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Fr3eMan

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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

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    Male
  • Location
    Firenze

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    http://steamcommunity.com/profiles/76561198010862174/

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  1. Fr3eMan

    Arsenal question

    Ok I have to find the way 😑
  2. 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;
  3. 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.
  4. 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?
  5. Ok is just units spawner.
  6. Working also with arsenal objects?
  7. Just a sample, this already work... My starting question was if already exiting a script template mission shared in the community with this implementation. Before starting to write form zero a script, I want to be sure anybody else alredy did and I than can use it.
  8. One of the most useful sample I find is that is implemented on KP Liberation , in the kp_liberation_config.sqf are defined the lists of objects to be spawn in base of the mod presence, than the functions F_checkClass.sqf and F_filterMods.sqf select the spawning objects in game.
  9. I check your code GF_Mod_Check and I understand that working with the check of configfile check, and i suppose is the most simple solution for activate the mod filter. So adding the code in the initServer.sqf if I also insert some arrays connected with the different mod classlist to be called on the virtual arsenal when spawn on map. In the same way will change the vanilla classlist objets/groups with mod classlist objets/groups. I usually spawn by script the arsenal in game 😉 Recently I created a function for this use in game (is under testing). I think so.
  10. Have to work for arsenal objects, units, vehicles and also groups. For example, on mission start the initialization feel the presence of activated mod on server side, the script check the kind of mods present and on base a specific priority list or selected on start mission by the player, the script start the mission spawning the objects selected(arsenal objects, unit, vehicles or groups). So the arsenal object with classlist name "arifle_MX_F" (vanilla) have to be substitute with the class object "rhs_weap_m16a4" (RHSUSAF mod), and so on for unit, vehicles and groups.
  11. Hi all! I'm trying to implement a script for automatic selection of mod in game. The mission normally have to start on vanilla version, but in case of server is starting with some specific mod, automatically the mission select/convert the vanilla objects to the mod objects. I know some scripters already implement some different solutions in their own mission, but my question is if already exist a customizable script tamplate, easy to implement in a custom mission. In case do not already exist a customizable template , anybody has any suggestion for the best solution to implement?
  12. Work fine, thanks!
  13. I'm trying to spawn a vehicle and when the player move nearest by trigger draw the vehicle displayed dame over it, I'm using the follow code but when spawn the icon over it appear like "unknown", I miss something.... _draw = addMissionEventHandler ["Draw3D",{ drawIcon3D ["", [1,0.05,0.05,1], [getpos obj1 select 0, getpos obj1 select 1,4], 0, 0, 0, gettext (configFile >> "CfgVehicles" >> "AllVehicles" >> "displayName"), 0,0.09]; } ];
  14. Fr3eMan

    DeleteVehicle Trigger

    Thanks @KC Grimes and @pierremgi both answer are very useful, I solved and optimize the script.
  15. I usually delete vehicle by trigger with a below script, but I recognise this script cancel only the vehicle and not the crew, I have to run twice for let delete first the vehicle than the crew, and the problem is not the deletion of the trigger, is happen anyway, any suggestion? _trigger = createTrigger ["EmptyDetector",[4000,4000,0]]; _trigger setTriggerArea [1,1,0,false,-1]; _trigger setTriggerActivation ["ANYPLAYER","NOT PRESENT",true]; _trigger setTriggerStatements ["this","{deleteVehicle _x} forEach nearestObjects [thisTrigger, ['O_MBT_02_cannon_F','O_crew_F'], 10000];deleteVehicle thisTrigger;",""];
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