Jump to content

Fr3eMan

Member
  • Content Count

    162
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

16 Good

About Fr3eMan

  • Rank
    Sergeant

core_pfieldgroups_3

  • Interests
    L'arte della guerra, Hagakure the Book of the Samurai, The Art of War, L'arte Di Ottenere Ragione, C
  • Occupation
    Superintendent

Profile Information

  • Gender
    Male

Recent Profile Visitors

2029 profile views
  1. Fr3eMan

    Need Occupation script

    You try to mix the scripts? In the raw 241 and 346 where is located the command createUnit of occupation script of Grimes, you can try to add the addeventhandler and make some test if it's working, maybe is better use a global variable instead of a local. _aiUnit = _aiGrp createUnit [_rndmClass, _indivPos, [], 0, "NONE"]; _aiUnit addeventhandler ["FiredNear",{ [_this select 0, ["Middle","Down"]] execVM "JBOY\JBOY_UpDown.sqf";}];
  2. Thanks @haleks, I can try so to place the objects in an empty area on the editor, like the airport, than hide by module of by script, and just let appear when I need, and test the impact on performance. The idea is to let it work on MP on a dedicate server.
  3. There is no need to replace all the vegetation on the island, plus an area of 1km by 1km is enough just to create an example/showcase of different environmental on same terrain map. I will try to make a script using the createSimpleObject and createVehicle for understand what's more suitable, additional question, there is somewhere the class lists of trees/bushes?
  4. Hi all, question, is possible via script substitute the existing trees and plants on an island like Stratis with the plants and trees of Tanoa? I know exist command like hideObjectGlobal, for hide the existing object on the map, but is possible hide and/or substitute?
  5. Good day all! I have a question, there is the way to attach/link by script to the inventory (uniform/vest/backpack) an object as the mobile cellphone of the editor?
  6. You right, "ATMine_Range_Mag" as magazines "ATMine" as object.
  7. During some test I find this problem, apparently on spawning of virtual arsenal, the mines doesn't are loaded inside the arsenal. Mines are not considered as ammo in arsenal maybe? Below the code i used for generate the virtual arsenal. _a = createVehicle ["Land_Pallet_MilBoxes_F", position player, [], 0, "CAN_COLLIDE"]; _a allowdamage false; ["AmmoboxInit",[_a,false]] call BIS_fnc_arsenal; [_a,[],true] call BIS_fnc_addVirtualWeaponCargo; [_a,["APERSMine","APERSBoundingMine","APERSTripMine","SLAMDirectionalMine","ATMine"],true] call BIS_fnc_addVirtualMagazineCargo; [_a,[],true] call BIS_fnc_addVirtualItemCargo; [_a,[],true] call BIS_fnc_addVirtualBackpackCargo;
  8. Fr3eMan

    Arsenal question

    Ok I have to find the way 😑
  9. Fr3eMan

    Arsenal question

    So if I rewrite the function and I create a custom function that's will work if I understood? this is the original line [_center,_item,4] call bis_fnc_addweapon;
  10. Hi all, I have a quick question for all, using the BIS_fnc_arsenal how I can remove the magazine spawn on the weapon automatically loaded? I know how to customise the arsenal for select which weapon/item will be loaded, but I haven't idea of how permit to take weapons from arsenal unloaded already.
  11. There is any update available of this script? update 26/05/2019 Look's like no. Look like the LARs_fnc_deleteComp do not delete active mines, or I miss something?
  12. Ok is just units spawner.
  13. Working also with arsenal objects?
×