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Gameadd1cted

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About Gameadd1cted

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  1. Thanks, looking forward for the beta ;)
  2. Thanks a lot for your quick answer. I confirm your findings (did some quick tests on a dedicated). Can we hope for a fix in SP (for testing purpose)? Or do we simply have to assume that LEA is for MP? Keep up the good work! -------------- I am also trying to add "Tripod Bag" and "M252 Bag" to an empty HMMWV (SOV). These 2 items won't appear neither in SP nor in MP (dedicated). According to Kylania's Vehicle Cargo Capacity Chart, the HMMWV (SOV) should take 7 packs.
  3. OK, uploaded here. Let me know if is there anything else I can do. Best regards,
  4. Major, I must insist... the AI has no weapons. Steps to reproduce: - in the editor, place a BLUFOR unit (the player). - in the editor, place an OPFOR unit. Give it a name. - start LEA. - Generate loadout.sqf - Load mission in ARMA - note that the AI unit now has no weapons. Notes: - I only tried it in SP missions (didn't have the time to chechk it on a dedicated) - it worked the previos build (I guess it was 1.1.38) Let me know if you need additional feed-back. Thank you for your great work.
  5. Is this final? It's a great feature to be able to assign loadout for AI. Related to this, I think I stumbled across a bug: there is no loadout initialization for AI units (I mean those not plyable). Great ;)
  6. Wow, you really got my attention :) As for a small feed-back (maybe it has been mentioned). If I arm playable units only with pistols and their corresponding ammo, it won't fire. I tried: - various types of pistols and ammos (normal and SD) - reloading - droping and picking again the weapon. Not a big deal, but just in case.
  7. ¡Congratulations! I just used it and it was like "wow..." My first reaction was "Why is not coming as default in the editor?" Keep up the good work!
  8. Gameadd1cted

    Addaction Locality

    Then the code above is correct?
  9. Thanks, I'll modify it accordingly.
  10. Thanks guys for your help. I attach the code. It works only on dedicated server as playableUnits returns an empty array in SP. private ["_unit","_killer","_vehicles","_y"]; _unit = _this select 0; _killer = _this select 1; _vehicles = []; [color="Gray"]//Detect possible run over[/color] if (_killer == _unit) then { _vehicles = nearestObjects [_unit, ["car"], 20]; { _y = _x; {if (driver _y == _x) then {_killer = driver _y;}; } forEach playableUnits; } forEach _vehicles; };[color="Gray"]//if over run[/color] if (side group _killer == west) then { a3d_int_civilian_killed_by_west = a3d_int_civilian_killed_by_west + 1; publicVariable "a3d_int_civilian_killed_by_west"; }; [color="gray"]//Must use side group. Otherwise side would return "ENEMY" for renegade units[/color] if (side group _killer == east) then { a3d_int_civilian_killed_by_east = a3d_int_civilian_killed_by_east + 1; publicVariable "a3d_int_civilian_killed_by_east"; }; [color="gray"]//Total civilian death toll[/color] a3d_int_civilian_killed = a3d_int_civilian_killed + 1; publicVariable "a3d_int_civilian_killed"; [color="gray"]//a great example for publicVariableEventHandler can be found at: //http://derfel.org/arma2/publicvariable_and_pveventhandler.html [/color] The radius for detecting the nearest vehicles might be decreased. Nevertheless, nearestObjects returns an array ordered according to the distance, so it shouldn't be a problem.
  11. Shuko, thanks again for the quick answer. I thought someting similar, but I wanted to make sure there is not a straight forward option (my coding skills are quite limited). I'll give it a try.
  12. Great tool! I read about it, but finally I managed to get some time and have it installed. Keep up the good work. **edit** Colour schemes are not to be found. Would be nice to have them!
  13. I am trying to synchronize all the civilians spawned by the ALICE module to a First Aid: Battlefield Clearence. It doesn't work :( this setvariable [ "ALICE_civilianinit", [{ _this addeventhandler ["killed", {if (isServer) then {_this spawn a3d_fnc_civilian_killed}}]; hint "Civ created"; Modules_FABC synchronizeObjectsAdd [_this]}] ] call bis_fnc_variablespaceadd Nevertheless, the player unit and an editor placed civilian have the following init: Modules_FABC synchronizeObjectsAdd [this] As you can imagine, I can drag the editor placed civilian, but not any spawned by ALICE. Modules_FABC is the name of the module. The hint works (whenever a civilian is spawned, it pops).
  14. Hi, Ia BLUEFOR / OPFOR fires at and kills a civilian with a "killed" event handler, it will return the killing unit / object. Nevertheless, if you run over a civilian (let's say a traffic accident), it will not return the killer. Moreover, I noticed at the end of the missions that Arma does not take into account death provoked by such accidents. Is there any way we can know the killer who ran over a civilian?
  15. Thanks guys, it works. Related thread: http://forums.bistudio.com/showthread.php?t=129533
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