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Posts posted by giallustio
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To remove an action from an object try to lock it!
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Yeah sure because "pilots" it isn't a class :) I'm not at my pc so i can't check the code but it should work...Obviously you have to call the gate "gate2" and add the pilot class
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You don't like my code, right?
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Given our team size, I guess we need 'reinforcements' to put those in the mod.
Cheers,
D.
I wrote to Mr Pedersen about that but i got no answer :)
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It doesn't work because the condition in the trigger is local...And there's a loop condition in the server to keep the gate down...Give a try to my code!
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Use a loop on the server and check if there're pilots close to the gate...Pretty easy...Something like:
while {true} do { if ((nearestObjects [gate2, ["pilots"], 5]) count > 0) then {gate2 animate ["Bargate",0];} else {gate2 animate ["Bargate",1];}; sleep 0.1; };
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Thank you LJ for your answer! :)
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Yep, i'm using the latest version, i can't confirm for the others but i think so. Anyway it's from my rpt
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Hey LJ...We played a PvP game with 90+ players, ACE and JSRS and i got these kind of errors:
2536x Cannot load sound 'jsrs_smoke\reload.wss' 1926x Cannot load sound 'jsrs_grenade\reload.wss' 1112x Cannot load sound 'jsrs_sa61\reload.wss' 654x Cannot load sound 'jsrs_m40\bolt.wss' 294x Cannot load sound 'jsrs_gp25\gp25_reload.wss' 237x Cannot load sound 'jsrs_dshk\reload.wss' 40x Cannot load sound 'jsrs_ak107\ak107_reload.wss' 38x Cannot load sound 'jsrs_ak74\ak74_reload.wss' 23x Cannot load sound 'jsrs_ags\reload.wss' 21x Cannot load sound 'jsrs_m40\reload.wss' 20x Cannot load sound 'jsrs_pkt\reload.wss' 18x Cannot load sound 'jsrs_m2hmg\reload.wss' 15x Cannot load sound 'jsrs_mk19\reload.wss' 14x Cannot load sound 'jsrs_pk\reload.wss' 9x Cannot load sound 'jsrs_m4a1\reload.wss' 3x Cannot load sound 'jsrs_m60\reload.wss' 3x Cannot load sound 'jsrs_m4aim\reload.wss' 3x Cannot load sound 'jsrs_strela\reload.wss'
These lines in about 2 hours of game...Hope it helps to improve your fantastic work! Keep it up ;)
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Giallusio - loving this script. I'm going to implement it into my mashed mission. Here is a question - AI aircraft, and how to change THEIR loadout. What I would need is the ability to change the loadout of an AI chopper/aircraft while it is in a certain area (bigger than the HeliH presently). Is this possible?What do u mean? I think you can use a radio alpha and add a check like "IF (is there any aircraft close to the H) THEN {openDialog};"...It's a little bit pointless for me because i don't play with AI but you can customize as you like, i can give you an help :)
Next, are you planning on adding any other weapons? Can the system pick up information in CfgClasses as to weapons already on the server/client, and use those on the hardpoints?
Well...To add a weapon to the dialog you have to add the weapon classname in the BTC_aircraft_Armament, so for example i want to add the "Mk82BombLauncher_6" to the second slot of the A10:
_slot_1_1 = lbAdd [6661,"MaverickLauncher"]; _slot_1_2 = lbAdd [6661,"FFARLauncher_14"]; _slot_1_3 = lbAdd [6661,"SidewinderLaucher_AH1Z"]; _slot_1_4 = lbAdd [6661,"Mk82BombLauncher_6"]; _slot_1_5 = lbAdd [6661,""]; lbSetCurSel [6661,_slot_1_1];
What about OPFOR aircraft/helis ?
To be honest it's a hell of work and i don't know the opfor chopper enough...You can use the existing files and adapt'em to the opfor aircrafts...
The main thing is that i don't have time and i'm working on a lot of projects at the moment. (New island, fast-roping script, MP campaign, PVP campaing etc etc)
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Yeah finally :D Congrats ;) Can't wait for test it ;)
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You can edit this...Every mission maker can customize the available load out, you have to know how to script a bit, but i'm here to help :D
By the way i think that the AH64 can be armed with two Sidewinder for each "wing"...but i'm not an expert, so ;)
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I don't get it...At the moment the AH64 has the "SidewinderLaucher_AH1Z".
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Quick fix on the fly :)
Should work now! Thank you for the report ;)
Version 0.2:
- Fixed flares
Download:
http://www.giallustio.altervista.org/pages/=BTC=_armament_system.php
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ok thank you! I'll take a look into that this afternoon :)
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Can you tell me the model of the chopper?
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Thank you very much m8 :)
So seems that the link on the wiki it's outdated...I'll try to re-download and re-install.
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Hi guys!
I searched the forum to find a solution but no one worked.
I installed the new BI tools, opened Visitor 3, loaded my project and every time i tryed to load an OA object i got an error about the p3d.
I also tryed to change the buldozer.exe with the OA exe and didn't work...
I need help! :D
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Thank you very much :)
Using your config i'm getting an error:
ErrorMessage: File btc_river\config.cpp, line 24: .BTC_river: Undefined base class 'Takistan'
class CfgWorlds { class CAWorld; class Takistan: CAWorld { class Grid; class DefaultClutter; }; }; class BTC_river: Takistan {....
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Fixed :) Missing {
By the way when i load my island into the game i can't see the textures...
And i can't load OA objects in visitor...I read that the new BI tools fixed this problem, so what i'm doing wrong :P
Visitor is so frustrating :P
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Hi Bushlurker! Thank you for your tutorial! I'm looking for your "Afghan Valley Source Files v02" but i can't find it...
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We will play this mission next week, i had to increase the number of players and editing the mission i got an error about pa1 in the "red1.sqf". It missed on the map :)
I'll report our feedback, thank you for sharing ;)
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Use foreach to make it faster :)
removeAllWeapons this;{_x addMagazine "30Rnd_556x45_Stanag";} foreach [0,1,2,3,4,5,6];this addWeapon "BAF_L85A2_RIS_SUSAT";{_x addMagazine "HandGrenade_West"} foreach [0,1];
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Amazing! Keep it up ;)
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Download the BIS tools...BIS made some sample models editable...Try to take a look ;)
ACE for OA 1.13
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
It seems Duala addons but i don't know :)