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About droo_k6

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    Lance Corporal
  1. There is a change side module in the editor that automatically does the change side of group trick. (just have to sync to group member)
  2. So I am working on a load out dialog- http://img805.imageshack.us/img805/2493/arma320130318200019509.png (2242 kB) And I am stuck on getting the max load of vests/units so I can set up the 3 inventory spaces like in the arma 3 inventory. But I cannot find out how much a uniforms or a vest can store, backpacks have a "maximumload" value in their configs and then there is values for "mass" in almost all items which I assume is how much space said item will take up in an inventory. And it looks like the inventory scripts are built into the engine, so how would I be able to tell via a script how much space a unit/vest can use? Edit: Ok I found that under the vests/uniform config in ItemInfo there is a container class value which goes to a class under cfgVehicles that has the maximum load
  3. Going to wonder about what to do first
  4. droo_k6

    Arma 3 plans for 2013

    Someone may have already asked but, any information on pre-ordering retail versions?
  5. droo_k6


    Well uhh you could just make use of this - http://www.bistudio.com/english/home/news/projects/329-take-on-helicopters-a-arma-2-join-forces If I ever get ToH I am definitely going to do that first.
  6. I will look into this, thanks. It's a TLR mission (link) and yes almost all users will have to turn down view distance/ terrain details and eventually the server has to be restarted just to increase client fps (almost no script lag though thankfully). We run the scripts from R3F for moving objects (so forts/hideouts/checkpoints spread out), tons of vehicles and all the objects created for the mission items, then the custom buildings placed. I think its the vehicles generally though. It may also have to do with this ticket (link). The enableSimulation page says the opposite though, or I am reading it wrong (link). And yes there is no deletevehicleLocal command, atleast not on the scripting commands page (link).
  7. I know about the local variants of the marker commands already, I was stating an example of a mission that I know does something similar. Does hideObject bring any similar effects compared to deleting locally/recreating locally? Thanks for the answer though.
  8. make an array of the slots to be reserved such as waitUntil {!isNull player}; waitUntil {(vehicle player) == player}; waitUntil {(getPlayerUID player) != ""}; reserved_units = [blu46, blu47, blu48, blu49, blu50]; reserved_uids = ["12345676", "12355123", "12313456"]; _uid = getPlayerUId player; if ((player in reserved_units)&& !(_uid in reserved_uids)) then { player groupChat "You are in a reserved slot, kicking to lobby in 5 seconds"; sleep 5; failMission "end1"; };
  9. Bumping Anyone know of any mission that does something similar to this? For example I know insurgency has the clients manage the marker colors locally.
  10. http://arma2missions.webege.com/ ^ try the "BIS First Aid System & respawn" You can also put one of those lines (in synchronise.sqf) under an event handler for MPRespawn to reenable them for first aid (forgot which line though)
  11. I am trying to figure out if it would be worth it to create a script that will have the server check where the player is and then send him a list of objects to create (locally) or delete, hopefully to improve performance. Problem with this is managing the objects moving between clients and stored variables to be shared so now I am wondering if hideObject would have a decent performance gain compared to.
  12. Because the module does not re-add the new player onto its list of effected players. There is a mission that gives an example of how to fix it. Trying to find the link.
  13. The closest that can be done is by custom extensions installed on the client And there is a lot of bad excuses/reasons out there I have heard as an admin on TLR, someone even blamed their coworker because he had the game installed at work.
  14. You could always make one, some commands to get started- http://community.bistudio.com/wiki/getPlayerUID http://community.bistudio.com/wiki/onMapSingleClick http://community.bistudio.com/wiki/getPosATL http://community.bistudio.com/wiki/setPosASL http://community.bistudio.com/wiki/createVehicle_array http://community.bistudio.com/wiki/addWeapon http://community.bistudio.com/wiki/addMagazine And here you can get all the class names- (make sure the game version/mod is correct in the top right corner) Weapons Magazines Vehicles There is also Loki Lost Key (the admins will have to download it + edit server cfg to allow its key or something, I forgot) Link