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jgaz-uk

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About jgaz-uk

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    Gunnery Sergeant

core_pfieldgroups_3

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    Retired

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    Ex RAF now Old Git

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  1. jgaz-uk

    GF Cargo Airdrops Script

    YES! That works for custom, maybe an update that caused a Bug? For some reason the random still worked, but thee never seemed to be much in the crates. Thanks for working that out H34dup! I added some rucksacks to the script the same way & that worked also; e.g. //Backpack { _cargo addBackpackCargoGlobal _x; } forEach [ ["B_Carryall_oli", 4], ["tf_rt1523g_bwmod", 4], ["B_ViperLightHarness_ghex_F", 4] ];
  2. jgaz-uk

    GF Cargo Airdrops Script

    To drop a crate with Custom gear wont work, going to try h34dup's solution.
  3. jgaz-uk

    GF Cargo Airdrops Script

    Me again; Cant get Custom loot to work?, random loot no prob, but get this every time: https://steamcommunity.com/sharedfiles/filedetails/?id=1927804243 with custom. I've gone over the scripting but don't see any errors, may be it might just be a name change problem.
  4. OK thanks for that Alwarren.
  5. Question; in the A3 Controls addons there is an option to set CUP searchlight, left, right, up, down, but cant find a CUP search light in the editor? (running all the latest CUP) is it referring to searchlights on vehicles/helicopters? or has the A2 searchlight been ported over?
  6. jgaz-uk

    GF Cargo Airdrops Script

    not sure how to limit the number of drops?, as in after 3 requests its no longer available.
  7. jgaz-uk

    GF Cargo Airdrops Script

    Ive just downloaded it again from your collection, I'll let you know. Re tested & this time NO errors showing this time Yay!. Thank you for your time & your addons! sorry to disturb ✈️
  8. jgaz-uk

    GF Cargo Airdrops Script

    In the test mission, now started getting a string error line 30 message. this is since recent CBA & big CUP update. something to do with markers?
  9. I'll try that. The thing is it seems to have started working again weird or what?
  10. Did you ever find a fix for this problem? works in Viewer but not out of it! they just flop down & then get up again, even the civilian. with either "playMove" or "switchMove" With further testing I found if you use both the "switchMove" & the "playMove" in that order it works! and on a dedicated server. https://steamcommunity.com/sharedfiles/filedetails/?id=1836697296
  11. does anyone know of a way to get a mission to automatically end (one that is using Psychorevive), when all players are injured & down, & there is no one uninjured left to be able to Stabilise/First aid . CONCACT update has Broken what previously worked.
  12. Yes from the init, also tried an "initServer" works with vanilla civilians, but not the CUP civs. tried using faction names, still nix. Looking to prevent players NOT PIDing targets & just blasting away from a distance in missions. WIP.
  13. I copied it directly from your "This should do the trick" previously Posted September 22, 2016 MyCivKillCounter = 0; addMissionEventHandler ["EntityKilled",{ params ["_killedUnit","_killer","_triggerMan"]; if (side _killedUnit isEqualTo civilian AND side _triggerMan isEqualTo west) then { MyCivKillCounter = MyCivKillCounter + 1; if (MyCivKillCounter >= 3) then {endMission "End4"}; }; }]; ====================================== I changed the scripting to the "side group _killedUnit" & with default civs it works fine. But using the civilian module spawning in CUP Takistani civilians. nothing happens, is it a name problem, or because they're spawned in by the Module?
  14. =========================== The scripting's not working anymore?; MyCivKillCounter = 0; addMissionEventHandler ["EntityKilled",{ params ["_killedUnit","_killer","_triggerMan"]; if (side _killedUnit isEqualTo civilian AND side _triggerMan isEqualTo west) then { MyCivKillCounter = MyCivKillCounter + 1; if (MyCivKillCounter >= 3) then {endMission "End4"}; }; }]; Seems to have stopped working? is there an 2019 update. Its not differentiating between civilian & any other faction, East, independent. CUP or vanilla. Seems once any unit is dead they're civilians & as soon as 3 (or whatever # set) enemy units have been killed mission also ends.
  15. Since "CONTACT" missions don't end when all units are down, as in all players need reviving. a trigger with this in {alive _x} count playableUnits == {captive _x} count playableUnits; always ended the mission when all players were down. but not any more?
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