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Posts posted by headswe
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Parameters aren't saving for me for some reason. Weird.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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Oh dear if it takes several seconds..a. your computer is really crap
b. you are doing something wrong
Depends how many units he has running about.
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Could i get the entire error please?
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Dan;2386080']Just thought:If I use compileFinal command' date=' will that script still take input values from the execVM command?[/quote']
It turns into a function like.
head_fnc_spawn = compileFinal "'mi-8' createVehicle (getpos _this);" then you use either spawn or call player call head_fnc_spawn; player spawn head_fnc_spawn;
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As a fellow sweeeed, thank you for this awesome addon.
Really loving it.
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With this signature it works now. Thanks!Hah , no thank you, finally nailed that issue.
Updateing zip files!
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Agree, target yes, should be pretty handy, but persistent? It is an event handler you want it to fire when the event occurred, not sometime after when someone else is connecting, you can always use BIS_fnc_MP for it.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]
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Good point. This is why code in global EH should be changed to function name since we now have compileFinal. I suppose it will be easier for BIS to make a couple of new event handler commands instead of messing with the old ones, something like
addMPEventHandler [eventname, function name];
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.
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I am having problems with this addons signature. We are testing signature checks on our servers and i get kicked after ~10 seconds on the server when running fa_stance 1.2.This is the message in the server log:
If i use "ban" on this server config line, it will ban me for using Fa_stance (1.2), so it seems something "tampered" with the signature..
"onHackedData = "ban (_this select 0)"; // tampering of the signature detected"
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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Basically, if the game's default features use a function, that function should not be possible to modify in a mission in a way that will persist outside of that mission (if it should be possible to modify at all).
They just fixed it.. with compileFinal
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Hit damaged eventhandlers are local to the player.
Try http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit
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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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snip,,,,,,,,,
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Thanks guys. I fixed the problems but the crate still appears to be empty. Any ideas?/
_rdm = round ((random 1)5);
_box =_this select 0;
if (_rdm == 1) then
{
_box additemcargo ["itemMap",1];
};
if(_rdm == 2) then
{
_box additemcargo ["Binocular",1];
};
if(_rdm == 3) then
{
_box additemcargo ["itemGPS",1];
};
if(_rdm == 4) then
{
_box additemcargo ["itemFirstAidKit",1];
};
if (_rdm == 5) then
{
_box addweaponcargo ["arifle_MXM_Base_F",1];
_box addmagazineCargo ["30Rnd_65x39_caseless_mag_Tracer ",1];
};
\[code]
Read my post again....
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installscript oddly holds the install script.
Aka the steps that you must complete before starting the game..
DirectX,registry stuff.
Nothing wrong with it.
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Place 64 blufor units with playable on.
Set disable ai in the description.ext
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_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
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Nice version.But there is a bug/issue with this addon, which i had since v1.1
When you change into a "higher,lower" or "left,right" stance of standing, crouching or prone, the addon has a small delay (1 second) before it refreshes the
arrow markers. Problem is, when you start moving within this delay, it won't update the arrows and will stay in the "old" stance indicator mode until you stop moving and stand still for a short moment.
Next to this issue, your addon is nearly perfect!
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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V2 key and signatures.I hope. Finding information for keys and such is hard.
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It's just like break in any other languages with a optional goto for whatever reason.
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Don't worry guys! were working on the next version and it should be ready tomorrow!(We hope!)
Is it possible to spawn vehicles on a trigger
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
for that you need http://community.bistudio.com/wiki/createUnit