descriptions ?
  9. luckyhendrix

    ACE for OA 1.13

    Does someone knows how to activate ACE GPS markers ? placing the module on map seems to do nothing, neither does ace_sys_tracking_markers_enabled = true;
  10. I'm not sure , is seem to recall that it was possible , but I can't find any source to confirm it. Maybe try to declare your object config in the description.ext ?
  11. Yeah it's hard to find good documentation on modules. the best you could do is dig up in the pbo and read the functions to discover how the SOM detects if it is on chernarus or Takistan ....
  12. well it could be something like this : _number = ceil(random 4); _marker = switch (_number) do { case 1: {"MyMarker1"}; case 2: {"MyMarker2"}; case 3: {"MyMarker3"}; case 4: {"MyMarker4"}; }; _pos = getMarkerPos _marker; _squad1 = [_pos, East, (ConfigFile >> "CfgGroups" >> "East" >> "BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup;
  13. A much more efficient way to spawn a group is to use this : http://community.bistudio.com/wiki/BIS_fnc_spawnGroup
  14. luckyhendrix

    ACE for OA 1.13

    I am sorry to make a third post about this , but it is really bugging me and I searched the web in every way possible to find a solution. So if I place a game logic with the init line : BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; _nul = [this, 5, time, false, false] spawn BIS_Effects_Burn; In vanilla ARMA (no mods whatsoever), I get this : http://img89.imageshack.us/img89/9743/arma2noace.jpg In ARMA with ACE mod , I get this : http://img542.imageshack.us/img542/5964/acej.jpg Notice there is no actual flames with ACE , just light and smoke. How can I get the same effect in ACE that the one in vanilla ? When vehicle are damaged in ACE they will somties burn with the flame effect of the first picture, And I have also found an ACE function that seems to be a redefinition of BIS_Effects_Burn, in ace_sys_vehicledamage.pbo , but I don't know how to call that function instead of bis default one. EDIT : Managed to get it work ! init line : ACE_Effects_Burn = compile preprocessFile "x\ace\Addons\sys_vehicledamage\fnc_burn.sqf"; _nul = [this, 5, time, false, false,1,"",10000] spawn ACE_Effects_Burn;
  15. luckyhendrix

    killing trees?

    Is there a way to use nearestObject , to just select the trees ? because that command will kill everu unit inside the radius.