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macmillaninc

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About macmillaninc

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  1. in arma2, unarmed AI did a sprint why in arma3 it is not possible?
  2. macmillaninc

    unarmed AI can't sprint

    in arma2, unarmed AI did a sprint why in arma3 it is not possible?
  3. macmillaninc

    Unarmed AI can't sprint

    http://feedback.arma3.com/view.php?id=18227 even unit has it's own waypoint with speed:full just moves like a jogging. need a serious hotfix on this.
  4. macmillaninc

    MCC Sandbox - The Mod

    co105_vts35_oa_rc11.Takistan\Computer\console\changeclass.sqf hint "Changing class"; private ["_oldclass","_playernumber"]; _currentunit=player; //hint _currentname; //Check if the class is a valid one before running the script; if !(isClass (configFile >> "CfgVehicles" >> skin_unit_unite)) exitwith {hint "Invalid Unit";vtskincooldown=0;}; isleader=false; //Checking if the player is already in a custom class, if yes, we restore it's original form first. _iscustomclass=_currentunit getvariable "OriginalPlayer"; if (!isnil "_iscustomclass") then { if (leader (group _currentunit)==_currentunit) then {isleader=true;}; _currentunit removeAllEventHandlers "killed"; _iscustomclass setposasl getposasl _currentunit; _iscustomclass setdir direction _currentunit; _oldclass=_currentunit; _currentunit=_iscustomclass; [_currentunit] joinsilent group _oldclass; removeSwitchableUnit _oldclass; }; //Checking if the player have already an associated varname for teleport and other stuff function if (isnil "_iscustomclass") then { _playernumber=_currentunit getvariable "VTSSkinPlayerNumber"; if (isnil "_playernumber") then { nbre_joueursX=nbre_joueursX+1; call compile format["player_units set [count player_units,""user%1""];",nbre_joueursX]; _currentunit setVariable ["VTSSkinPlayerNumber",nbre_joueursX,true]; _playernumber=nbre_joueursX; publicvariable "nbre_joueursX"; publicvariable "player_units"; }; }; _playernumber=_currentunit getVariable "VTSSkinPlayerNumber"; _currentgroup=group _currentunit; _currentname=vehicleVarName _currentunit; _dir=direction _currentunit; if (isnil "vtsdummygroup") then {vtsdummygroup=createGroup (side _currentunit)} else {if (isnull vtsdummygroup) then {vtsdummygroup=createGroup (side _currentunit)};}; _newUnit=vtsdummygroup createunit[skin_unit_unite,getpos _currentunit,[],0,"NONE"]; newunit=_newUnit; call compile format["_newUnit setVehicleVarName ""user%1"";user%1=newunit;publicvariable ""user%1"";",_playernumber]; _newUnit setposasl getposasl _currentunit; _newUnit setDir _dir; _newUnit setVariable ["OriginalPlayer",_currentunit]; _newUnit setVariable ["OriginalGroup",_currentgroup]; _newUnit setVariable ["OriginalName",_currentname]; addSwitchableUnit _newUnit; //call compile format["_currentunit setVehicleVarName ""_currentname_%1"";",random(10000)]; _newUnit addEventHandler ["killed",{[player] execvm "Computer\console\classdeath.sqf"}]; //_newUnit setVehicleVarName _currentname; //Not a good idea to change it's name in live :( make norrin revive too buggy //call compile format["%1=_newUnit;",_currentname]; if (leader _currentgroup==_currentunit) then {isleader=true;}; //[_newUnit] joinSilent _currentgroup; //if (isleader) then {_currentgroup selectLeader _newUnit}; selectplayer _newUnit; vtsdummygroup selectLeader _newUnit; if (isnil "vtsdummygrouphidden") then {vtsdummygrouphidden=createGroup (side _currentunit)} else {if (isnull vtsdummygrouphidden) then {vtsdummygrouphidden=createGroup (side _currentunit)};}; [_currentunit] joinSilent vtsdummygrouphidden; //Stick the player in the air _currentunit allowDamage false; _currentunit setpos [((random 2000)*-1),((random 2000)*-1),10000]; _currentunit disableAI "AUTOTARGET"; [_currentunit] execvm "Computer\console\classstickintheair.sqf"; if (!isnil "_iscustomclass") then { [_oldclass] joinSilent vtsdummygrouphidden; _oldclass setdamage 1; deletevehicle _oldclass; //If we cant delete it (i dunno why) let's sent it to the limbo _oldclass setpos [((random 2000)*-1),((random 2000)*-1),0]; }; //[_newUnit, NORRN_player_units] execVM "revive_sqf\Revive_player.sqf"; sleep 2; vtskincooldown=0;
  5. macmillaninc

    MCC Sandbox - The Mod

    i like to using MCC but it will be great with model changing stuff in VTS thx! it's great stuff!!! +100000000000
  6. We just played ArmA2 with some guys in our community. Have Fun, but it's all korean... :( <div style="FONT-FAMILY: '957287_9'; FONT-SIZE: 9pt"><iframe src="http://www.youtube.com/embed/8U_xRU5zUH8" allowfullscreen="" frameborder="0" height="480" width="640"></iframe><iframe src="http://www.youtube.com/embed/lKyrg25brCM" allowfullscreen="" frameborder="0" height="480" width="640"></iframe></div><iframe src="http://www.youtube.com/embed/e_SKuneIp4Q" allowfullscreen="" frameborder="0" height="480" width="640"></iframe><iframe src="http://www.youtube.com/embed/Wpi97Ky2Zi0" allowfullscreen="" frameborder="0" height="480" width="640"></iframe><iframe src="http://www.youtube.com/embed/zwh6Ns1ZsnI" allowfullscreen="" frameborder="0" height="480" width="640"></iframe>
  7. thx, helped. but more questions. 1. when player dead, how can i make another respawn point? shows a availables, and choose one...
  8. witch folder is teleport folder? srsly, i edited some x_revive.sqf x_dlg/menu.hpp x_client/x_setupplayer.sqf
  9. witch folder is teleport folder?
  10. i made a base at outside of map, but Teleport flag doesn't work. what should i do? and i want to make a two teleport flag, at base, at fob. i need some help x_x
  11. macmillaninc

    Arma 3: Confirmed features | info & discussion

    plzzzzzzzzzzz make a system like addon-sync (witch can full automatically downloads addons)
  12. ex) Blackhawk, Chinook, HMMWV, truck, etc... can we shoot enemy while in a vehicles? (not only gunners, also passengers)
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