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Everything posted by headswe
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spawned unit attacking eachother
headswe replied to saetheer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try changeing "creategroup west" to creategroup east; since opfors team is east. -
Update just went out. enjoy! http://baystation12.net/head/ CHANGELOG ========== 1.2.0.0: Update Fix:Presets now retain paramaters without mods. Fix:Steam users would launch OA, added Arma2 path for that. Feature:Settings menu added, Cogwheel icon in the top right. Feature:Now support addional/external addon folders. Some presets may be rendered inoperable, remake them. 1.1.0.0: Update Presets can now be saved without a description. Now supports Arma 2 CO(only) ,click the ARMA 2/3 logo to switch between them. Now supports a sort of installer for mods inside, extremely WIP, See SPECIAL SECTION 1.0.0.0: Initial release.
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Is it possible to spawn vehicles on a trigger
headswe replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
for that you need http://community.bistudio.com/wiki/createUnit -
Fixed that bug, new version should be out shortly,if all goes well.
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Hey there, still working on this next version will feature the ability to change A2/A3 paths without messing with other stuff, aswell as loading addons from elsewhere then the default A2/A3 folder.
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faster scripts/code execution?
headswe replied to gc8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Depends how many units he has running about. -
Could i get the entire error please?
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compileFinal is nice but lets improve security even more!
headswe replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
headswe replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As a fellow sweeeed, thank you for this awesome addon. Really loving it.- 568 replies
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- swedish
- swedish forces pack
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(and 3 more)
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Hah , no thank you, finally nailed that issue. Updateing zip files!
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compileFinal is nice but lets improve security even more!
headswe replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
True, i was more thinking about non MP eventhandlers really. player addMPEventHandler [eventname,function,target] [font=sans-serif]object [/font][b]addEventHandler [type, function,target,[/b][b]isPersistent[/b][b]][/b] -
compileFinal is nice but lets improve security even more!
headswe replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
This is a good idea. make it work like bis_fnc_mp in regards to that too. allow us to choose target. [b]player addMPEventHandler [eventname,function,target,isPersistent][/b] bis_fnc_spawn and bis_fnc_execVM should also be removed. -
Try with this key. https://dl.dropboxusercontent.com/u/3676056/FA_stance.pbo.head.fastance.bisign
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Arent we tierd of US,USMC yet?, feels like they are in every game now days.
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Help on script after removal of processInitCommands
headswe replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
They just fixed it.. with compileFinal -
Hints when target is hit don't show up correctly
headswe replied to Vincent Edwards's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hit damaged eventhandlers are local to the player. Try http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit -
Or just put what mag they are for in the descrption, But then again its quite easy to tell between the MX and the Katiba.
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Client side ammo box for each class
headswe replied to hellstorm77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
snip,,,,,,,,, -
Delete item after action ?
headswe replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://community.bistudio.com/wiki/removeItem -
Can anyone salvage this script please?
headswe replied to neonghillie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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Hacked by a player with no ID
headswe replied to Richie's topic in ARMA 3 - SERVERS & ADMINISTRATION
installscript oddly holds the install script. Aka the steps that you must complete before starting the game.. DirectX,registry stuff. Nothing wrong with it. -
Spawns / slots for side
headswe replied to mindstorm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Place 64 blufor units with playable on. Set disable ai in the description.ext -
Can anyone salvage this script please?
headswe replied to neonghillie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_rdm = round ((random 1)5); i assume its meant to be _rdm = round (random 5) if (_rdm = 1) then Here you are assign _rdm to 1, you want to compare it to 1 with the == syntax so if(_rdm == 1) then arifle_MXM_Base_F This is a base class, you should not use it, use "arifle_MXM_F" Wrong magazine. Should be "30Rnd_65x39_caseless_mag_Tracer" or "30Rnd_65x39_caseless_mag" Also remember to try and understand what we're pointing out and if you need any help understanding what i just told you ,ask away this way to will never have to come back asking the same questions -
This is how the addon saves some resources by only changing when the stance chances. The "lag" is due to the transition animation. I'l look into it for the next version.
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I hope. Finding information for keys and such is hard.