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Posts posted by giallustio
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I'll take a look if i can. I don't have too much interest since the pack will be integrated in CUP by the way.
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I will have some free time in the next weeks. I'm not very interested in this script anymore 'cause i created a medical system mod for my group and we're not using it.
If i can have a detailed list of what is working and what not i could take a look at it
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A little ALPHA before the summer to show what we've done so far.
At the moment we're working on the weapons. The models are completed but they needs UV map and textures. We're still looking for help in this area.
Have fun and report your feedback!
http://www.giallustio.altervista.org/pages/=BTC=_EI_project.php
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Take a look at the BTC_l_unload function (=BTC=_logistic\=BTC=_cargo_system\=BTC=_functions.sqf - line 81)
@MoLoJack
=BTC=_logistic_init.sqf
BTC_active_lift = 1;
BTC_active_fast_rope = 1;
BTC_active_cargo = 1;
BTC_active_towing = 1;
0 for disable it
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In the logistic init there's what u're looking for. I'm away from my pc and i can't help u properly, but it's something like "active logistic = 1", set it to 0
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Just set the class name instead of truck...that's easy
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No mate. You can set what can be lifted by a single class chopper. What you're saying it's different. I can set that the mh6 can lift ammoboxes, but then you can set that a specific box can't be lifted (like the box near the spawn for example)
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It's already like that...
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I do not know.
They're four, i hope they can be enough.
Jokes apart, i've no more time to play, test and script due to RL problems.
My group uses this and they had no problems, so i can't really help u
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I think u're using an edited version of the script 'cause i've no welcome messages
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Especially "need first aid kit"
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Respawn type in your description.ext
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The main problem could be if you don't want any AA at all in a mission. A variable setted true in the pre_init could be a good idea, so anyone can disable it easily, but it's just an idea!
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does it work with the zeus mod.i followed the instructions on how to install it, but it wont work for me.
Got it to work now, instead of using the name of every single vehicle, can you then just add "car", "armored","support", and etc. ??
It's already like this by default. You can set a value or the default one is picked
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After the last update of VAS the author switch to default the loading gear on respawn without warning in the changelog.
Open VAS folder, config.sqf and edit the first entry:
vas_onRespawn = false;
I don't know about the Dyslexis one, i'm sorry
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Are you using the new VAS version?
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I don't know if i understand correctly.
Let's make an example.
You have "obj1.sqf" script.
You have something like this in it?
if (isServer) then { SPAWNING STUFF AND VAR } else { TASK AND TEXT STUFF }; waitUntil {obj1done}; [] execVM "obj2.sqf";
It could work. There isn't a proper way to script, everyone has its own style.
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Use the wiki:
https://community.bistudio.com/wiki/addAction
https://community.bistudio.com/wiki/addBackpackCargoGlobal
Keep an eye on the pic at the beginning of the page:
https://community.bistudio.com/wikidata/images/f/f7/effects_global.gif
https://community.bistudio.com/wikidata/images/2/25/arguments_global.gif
https://community.bistudio.com/wikidata/images/5/52/effects_local.gif
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Just exlude the players not local in the array.
If (isplayer _x && local _x)
Or ungroup them.
You didn't say that the script setpos of a group :P
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Don't worry! http://sepriumsim.com/forums/public/style_emoticons/default/laugh.pngWe already had a clown as prime minister, we don't need another one.
They're all clowns, that's the real problem....;)
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You should look better.
An area could have some problems, but it doesn't mean that the entire country is not "civilized".
Bad roads, poverty, and looks of people that have given up.I can't speak for Greece, but this is not true for Italy and Spain, i can guarantee
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If italy is any thing like greece and spain then yes germany is more civliced.
Could you explain what you mean with "more civilized"?
I mean itally at one point had crimlorders runing it and leader is a pedophile.
Oh my...:rolleyes:
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That's the parachute script - it's in the ADD-ACTION of an object. So say it runs on the client that activated it. But then it calls another script - will that subsequent script also run only on the client that activated the original ADD-ACTION?
Yes
Just for kicks - I added an if(isServer) then exit with {}; to the parachute script.
I tried it in single player and it didn't work. I tried it in multiplayer (hosted game) and it didn't work. I tried on a dedicated server I setup and it worked. Sorry to seem like a pain I am just trying to learn about this locality thing. Nothing worse than releasing my mission to my friends to test and the teleporter and parachute system is broken.
Thanks for any help or suggestions,
k
Whent you host you are a Server, even in SP.
if(isDedicated) then exit with {};
This is the right syntax, but useless, you don't need it
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AddAction(s) are local to the player.
So if you add an action in the init.sqf all the players connected have the action, but if one player uses an action, the script runs on that client only
onMapSingleclick does not wait for the click before proceeding with the script.
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
You should pause the script with a waitUntil