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hawk_silk

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Everything posted by hawk_silk

  1. hawk_silk

    Faces of War [WW2]

    That's a bug we are aware of and are looking into, it's a little odd as apparently it can also happen with base A3 stuff. For now restarting your game should fix it.
  2. hawk_silk

    Faces of War [WW2]

    Ordnance factory reporting. Ordnance engineers are proud to report that they have completed their development order, now shipping to the front: Give 'em hell boys.
  3. hawk_silk

    Faces of War [WW2]

    They say a picture is worth a thousand words right? So, I present to you a whole two thousand words... And ingame: Enjoy...
  4. hawk_silk

    Faces of War [WW2]

    Yep, pushed back to 2035... You can send your hate mail to: It'sAlltpM'[email protected]
  5. hawk_silk

    Faces of War [WW2]

    'Newest member'? U wot m8? anyway since our other 'Newest member' Miska forgot some key information... Left to right: sWG 40 'Packkiste'. sWG 41. sWG 40/41 ammo. Regards Hawk.
  6. hawk_silk

    Faces of War [WW2]

    Server side bud... if (isServer) then {SCRIPTCODE}; Will do the job for you. Regards Hawk.
  7. hawk_silk

    Faces of War [WW2]

    You'll need to open the 'Attributes' then 'General' tab in Eden and change Independent from friendly with Blufor to Hostile,that'll sort it for you bud. Regards Hawk.
  8. hawk_silk

    Faces of War [WW2]

    Try using: FlakCannon forceWeaponFire [weaponState FlakCannon select 1,weaponState FlakCannon select 2]; replace "FlakCannon" with the name of your gun of course. Regards Hawk.
  9. hawk_silk

    MKY Sandstorm script

    Hey don't worry m0nkey, I don't want to make extra work for you, or rush you into doing anything. I appreciate your answers above though and will look into it. Thanks again. Regards Hawk.
  10. hawk_silk

    MKY Sandstorm script

    Great work m0nkey, can't wait to apply this to a mission I have planned but I have a query if you don't mind. Is it possable to 'terminate' the storm mid-mission? I'd like to have the 'light' version running until a certain point in the mission, at which point it would switch to the 'heavy' version. Keep up the good work. Regards Hawk.
  11. Hey x3kj, thanks for the suggestion. Using just the German uniforms.pbo, CBA and ACE 3 I placed down a couple of guys with the 'Fleck' BDUs and a vanilla A3 MK20, first shot on AI the game was fine, second shot CTD occurred. Now I have no idea what the errors in the .rpt mean but they are below. I should also note that Delta Hawk's USM mod also does the same as BW_Kleiderkammer, so I initially thought it might be an error with custom uniforms in general, but the likes of RHS work fine. My guess is it's probably something to do with the new 'Hitpoints' system added with the 'Nexus' update, but I can't be certain. Hopefully yourself or somebody else has an idea what that means as I'm clueless. Regards Hawk.
  12. Hi Herr_KaLeun, I recently discovered your teams excelent work and it's inspired me to do some Bundeswehr missions, but I've ran into a pretty big issue. When combined with ACE 3 (version 3.4.1) my game CTDs when a unit is shot, after removing various .pbo files from the folders I believe I've narrowed the issue down to something within the 'german_uniforms.pbo', have you experienced anything like this? Or have any possable advice? Regards Hawk.
  13. Loved the MELB for quite some time already, but damn that 'Easter Egg' is fantastic! Nicely done folks. Regards Hawk.
  14. hawk_silk

    Ingame music trigger

    The reason (I think) it is only playing for you on the server is because you are using a script .sqf when you don't need to for playing a music track. Try this instead... Description.ext: class CfgSounds { class track1 { name = "track1"; sound[] = {music\songname1.ogg,5.0,1.0}; titles[] = {};}; class track2 { name = "track2"; sound[] = {music\songname2.ogg,5.0,1.0}; titles[] = {};}; }; In Trigger(s) Activation: PlayMusic "track1"; That should result in the music track playing for all connected clients. Regards Hawk.
  15. Excellent glad you got it sorted out, happy I was able to help you. Regards Hawk.
  16. You don't need to worry about... As that is just giving you an example of how and where to call the script from, you could pretty much call it from anywhere at any time during your mission or even turn it into a function if you so desired. So in short, no there shouldn't be anything you need to change within the script itself, it should work 'out of the box' for you. Regards Hawk.
  17. Hey rekkless, no promises this will work as it's been quite awhile since I did parameters (and there is probably a better way to do it) Description.ext: class Params { class SnowEffect { title = "Snow Effect"; values[] = {0,1}; default = 0; texts[] = {"Not Snowing","Snowing"};}; }; Init.sqf if (paramsArray select 0 == 1) then { if (local player) then { _nul = [] execVM "goon_snowstorm.sqf";}; }; Nice youtube Zeus videos by the way. Regards Hawk.
  18. hawk_silk

    ASOR Roleplay Objects

    This is pretty damn good, more visual/immersive options for objectives other than 'go here and kill x' is always welcome in my opinion. So it makes me happy to see things like this, I look forward to seeing this expand. Any ideas what you might consider next out of interest? Regards Hawk.
  19. Regarding being engaged by AA... As I understand it, no. But they will engage once you have hit the ground. As for buildings... Again no, the Arma engine generally doesn't support dynamic destruction, the building is either destroyed or intact. That ISN'T to say it can't be done, what you want can be scripted. But it wouldn't be perfect, especially the building destruction. Regards Hawk.
  20. Really nice, I like the way you've set it up. I'll definitely be making use of this, thank you. One thing I'd like to ask however as I don't recall seeing anything in the readme(s)... Is it possable to 'terminate' the spectate scripts/functions on units with a command or similar? Keep up the good work. Regards Hawk.
  21. This should do what you require, just copy-paste it into your vehicle's init box. this setdamage 1; this enablesimulation false; Regards Hawk.
  22. hawk_silk

    Legal violations by A3L: Arma 3 life

    Yes pretty much NodUnit, however the issue in this case with that is that they just ignore such action and continue on their little theft spree. On a more of a side note since they obviously monitor this very thread, s**t like this demotivates people. I'm personally not sure if I'm going to want to finish the projects I have in the works. I also have no doubt there are others that feel the same way. Use common sense, behaviour like this hurts everyone, what happens if all content creators say f**k it and stop doing their stuff? Everyone loses. I'll go back to observing now. Regards Hawk.
  23. hawk_silk

    Lip Sync Example Mission?

    The correct command in my experience is actually "directsay" - https://community.bistudio.com/wiki/directSay I know how to do what you are after, but I don't have the time to do it today I'm afraid. SO unless I'm beaten to it by someone else I'll post a guide on how to do it, and possably an example mission for you gentlemen tommorow. Regards Hawk.
  24. Good question Battleship, I can't speak officially on whether we will do the Battle Of Midway. (truthfully I don't know at this point) Unofficially however I have a few naval assets either already in production or on my personal todo list, one of which being DD-445. Thanks for that link however I do enjoy reading up on my history, and you never know something might come of it within the modification. Regards Hawk.
  25. hawk_silk

    Altis - Info & Discussion

    I've got to agree with ProGamer on having the office and hospital buildings enterable more than they currently are, at the moment I'm working on a CTU mission and it would be really nice to do a follow up with the hospital. Just think how cool would it be to deploy on the roof then rappel down the side before breaching a window to one of the hospital rooms. Regards Hawk.
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