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alleycat

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Everything posted by alleycat

  1. I would like to know if the rate at which a sector is capped in the sector module stacks with the amount of units in it. I have tried it with AI units and it did not stack, but what about players?
  2. I have specific problems with spectating I would like to solve. 1. Some players lose the map when spectating, the map does not show instead there is a radio symbol. How to make sure every dead player can access the map? 2. Is it possible to respawn a player even if the mission respawn is set to bird?
  3. while {true} do { { if ((_x isKindOf "Man") and (isPlayer _x)) then { _markerstr = createMarker ["markername",getpos _x]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "mil_dot"; }; } forEach Allunits; sleep 10; }; this is supposed to place a marker every 10 seconds on the player position. However it only places one the first time and then stops placing, although the loop is still running. Any advice? I want it to place a new marker for every new sequence of the loop.
  4. I am looking for a way to check how many positions a building has. I searched the forums and many topics covering garrisoning have some form of buildingpos cycle but I do not understand the examples because they are part of a large script and I would also like to figure out the algorithm for myself for learning purposes. In pseudocode I would like to do this: test a building for wether it has building positions up to 20 (more precisely, check if buildingpos _number does actually exist) Not sure how to syntax that shit however. any pointers? This one seems to appear very often in garrison scripts: while { format ["%1", _house buildingPos _y] != "[0,0,0]" I dont get the != "[0,0,0]". Why does it compare against a 3 number array?
  5. Is it possible to remove thermal optic on infantry weapons? The TIE command only appears to work for vehicles.
  6. Is it possible to setup a dedicated spectator slot? Does arma3 support that or would one have to do it messy by having the slot force spectator mode after the game starts?
  7. alleycat

    [SP]Moonlight Raid

    Moonlight Raid (Single player) Info: Take your MH-9 and terrorize the enemy supply lines with its dual M134 machine guns and FDAR rockets. ->Great scenery (moonlit night) ->Customized, detailed briefing with recon images Download: http://steamcommunity.com/sharedfiles/filedetails/?id=179314581
  8. Since the new patch there is rather massive issue with the sector module. Points/Kills are shown above the flag HUD in real time and on every difficulty level. And that sort of ruins playing TVT on expert, because you can instantly tell if you killed a player and how many are alive. I would like to suggest: Remove the points/kills counter or make it possible to toggle.
  9. How to use zone restriction? Synching it to triggers did not work.
  10. When referencing a sector module (named sec1 in the top most name field) it displays an error if ((sec1 select 1) == east) then { diag_log text format["%1 is owned by CSAT", sec1]; }; Error select: Type Object, expected Array,Config entry However this works in the sector expression if ((_this select 1) == east) then {(_this select 0) enableSimulation false}
  11. alleycat

    How to reference a sector?

    If I want to set the side of a sector, why doesnt this work: sec1 setVariable ["owner", west, true];
  12. alleycat

    M16A1 measurements research thread

    I want to model a very precise model of a vietnam era M16A1 rifle and I would like to ask questions about its measurements. I will post my questions in this thread and hopefully some knowledgable people/M16 owners/rednecks with guns can help me with that. 1. What is the sheet thickness of the metal that the hull of this magazine is made of? http://www.gunauction.com/buy/8362059/magazine-clips/rifle-magazine-clips/pair-colt-m16-ar15-vietnam-era-20-round-magazines
  13. alleycat

    L85A2 Release

    Tested the weapon, amazing model and scope. However, why does the SUSAT scope have a 10x magnification ingame? Isnt it supposed to have 3-4x? or is that some balancing thing to match it with the RCO optics?
  14. If I run 2 scripts like this execVM "script1.sqf"; execVM "script2.sqf"; ...and there is a sleep delay in script 1, will this delay script2? Or does execVM just start script1, then immediately start the next line?
  15. Is it possible to write to a custom log file? Like using diag_log, but to a new specific file?
  16. Is it possible to stop ACRE simulation in a mission? Like, completely break the audio simulation so that everyone can talk and be heard across the landscape as if being on teamspeak ?
  17. Is it possible to white/blacklist addons for a server?
  18. I coded a mod that changes certain weapons and I would like to check if clients have it loaded. How would I do that? I dont see anything in the scripting commands for that and the addon is not written into the mission.sqm.
  19. I am creating a mod that removes thermal optics from certain infantry weapons. So far I have this: class CfgPatches { class cat_thermal { units[] = {}; requiredVersion = 1.000000; requiredAddons[] = {}; version = "1.0"; author[] = {"cat" }; //authorUrl = "http://dev-heaven.net/projects/cca"; }; }; class CfgWeapons { class launch_B_Titan_F { class OpticsModes { class StepScope { visionMode[] = {"Normal"}; }; }; }; }; However I get "no entry for...." errors for parameters in the same scope as visionMode. Is this an inheritance problem? And how do I fix that?
  20. How to find what pbo it is in? The pbo extractor cant open them. edit: wrote the above without seeing charons latest post. edit: thx for the example, replacing MYLAUNCHER with the launcher I wanted to be changed works.
  21. I would like to know if it is allowed to pack mods used on my server into a pack file and host that on my server so players can download all needed mods at once, or wether this breaks copyright laws.
  22. I have tried both, but I cant get the required mod part right. I have used the weapons_f.pbo with and without the .pbo extension but it always reports undefined parameter errors.
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